1. MEMOLITH: Forsaken by Light
  2. News

MEMOLITH: Forsaken by Light News

[Dev Note] February Memolith Fragments



Hello, Survivors!

Finally, we're here with our new title name and a revamped Steam page.

Thanks to the support of everyone, development is progressing smoothly, and we'd like to introduce new aspects of the game this month.


[h3]Introduction of new concepts: ‘Light of Will’[/h3]
The game's core narrative is that the 'Guiding Pillars' have lost their light due to the shattered 'Memolith' and the Dark Shroud that spreads from them, and that the expedition members must restore the light of these guiding pillars using the 'Light Tracker'

However, it was disappointing that these core narratives only affected the story and the process of revealing the pillars that lead to the end of the battle, not the actual battle process within the game.

Accordingly, a new skill called "Light of Will" has been added. Light of Will emits light from the light meter when used, restoring 50% of the health of adjacent allies, but consuming one bar of the Will Gauge. In an emergency, it can be used on enemies without consuming WP or TP, dealing a small amount of damage.



Characters who have just joined and do not yet have a light meter, like Diurmuid in the beginning, cannot use it. They must return to the hideout and obtain a light meter from Scribe Giuseppe to use it.

Additionally, as the Memolith are restored and the expedition members regain their inner light, the Light of Will skill will gain additional functions tailored to each character's characteristics.

For example, when the Royal Guard Willam heals an ally, he also heals his own HP, or when the Hunter Pia can use Light of Will on a target at a distance, etc.


[h3]Will-Corruption System Reorganization [/h3]
With the update of the concept of ‘Light of Will’, the existing will system also needed to be reformed.

The original Will system was designed to reflect the phenomenon of the "Dark Shroud" spreading across Remore gradually eroding the will of the expedition members. The longer the expedition, or the more negative events that occur during it, the more Will is diminished. Conversely, positive events increase Will.

However, using "Light of Will" with only the existing will system creates a dilemma: instead of restoring allies' health, the risk of their will collapsing increases. Unlike the tactical dilemma of how to defeat a powerful enemy, this doesn't feel like a particularly pleasant dilemma.

Accordingly, the existing will gauge was left as a fixed gauge for using the ‘Light of Will’, and the original purpose of ‘encroachment by Dark Shroud’ was expressed as a separate gauge.



The role previously occupied by the "Will" gauge will now be replaced by the " Corruption" gauge. As the expedition progresses, the purple Corruption gauge on the right will fill up, and when it fills up, you will face the threat of " Broken."

If you neglect the Corruption Gauge, the ‘Will’ Gauge will decrease and the opportunity to use the ‘Light of Will’ will also decrease accordingly, so it is important to manage Corruption or not to spare the ‘Light of Will’ and to use it quickly and appropriately.

There are many other related changes, such as the removal of the somewhat complex "shaken of will." However, you can experience these for yourself after launch! We've streamlined the system to its core as much as possible, so we expect you'll find it intuitive when you play.


[h3]Changes in the Pleasure District[/h3]
In previous developer notes, we've focused on the newly created 'Guild District' and 'Military District', but there are also changes to the existing Pleasure District.

First, We always felt it was a shame that there weren't many tactically challenging stages before facing the final boss in the Pleasure District, so at the end of the tutorial, you'll encounter the "Black Knight," engulfed in the Dark Shroud. While not as powerful as the bosses, you must fully understand and utilize the concepts introduced up to this point to defeat and advance!



There are more hidden facts about this Black Knight... We will leave them for future discovery. We hope many of you can discover the secret!

Also, a very large guiding pillar has been installed on the Sunset Docks stage! This was something we really wanted to do due to the stage's narrative importance, but we were pressed for time, so we finally managed to do it. We are grateful to the art team for their hard work.



Likewise, there are many minor changes, such as the placement of early guides and a complete overhaul of drop items due to the revamped blacksmith system. We are curious to hear what you think.


[h3]Changes to restoration rewards and respawn rules[/h3]
There have also been overall changes to the settlement UI and rewards related to the "Restoration," which is the core narrative and where all the game's important content unlocks are concentrated.

First, in connection with the previous "Memory Binding" overhaul, you can now check both "Overall Restoration" and "Character-Specific Restoration" in the Expedition Settlement window. As each character's inner self brightens, they unlock unique core skills and traits in addition to shared memories, making this a crucial feature, just as important as the overall restoration.

The theme of the related UI has also been organized more neatly.



Also, previously, there was a rule that prevented respawning within two adjacent spaces as a reward for restoration when the ‘Large Guiding Pillar’ was revealed, but since it was difficult to distinguish and recognize this area, we have reorganized it so that when a certain level of memolith are restored, the guiding pillars in the entire first and second half of the Pleasure Village will no longer become blurred.

In other words, when the Hideout's Memoith regain a certain amount of light, a definite "safe zone" is created in the expedition area. When returning from an expedition, you can intuitively confirm this condition on the map.



This month, we've taken a look at changes that align with our current theme: "Illuminating the Dark Shroud with the light of a light meter." These are points where we've put as much effort into the overall game experience as we have into tactical combat utilizing cold weapons.

Well, we’ll see you again next month with more new content!
Thanks, Survivors!
MEMOLITH

MEMOLITH: Forsaken by Light - Our Steam Store Page has Been Updated!



Greetings Survivors!

We are pleased to announce that our Steam Store Page has been updated!
We are now official MEMOLITH: Forsaken by Light!

Come check out our new store page as it now shows MEMOLITH: Forsaken by Light in its full glory!

We will continue adding changes to our store page until our 1.0 release!
Please look forward to it!

Thank you,
MEMOLITH Team

[Announcement] Announcing Our New Game Title... MEMOLITH: Forsaken by Light!



Greetings Survivors!

We are pleased to finally announce our new official game title! Thank you for your patience!

MEMOLITH: Forsaken by Light will be replacing REMORE: INFESTED KINGDOM in the near future. We will update all our art and logos as we near our official 1.0 release.

Thank you to everyone who participated in our Title Change Poll Event!
It was once again your feedback and wisdom that gave us the direction and courage to undergo these changes for our game.

Hope you all return to the ruined Remore under our new name, MEMOLITH: Forsaken by Light and see how the story of the survivors ends!

Thank you,
MEMOLITH Team

[Announcement] Regarding Old Steam Achievements



Greetings Survivors!

Thank you for your patience!
We are pleased to announce that the decision has been made regarding our old Steam Achievements!

A quick reminder, we took a poll back in 2024 in our official Discord whether to keep or delete the old Steam achievements. Due to the massive changes from our early versions to the current one, the old steam achievements were soon going to be obsolete and unobtainable. So, we asked our community with a poll whether to keep the old achievements or delete them in favor of the brand new ones coming in our official 1.0 release.

The poll, which is visible in our official Discord, came down to a draw!

So the internal staff made the tie-breaker decision in favor of removing the Old Steam Achievements!

On our official 1.0 release day, we will be removing the old Achievements in favor of the brand new set of Achievements.

Please note that the current Steam achievements may not be currently working properly as we have updated the versions slowly as we head toward our launch date.

Thank you to everyone who participated in our Poll!
Your voice and feedback are what helped us shape our game!

Thank you,
REMORE

[Dev Note] January Memolith Fragments



Hello, Survivors!

Welcome to our first Dev note of 2026.

We want to begin by stating that when a survivor commented on our last month's Dev note that "it seems like it's finally coming together as a game.”, we were ecstatic!
The fruits of our labor are slowly finalizing!

This month, we'll be looking at weapons, another key aspect of the game alongside “Memory Binding!”


[h3]A Comprehensive Overhaul of the Weapon System, Including the Blacksmith[/h3]
The current version of the Blacksmith system randomly determines the rarity and grade options of a weapon when crafting a specific type of weapon.

This is a system designed with the belief that the joy gained from achieving good results based on random probability is great, and that this direction is especially suitable for the concept of a ‘weapon handcrafted by a blacksmith’ rather than manufactured in a factory.



However, since the game progresses linearly rather than in a roguelike style, there were many feedback that the “discomfort of getting a bad weapon” was greater than the “joy of getting a good weapon” because there were not many attempts to create a single weapon.

So, we had to consider one of two approaches.
  • By creating a route that allows players to repeatedly obtain crafting materials such as iron ingots, wood, leather, oil, and glue, and make the fun of ‘repeated farming and crafting’ even more enjoyable.
  • Removes the possibility of random probability intervention from the blacksmith system and focuses on the fun of ‘the weapon’s grade gradually increases as the game progresses and the number of available weapons increases.


The upper identity of the game we've designed so far is seen as being 'the fun of gradually overcoming difficulties through strategy and tactics' rather than 'the fun of repetitive farming', and so we chose the latter - that is, eliminating random probability.

Under the revamped weapon system, the concepts of ‘quality’ and ‘additional options’ for weapons will both disappear, and in the early stages of the game, you will engage in battles using only Tier 1 (white) weapons, but as the game progresses, you will gradually upgrade to Tier 2 (green) and Tier 3 (blue) weapons.



During this process, Tier 1 weapons may be used as crafting materials for higher rarity weapons, and certain weapons may only be obtained from weapon racks during expeditions, rather than through blacksmithing.

To get all the weapons, you'd essentially have to light up every pillar in the city, which we felt was more in line with the current gameplay and atmosphere of the game than "repetitive farming."

Additionally, as we've simplified the weapon system, we've also sought to create more powerful changes when obtaining high-rarity weapons. Major stats like "Attack Power" will change significantly, and sometimes weapon skill bonuses will even become more powerful.


[h3]Introducing Unique Grade Weapons: Hot and New![/h3]
On the other hand, completely new weapons that do not follow the existing weapon systems are also being prepared.

The basic weapon system is based on the cold weapon system of ‘sword, spear, axe, heavy weapon, shield’ and has a tight design to consider the game’s balance, but sometimes there are things that break the balance to create a unique flavor.

‘Shovel’ on the current version is a weapon that has attempted a somewhat unique approach, but we wanted to create something even more special.



This is the hand cannon concept weapon we absolutely wanted to create. While a real hand cannon would likely be unsafe if fired in such rapid open fire, the concept is that the craftsmen at Remore went through a whopping 42 prototype processes to successfully create this lethal weapon.

However, while this Prototype #42 is extremely powerful, its durability is extremely low. Please understand that it is still a prototype. For now, the primary weapon in this world is the cold weapon.



It would be a shame to only give fun to ranged weapons. This "Black Anchor" is a teleportation weapon(!) that can be thrown on the ground and instantly teleported to that location. It deals powerful damage proportional to the character's Fortitude stat to any enemies it collides with during its travel.

Unlike the basic system weapons, these unique weapons can only be obtained by fulfilling special quests and other conditions.

Although it's tricky to use, we've also prepared a custom build that can be used by combining specific memories to create powerful synergies, so we can't wait to see you all enjoy it after the update.


[h3] Powerful Enemies in the Military District [/h3]
If your expedition members become stronger with new weapons, the threat from your enemies should also become stronger to make the game more fun, right?

In previous Dev notes, we mainly introduced enemies from the 'Guild district' among the monsters of the Outer Ward district, but when you move to the 'Military district', you can meet Corrupted with different behavior patterns than before.

They use weapons that Remore's soldiers used in their lifetime, and they display a kind of 'group action', demanding difficult strategies.



The "Shielder" displays a pattern of absorbing attacks from other nearby Corrupted, much like the passive skill of "Royal Guard Willam." This requires countermeasures, such as first drawing out adjacent enemies with a pull attack or completely wiping them out with a wide-area attack.



The "Bolthead" provides support fire to keep enemies under control when attacked by other Corrupted. If you eliminate them in advance or neglect your defense, dire consequences await.



When attempting to approach these threatening enemies, the " atchspear" will disrupt your movement with " uarded Thrust." Avoid their range by approaching from a diagonal angle, or eliminate them from a distance.



If you stall because the enemy's patterns are tricky, dangerous consequences may await as the allied buffs used by the 'Banner Wretch' accumulate.

In this way, the enemies in the Military district were designed with the concept of "the more they gather, the stronger they become." I think this design is quite satisfying, as it allows for a different tactic than the monsters we've seen so far!


[h3] Richard, Ruler of the Military District [/h3]
In addition to Georg, the leader of the Guild District, the Outer Ward district also contains General Richard, who commanded the entire Military district. Defeating both leaders will allow you to advance to the Great Basilica, the final district and the repository of the first Memolith.

Richard, once a general, has now mutated into a terrifying, liquid monster of sorts. With such bizarre patterns, he'll present you with yet another challenge.

We'd like to leave the detailed patterns for survivors to explore on their own, so we'll briefly show you the signature motions and key features that the art team poured their heart and soul into preparing.



Richard's Core resides within a slimy Richard’s Body, within which he dodges attacks. If you inflict damage on his body and land a single attack, he will collapse, becoming " Vulnerable."



However, as the attack continues, Richard will jump significantly while spilling ‘Slime Wall', pouring liquid saturation from an unseen space off-screen.



Richard, jumping, traps an ally, placing them in a "Restrained" state. If you fail to quickly attack and rescue them, your ally may die instantly, unable to breathe.



In addition to the monsters in the Military district, Richard exerts pressure by manipulating his direct subordinates, who have been transformed into "chess pieces." He must leverage their abilities to overcome the crisis!

This concludes this month's Dev Notes for now.
Every time we post, we are torn between wanting to show the game's evolution and worrying that this might diminish the fun of discovering new aspects in the actual game.

However, we ourselves have different feelings when we create a concept during the design process and when we actually play it, and there is a new flavor to the fun of ‘actually experiencing something you already know,’ so we will try to maintain the direction of showing as much as possible to those who read the Dev notes, as long as it does not contain too many spoilers.

Well, we’ll see you again next month with more new content!
Thanks, Survivors!
REMORE