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[Poll] Poll for Title Change



Greetings Survivors!

Now that the Major Update has arrived at the vast lands of Remore; so too came the many changes associated with the new content.

Our story narrative was one of the biggest changes that took place in the Major Update, and we are so thrilled to finally share with you a deeper lore that takes place during the apocalyptic times which befell the land. Because many changes have been implemented, we thought maybe it’s time to change the title of our game.

So, we are excited to announce our first official Game Title Change Poll Event!
During the event period, we will be asking our loyal followers what their thoughts on our proposal for a change to our game title.

Please share with us your Poll during the event and it will determine whether we will change the title of our game!

Check our Google Form Link below to submit your Poll!

[Google Form] Poll for Title Change

[Event Period]
Oct 28 – Nov 4 (PT)

[Result Announcement]
Nov 11

Thank you,
REMORE

[Dev Note] Hunter : Plan, Take Aim, Finish the Hunt!



Hey there Survivors,

In our last dev note, we introduced the newest party members joining in Act 2, the Mercenary and the Jester. Today, we’re taking a closer look at the third playable character: the Hunter.



[h3]General Richard’s Secret Project[/h3]
When the arms race between Georg and Richard began to heat up, Richard realized he needed to take stronger action in response to Georg’s aggressive tactics. To do that, he started preparing several plans, one of which was the development of a new weapon.

While Georg used his vast wealth to hire skilled mercenaries and quickly build up his forces, Richard was limited to the troops available in central Remorse. Not only was it difficult to pull reinforcements from across the region to the Outer District, but compared to the battle-hardened mercenaries who had survived countless hardships, REMORE’s soldiers simply lacked experience. To bridge that gap, Richard needed both a clever solution and the right people to carry it out, and that’s how the hunter Fia joined his ranks.

Fia was a highly skilled hunter, respected and trusted by many. Hunting wild beasts usually required stealth, precision, and independence rather than working in groups, so Richard’s was unusual, and perhaps a bit concerning, to her. Still, her keen planning, decisive execution, and ability to see several steps ahead impressed not only Richard but also the entire Outer District military. Over time, despite her preference for working alone, Fia began to open up to cooperation and camaraderie with others.

Fia’s experience with a wide range of unconventional weapons, the kind most military forces rarely touch, proved invaluable to the new weapon project. But just as the prototype was about to enter testing, disaster struck: the explosion of Memolith threw the entire Outer District into chaos.

As more people became consumed by the Dark Shroud and Richard’s troops turned into creatures or fell prey to them, Fia and a handful of others barely managed to escape, finding refuge from the spreading corruption. Under the leadership of the old knight Marshal and Fia, the survivors established a small camp, unable to advance or retreat.

It’s in this precarious situation that they finally cross paths with the party journeying to restore the light of Memolith.



[h3]Everything Goes According to Plan[/h3]
Fia’s combat style is built entirely around planning. From the very first moment she detects an enemy, she’s already analyzing their position, weaknesses, potential moves, and what to watch out for, and that’s just the basics. Next comes assessing her own team’s strength and figuring out the best strategy for the current situation. And if things don’t look good, she’s already prepared with a fallback plan or an alternative approach. Once every variable is accounted for, that’s when Fia truly shines.

Of course, careful planning isn’t unique to Fia, it’s important for anyone exploring Remote. But for her, it’s crucial. Many of her skills and traits are designed around reacting to enemy actions, through triggers or conditional effects, rather than direct, aggressive tactics.



Take Fia’s signature skill, Bear Trap, for example. It doesn’t activate the moment you use it, instead it triggers when an enemy steps on the trap or when you move an enemy onto the trapped tile. Because of that, it’s not easy for Fia to activate it on her own within a single turn. She often needs to bait enemy movement across turns or rely on allies to help trigger the effect.

These tricky activation conditions make Fia more difficult to use, but they also give her a unique playstyle. In battle, there are often moments when your team can’t spend all their WP or TP before ending their turn, maybe because of enemy positioning or terrain, leaving few options other than to wait. Most characters can only counterattack during the enemy’s turn, but Fia’s pre-set traps let her influence the battlefield even while she’s not acting directly.

That’s the moment when Fia’s planning truly pays off.



[h3]Unfair? I’m a hunter. You’re the prey.[/h3]
Just like a predator goes all out when hunting a rabbit, the hunter Fia stops at nothing to bring down her target. When the enemy moves exactly as she planned and is at their weakest, Fia’s bow strikes with perfect precision. Her unique trait Hunter’s Mercy lets her deal critical hits more easily against enemies suffering from negative effects. By using her bear traps or coordinating with allies to weaken her targets, she ensures every shot counts.

Another unique trait Cover Tracks restores 2 WP whenever Fia defeats a stunned enemy, allowing her to immediately prepare for the next strike. And when she takes down an enemy with a melee attack, she gains an additional Bear Trap charge. Since enemies caught in her traps are stunned, Fia can sometimes chain multiple attacks in a single turn — but her true potential shines when paired with allies like the Inquisitor, who can push or stun enemies, creating perfect setups for her to finish the hunt.



However, Fia’s main weapon, the bow, can’t hit enemies in adjacent tiles. To recharge her Bear Traps through Cover Tracks she needs another way to handle nearby foes. Of course, a skilled hunter like Fia always has a trick up her sleeve.

Her unique skill, Point-Blank Shot, lets her attack the four adjacent tiles that her bow normally can’t reach, ensuring she can strike enemies in any position. She also has the option of switching to other weapons. Her trait Masterful Swap enhances her attacks when alternating between ranged and melee weapons: it grants Ready to Strike to boost melee skill power and Rapid Fire to boost ranged skill power. No matter how tricky the situation, Fia is always ready with her next plan.




[h3]The Lone Hunter[/h3]
Even someone as versatile and precise as Fia has habits that can hold her back. Having spent so much time hunting alone, cooperation is necessary but still awkward for her. That’s why, even though her bow almost always hits its target, it can falter when allies are nearby.

Fia’s weakness Disrupted Aim means that when she makes a ranged attack with another character adjacent to her, there’s a 50% chance she’ll hit a different target than intended.

This includes both enemies and allies, which gives Fia a unique tactical quirk: it’s often safer for her to attack from a distance rather than next to teammates, even if she has relatively high health or isn’t specialized in counterattacks. Of course, this also exposes her to more enemy attacks, raising her skill ceiling. Strategic choices, intercepting enemies from afar, then returning to allies to plan the next move, are key to mastering Fia’s gameplay.



Hopefully that’s given you a decent idea of how the Hunter plays and feels! We’ll be back in the next dev note with even more exciting tales for you.

Thanks again, Survivors!
REMORE

[Dev Note] The Jester : Devilish Trickster



Hello, Survivors!

In today’s Dev Note we’d like to introduce another new playable character you’ll be meeting in Act 2 — The Jester, Nathaniel.



[h3]A Man Trying to Build a Better World through Laughter[/h3]
Little is really known about Nathaniel. Only a rumor: in the Outer Districts of REMORE, there was once a talented Jester who performed for high officials and the powerful. He wasn’t afraid to point out their flaws and wrongdoings, mocking them openly while subtly hinting at a better path for REMORE — a delicate “tightrope walk.” Though secretly irritated, the authorities often let it slide, charmed by his clever wit.

But Nathaniel’s daring acts weren’t just for show or thrill-seeking. He understood that the suffering of REMORE’s people stemmed from a broken system, and that those same elites who had built it were the only ones who could fix it. Through his own methods, he tried to open their eyes and urge them toward reform.

His efforts, however, were far from enough to counter the city’s deep-rooted corruption. The powerful either failed to grasp his intent or simply had no desire to make things better. Over time, Nathaniel grew weary, lost his drive, and eventually succumbed to resignation. All that remained was his biting mockery of a REMORE that refused to change — and bitter frustration at himself for failing to change it.

Then came the great explosion of the Memolith. The Dark Shroud swallowed REMORE, and monsters flooded the land. Perhaps, in that chaos, Nathaniel allowed himself a faint smile at seeing the corrupt structure finally crumble. Still burdened by his twisted heart, he wandered through the Inner Districts — until he finally crossed paths with the Survivors on their journey to reclaim the Light of the Memolith.



[h3]The Great Showman[/h3]
Before the explosion of the Memolith, The Jester lived a life far removed from combat. But now, in a world where survival demands doing whatever is necessary, he possesses a wide range of skills that allow him to shine. The Jester’s main stat is Agility, the same as Shadow Sister Mienne, giving him a major advantage in hit-and-run tactics. Thanks to his nimble movements from his days as a performer, he can leap over enemies or obstacles to strike from behind, dodge attacks with ease, and pull off the kind of “annoyingly clever” maneuvers players will enjoy.

The clown’s signature basic skill, “Leap”, lets him jump over enemies and obstacles and move to a designated location. Though it might seem simple at first glance, this skill becomes a powerful tool for dealing with the various enemy mechanics introduced in Act 2. He can, for example, use objects to dive into the heart of enemy lines and wipe them out in one strike, or quickly take down enemies that provide buffs to others before they can act.

At the same time, the Jester relishes in winding up all within earshot. His unique trait, “Fibonacci”, grants stealth when his TP reaches 2, 3, 5, or 8. It’s a challenging trait that will test a player’s skill, but if used correctly, it can grant up to four stealth activations in a single turn, making it incredibly useful for ambushes and survival. The Jester’s one man show is bound to delight his allies…and potentially frustrate those in his way!



[h3]Easy, right? Or is this a bit too much to handle?[/h3]
For a Jester, the most important thing is to remain composed no matter how the audience reacts. Even with enemies bearing down on him, Nathaniel moves with calm confidence — almost annoyingly so — letting him evade attacks effortlessly while delivering deadly blows in return.

Through his unique skill, “Simple Dodge,” he can evade attacks by moving to an adjacent space each time he’s attacked. A fully powered critical strike or a one-time desperate assault? No problem — he can dodge them with ease. Of course, the skill has limits: stack counts and cooldowns prevent him from dodging infinitely.

Still, the tactical value is immense. When tasked with critical missions and diving into the heart of enemy lines with skills like “Leap,” even getting detected doesn’t spell disaster — he gains the chance to buy a little time. There’s a strange thrill in seeing enemies taunted and toyed with as Nathaniel slips and dodges around them.



But The Jester’s most deadly weapon isn’t his remarkable stealth or nimble movements — it’s literally his “killer jokes.”

His unique skill, “Mockery,” provokes a target, increasing their critical hit chance by 30% for the turn while reducing their accuracy by 5%. If that were all, it would be little more than a high-risk taunt. But the real twist is that the target doesn’t have to be an enemy — it can be an ally.

By cleverly combining it with skills like “Simple Dodge,” the clown can absorb an ally’s attack and turn it into a powerful buff, boosting their critical chance by 30%. Both friend and foe dance to his whims, and before anyone realizes it, the battlefield itself seems to be laughing along with him.



[h3]The Common Rule of Sports and Jokes: Know Your Limits[/h3]
Nathaniel’s free-spirited thinking and easygoing nature can bring a bit of relief to the harsh journey through Remore — but unfortunately, there are moments when his wit goes too far. The devilish tongue that never stops teasing, even at allies’ mistakes, can inevitably stir up trouble.

The clown’s unique trait, “Sarcasm,” provokes any ally whose attack misses while near him. While you can manage this by keeping Nathaniel away from the main group, using him like a separate unit, or combining with skills like “Simple Dodge” to avoid friendly collisions, his sense of humor will have to be carefully managed.



How did you like today’s introduction to Nathaniel, The Jester? A talented rascal, sometimes causing trouble, and all the more charming because of it — we hope you’re looking forward to meeting this lively, unpredictable trickster in-game!

Thank you, Survivors!
REMORE

[Dev Note] Mercenary : Thorough Strategy, Perfect Victory!



Hey Survivors,

On our last Dev Note we gave you a quick look at REMORE’s new Act and the stories tied to The Outer Ward. We’re working on bringing you even more exciting and detailed stories to explore in-game soon!

This time, however, we want to introduce one of the playable characters you’ll meet in The Outer Ward — the Mercenary. You might remember we gave a brief peek at this character before, but now we’re back with a deeper dive into who they are and the unique gameplay they bring. Let’s get into it.



[h3]An Expert from Beyond REMORE[/h3]
If we had to sum up the Mercenary in one line, she’s a “jack-of-all-trades problem-solver from outside the city.”

As we previously mentioned in Georg’s narrative, he needed to build up his own forces to push back against Richard’s army and their constant pressure on outside merchants. But in Remore — a place known for its exclusivity — and with Georg’s reputation as a foreigner who amassed wealth by any means necessary, there weren’t many willing to stand at his side. That’s why Georg had to look beyond REMORE’s walls.

Enter Luisa, the Mercenary. At a young age, she had already founded and led her own group, the Red-Haired Mercenaries — a testament to her skills. As their leader, she carried a strict sense of professionalism: if you paid her price, she would get the job done, no questions asked. For Georg, Luisa and her mercenary band were a perfect fit. Being outsiders, they drew far less suspicion than he did within REMORE, and they had the military strength to stand toe-to-toe with Richard’s central forces.

So, the Red-Haired Mercenaries became Georg’s “hunting dogs.” When the Hammer Rebellion broke out, they crushed the rebelling artisans at his command. Later, during the arms race between Georg and Richard, Luisa’s band gave Georg the power he needed to hold his ground. But after countless hardships — and the great calamity of the Memolith Explosion — only Luisa was left standing. One by one she lost her comrades, and she drowned the weight of that grief in drink.

And so, while fighting to stay alive, Luisa eventually crossed paths with the band of Survivors who had made it within the city walls.


[h3]A Skilled Problem-Solver Who Controls the Battlefield[/h3]
Luisa is a mid-to-close range fighter who mainly wields Polearms. Her primary stat is Strength, the same as the barbarian Diurmuid, giving her greater potential for offensive rather than defensive play. Her defining trait can be summed up as “Battlefield Control.” Drawing on her experience in rugged terrain, she uses her Polearm and Grappling Hook to disrupt enemy formations and create favorable conditions for her allies. Expeditions with the Mountain Mercenary will go smoother when players not only make use of her own skills, but also understand how they synergize with the strengths of other playable characters.

Her base unique skill, “Tactical Pull,” is similar to the Grappling Hook from Early Access, but with a more advanced mechanism. It can pull both enemies and allies to a chosen spot within range. That means you can rescue an ally who’s stranded in the middle of enemy lines after spending all their TP, or reposition enemies to set them up for a devastating sweep.

Her base unique trait, “Trip,” applies Slow whenever she pushes or pulls a target that isn’t adjacent to her. Maintaining the right distance and executing carefully planned plays will let you restrict enemy movement through this debuff — turning tactical precision into a selfish but rewarding advantage.



[h3]Victory Belongs to Those Who Are Prepared[/h3]
Through Memory Bonds and other unlocks, the Mercenary gains new skills and traits that will show just how prepared for battle she can really be.

Her unique skill, “Precise Timing,” cuts the power of Push/Pull weapon skills in half but completely removes their cost. In other words, it’s most effective when used with high-cost skills where the added utility is more important than raw damage. For example, you could first strike with a standard attack, then use Adjust Tempo to drag an enemy into position for another ally’s attack. Or you could use it up front to group enemies tightly together, setting up a sweeping strike that can wipe them all out — plenty of strategies open up.

Her unique passive, “Execute Plan,” highlights her meticulous, calculated style even further. When using an Area-of-Effect skill, if there are no empty tiles in the range — in other words, if you’ve hit every possible target — she regains 2 WP. By lining up enemies with Tactical Pull or Precise Timing to control the battlefield, then landing the perfect blow, she earns herself another chance to strike. This means the Mountain Mercenary is heavily rewarded for pulling off the high-level strategy of battlefield control: when executed well, she gains yet another opportunity to unleash devastating attacks, chaining forced movement, and follow-up strikes to utterly demolish her foes.



Another aspect that allows the Mercenary to shine as a combat expert is her ability to skillfully wield a variety of weapons depending on the situation. This is realized through her unique trait, “Weapon Mastery.” When she uses a weapon skill with a different attribute than the previous skill within the same turn, the cooldown of a random skill is reset.

For example, if she first attacks with a slashing-type weapon skill using the Slash attribute, then follows up with a thrust from a spear-type weapon with the Pierce attribute, one of her skills that is currently on cooldown will be reset. Since each of the Mountain Mercenary’s skills carries significant value, making efficient use of Weapon Mastery is crucial. To do this effectively, she must equip the appropriate types of weapons before entering combat.



[h3]Gotta eat to survive…![/h3]
While Luisa shows herself in battle as an excellent problem-solver and a prepared professional, she also has her human side. For her, combat isn’t about nobility or honor — it’s a means to make a living. And because she’s willing to risk her life for mercenary work, her desire for anything valuable can easily get the better of her.

Her unique trait, “Collecting Instinct,” reflects this weakness in-game. Whenever an item spawns on the map, there’s a chance she’ll move up to 4 tiles toward it. So even if your strategy seems flawless, you can’t let your guard down — you’ll also need to account for the unpredictable pull of the Mercenary’s greed.



That was a look at the Mercenary and her abilities and personality. Next time we’ll be moving onto The Jester and delving into his story and playstyle!

Until then, thanks for being with us!
REMORE

[Dev Note] Richard: REMORE's Bridle



Hello, Survivors.

In our last Dev Note, we introduced Georg, the figure at the heart of tragedy in REMORE’s Outer District. Georg plays a pivotal role in the chaos that unfolds in the Guild District. Yet the turning point that escalated the situation was the dispatch of REMORE’s general, Richard.


[h3]Richard: Loyal to the Bone[/h3]
Richard leads the forces sent to the Outer Ward by REMORE’s ruling council. A native of the city, he is defined by his deep pride and unwavering devotion to Remore. The council trusted his loyalty implicitly, sending him to oversee the Outer Ward and keep foreign merchants—including Georg—under control.

Richard did not disappoint. He sought to impose an order that placed Remoreans above all others. From the perspective of REMORE—or from that of any proud Remorean—this might have seemed both reasonable and justified but it was far from right. Putting Remore first inevitably turned into discrimination against outsiders.

As we’ve mentioned before, REMORE has a long-standing bias against outsiders. As a port city connected to the sea, it has endured frequent raids from seafaring marauders. Naturally, those coming from across the waters were viewed with suspicion, and this wariness hardened into a fear of the unfamiliar. For Richard, who grew up witnessing these invasions firsthand, outsiders were never someone to be trusted or treated kindly.



[h3]Richard’s Method[/h3]
Yes, Richard did treat outsiders differently, but he wasn’t openly brutal. Doing that would have caused immediate chaos, so he took a subtler approach—one that made it hard for those being discriminated against to push back.

Under the excuse of keeping “order” in the Outer Ward, he cracked down harder on foreign merchants and enforced the rules more strictly than for locals. Since these actions were technically part of his official duties, outsiders couldn’t protest, yet they still felt the pressure. It was a smart, low-profile way to keep them in check. Over time, foreign merchants lost influence, and REMORE’s native guilds were all too happy to see it.

At the same time, Richard worked on securing this Remorean “order” even further. To keep putting pressure on outsiders, his forces needed control over where they stayed—and ideally, positions that would give them an advantage if conflicts broke out. So he fortified key spots and slowly increased his troop numbers. Eventually, the Outer Ward became more or less a “military zone” under Richard’s command.

Of course, this kind of planning and execution isn’t something one person could pull off alone. Supporting him were three captains, each praised for their wisdom, courage, and loyalty. These knights helped Richard expand his influence steadily and effectively.



Sir Gilbert, famed for his bravery and aggressive tactics, carried out missions boldly at the front lines. Because of this, to Richard and the people of REMORE, he was seen as a reliable shield who stood foremost against the “tyranny” of outsiders, including Georg. Of course, from the outsiders’ perspective, he was far from endearing.

Sir Edmund, a wise knight recognized by all for his wisdom, strategy and keen situational awareness, carefully assessed the conflicts between outsiders and the REMORE people, finding the most efficient ways to empower the REMORE side. He was especially skilled at monitoring Georg and anticipating his insidious intentions.

Sir Fitzwalter, a knight respected for his loyalty to Richard and REMORE, provided great support to Richard, who struggled with the burden of maintaining leadership and control of the people in the outer wards. He protected Richard from the selfish attitudes of the leadership and the various plots and schemes that unfolded.

Thus, from the perspective of “REMORE” thanks to these excellent generals and knights, the situation in the outer districts gradually stabilized. Yet, in truth, it was a crisis on the verge of erupting.


[h3]Deepening Tensions, Igniting Conflict[/h3]
Richard’s actions greatly heightened Georg’s intense wariness. Georg carried a trauma from nearly losing his life due to his own helplessness, so he could never stand by while Richard’s moves harmed his trading guild. The path Georg chose was to form a private army under the guise of “guards.” He built his forces under the pretext of escorting merchant ships and guarding warehouses, eventually amassing a force that could no longer be ignored.

Using this private force, Georg pushed back against the native guilds, which ultimately sparked the Hammer Rebellion. The uprising escalated to a serious level, yet Richard responded very passively, letting the revolt drag on. He expected that the conflict would weaken Georg’s forces and inflict losses on his property.



However, Georg managed to suppress the Hammer Rebellion faster than expected, and the damage he suffered was minimal. Richard’s expectations were off, and Georg was furious that Richard’s forces—who had always oppressed them under the pretext of “maintaining order”—had taken such a passive approach during the rebellion. As a result, the clash between Georg and Richard reached a breaking point.

Amidst this chaos, the Memolith erupted, and the two groups—each fueled by their own hatred—continued their cycle of animosity, even as they became lost in the darkness. For the rest of the story about REMORE’s Outer Ward and its two main figures, Georg and Richard, check it out in-game!



Thanks as always Survivors and see you in the next Dev Note!
REMORE