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We have prepared this “How To Not Die In The New REMORE” Handbook for you!



Greetings Survivors!

Boundless new horrors await!
It’s dangerous to go alone!

The new experience might be too grand and confusing for some,
so, we prepared this “How To Not Die In The New REMORE” Handbook!
Be sure to read up on all the new dreadful things that are waiting for you!

“How to Not Die in The New REMORE” Handbook ~A Tech Demo Guide~


This “How to Not Die in The New REMORE” Handbook is for those that have come here to save the New REMORE from the coming darkness and will provide the reader with simple precautions to
increase their chances of survival in these desolate lands.

For those of you who do not like reading, or want a more masochistic journey, you can press onwards and ignore this little handbook; however, I sense most of y’all will be back here after dying a few times...

[h3]Basic Control[/h3]
You can move the camera using the WASD keys and move Units by right clicking the mouse.



You can use the CTRL key during an expedition to check interactable objects, enemy sight, etc.

  • Interactive objects can be interacted using the F key.
  • The most frequently seen interactive objects are:
    • Door
    • Box
    • Obtainable Item
    • Guiding Pillar


[h3]Expedition[/h3]
When you start the game, you’ll need to prepare for your expedition into the new REMORE.



Once you have your necessary items and sorted your equipment, you can begin your expedition to REMORE through the Open Catacombs Entrance on your map.
(TIP: As you progress through your expedition, you can gradually unlock entrances back to the Catacombs.)



During an expedition, you have Free Movement. During Free Movement, you can move freely without any turn restrictions.



The goal of the expedition is to restore the light of REMORE by illuminating the “Guiding Pillars.” As you follow the guidance of the light, you will discover the Guiding Pillars.



However, when you light the Guiding Pillar, you need to be fully prepared because enemies will swarm to you as you try to regain the light. If you successfully purify the Guiding Pillar, all enemies will fall to its light and perish.

Be strategic when it comes to lighting the Guiding Pillar!

Do you fight off the creatures tactically before lighting the pillar or defend the Survivor who is activating it in hopes that the following turn will decimate your enemies? The choice is yours.



[h3]Battle[/h3]
When you encounter an enemy, you will switch to Turn-based control mode. Time to prepare for battle!



Before a battle, it would be a clever idea to figure out your enemy's weaknesses, right?
There are three types of enemy attributes in REMORE, "Slash", "Blunt", and "Pierce".
Enemies will have different attributes that will make them "Vulnerable" or "Resistant" to different attack types. Plan your weapons accordingly!



Taking an advantageous position from the start of a battle is a fundamental tactic. If you succeed in a “Surprise Attack” by attacking from outside the enemy’s line of sight, you will start the battle from a high ground with higher damage.



In a full-scale battle, both allies and enemies will counterattack when attacked. But if they are attacked in a position where they cannot fight back, they cannot fight back, right?



“Surrounding” an enemy by completely surrounding them with allies, terrain, etc. is an excellent tactic that can deal high damage. When conducting a surrounding attack, avoiding the counterattack introduced earlier is an even more important tactical element.



“Pincer Attack”, which all characters have by default, can only be used on enemies that are surrounded. Try to combine your strength to inflict maximum damage!



If you are physically and mentally exhausted from a long expedition, it is time to return to your Catacombs for a while to regroup. You can find the entrance to the Catacombs and return to your camp.



[h3]Catacombs[/h3]
In the Catacombs, you can make your Survivors stronger through Memory Binding, Item Crafting, etc.

Find the Light Keeper and bind Memoliths to grant your Survivors new Abilities.

You can select a Memolith for your Survivor by selecting an empty Memolith slot in the Memolith Binding UI and selecting the Memolith that matches it.
(TIP: Even different characters can share the same Memoliths!)

Memoliths can be obtained by finding Memolith Fragments during an expedition, so if you continue the expedition, you can become stronger, right?



The Blacksmith needs Experience Points to level up. The Blacksmith gains Experience Points by disassembling Weapons for you, and only when he reaches level 2, can he begin to Craft Items.

When you disassemble a Weapon, you obtain various materials as well as Crafting Recipes, so feel free to disassemble as many weapons as you can! After that, the high-tier equipment you can obtain will be able to support you in your smooth expedition, right?



[h3]Survivors[/h3]
Once you have gathered enough resources to strengthen your party through expeditions, it is time to carefully develop your Survivors.

Playable Survivors have four Attributes: Strength, Dexterity, Fortitude, and Speed.
These “Main Attributes” contributes to the Survivor’s Attack Power depending on their class.



The “Will” of the playable Survivor will increase or decrease in certain situations as you venture out on your expedition. If your Will becomes too low, you will begin suffering random negative status ailments and my even get the dreadful “Weakened” status where one hit puts your Survivors in the near death state... However, returning to the Catacombs will restore your Will. So, be sure to return back to the Catacombs within reasonable intervals.



A playable Survivor can wear Two Sets of Weapons and can freely switch between these two sets during expeditions and battles. However, once the battle has initiated, the Survivor can only change between the two sets they equipped prior to the confrontation.



[h3]What Awaits You...[/h3]
As you carefully proceed through your expedition, you will face an overwhelming threat that you have never seen before. We will be watching with anticipation to see if you can survive!



Stay awhile and listen! ​
You may gain knowledge to help you venture into our new terrifying world of REMORE!

Thank you,
REMORE

New REMORE Tech Demo – Patch Note Preview #1



In preparation for New REMORE Tech Demo, we have listed the Patch Notes below!

[h2]Tech Demo - Patch Note Preview #1[/h2]

    [h3] Expedition[/h3]
    • The Stage Concept has been changed.
      • The existing campaign concept has been removed, allowing Free Movement Mode between Stages.
    • The Map can be opened during Expeditions.
      • Map is divided into three parts depending on the scale of the Stage.
      • You will discover new landmarks that acts as an entrance to the Catacombs on certain Stages.
    • Information Window can be opened during Expeditions.
      • You can check current Expedition Member Information.
    • Special Objects have been added to the stage.
      • Guiding Pillar
        • This new holy artifact exists in every Stage.
        • The goal of the Expedition is to purify the Guiding Pillar as you venture deeper.
        • When you start purifying the Guiding Pillar, all Enemies on the Stage will notice you and become aggressive.
        • If the Survivor purifying the Guiding Pillar maintains the process for one turn, the Guiding Pillar will be successfully purified, and all Enemies will die thus ending the battle.
        • After purifying a Guiding Pillar, your Will increases and your Field of Sight within the Stage increases.
    • Crimson Lily Mist
      • A harmful fog that exists within specific Stages.
      • Inside the Crimson Lily Mist, you will use HP instead of TP when moving.
      • If your health reaches 0 within the Crimson Lily Mist, you will become Charmed instead of dying.
    • Red Canopy
      • A passable overhead railing that exists within specific Stages.
      • Outside the Red Canopy, visibility within and beyond the Red Canopy is limited.
      • You can only see beyond the Red Canopy when you step past it.

    [h3] Battle System[/h3]
    • If you spot an enemy or if an enemy spots you during Free Movement Mode, you will switch to Turn-based Mode and Combat will begin.
      • The battle ends when all Enemies in the Stage are killed.
      • The battle ends if the Guiding Pillar is purified.
    • Attack Skills and Enemies now have their own Offensive and Defensive Attributes.
      • Skills that are strong against certain Attributes deal more damage, while Skills that are weak against certain Attributes deal less damage.
        • Slash
        • Blunt
        • Pierce
    • The Battle System has been completely revamped.
      • “Caught” has been removed.
      • You can perform an “Ambush” attack when attacking from outside the enemy’s line of sight.
      • You can “Surround” enemies whose sides are blocked by tiles and/or Friendly Survivors.
        • You can use the “Pincer” attack against Surrounded enemies.

    [h3] Catacombs (Hideout)[/h3]
    • The following content has been removed, and the associated NPCs have been removed accordingly.
      • Food, Sleep removed
      • Toll development/Craft removed
      • Trader removed
      • Scavenge removed
    • The following content has been added/reorganized, and related NPCs have been added accordingly.
      • Organizing Expedition
        • Available by interacting with Scribe Guiseppe.
        • You can organize an Expedition with 3 playable Survivors who joined your party.
      • Departure
        • Can be used by interacting with the Scout NPC.
        • You can move necessary Items to your Inventory before your departure.
        • You can use any unlocked Catacombs entrances as your starting location when beginning your Expedition.
      • Memolith Binding
        • Available by interacting with Lightkeeper Ellen.
        • Collect “Memolith Fragments” during your Expeditions and obtain memories that can be bound to your Survivors when you return to the Catacombs.
        • 2 Shared Memolith and 1 Dedicated Memolith can be bound to 1 Core Block.
          • In the case of Shared Memoliths, they are not bound (even if bound) and can be shared by multiple Survivors.
        • When you complete 3 Memoliths to a Core block, the memories are purified, and new Abilities are awakened.
        • There is no separate cost for Memolith Binding.
      • Blacksmith
        • Available by interacting with Blacksmith Fabrice.
        • The Blacksmith disassembles Equipment to gain Experience Points.
        • Equipment Disassembly is available from Lv. 1, and Equipment Crafting is available from Lv. 2.
          • This feature replaces the existing “Weapon Modification” system.
        • Equipment can be Crafted in Three Stages.
          • When the production gauge exceeds 100, it is considered a “Great success”.
          • When “Flash of Inspiration” is activated, you can craft more powerful Equipment.
          • Weapon Rarity increases when “Great Success” and “Flash of Inspiration” are applied simultaneously.


    Thank you, Survivors! See you inside the dark unknown!
    REMORE

    A New REMORE Awakens!



    The time is finally here...

    We will be hosting a Steam Tech Demo and cordially invite you our followers to try it out firsthand!

    A new experience beckons you Survivors...
    Meet new Survivors, access new abilities, customize your party and stay alive to tell your tale someday...
    Will you take on the challenge of being the first to venture into the dark unknown?

    Can You Survive?

    Registration begins March 17th (PST)!

    Thank you,
    REMORE

    [Dev Note] Stage Narrative : The Red Lady



    Hello, Survivors!

    In the last Dev Note, we introduced some new gameplay content.

    Today, we’re shifting back to the narrative to explore the stage design that conveys the dark atmosphere looming over REMORE.


    [h3]The Saint’s Statue in the Pleasure District[/h3]
    The tragedy that struck Remore manifested as the Dark Shroud. However, long before its emergence, corruption had already spread throughout society. The Pleasure District, in particular, had become twisted and decayed.

    It wasn’t always this way. An example of this transformation is the statue we introduce today—The Red Lady, a monument that once symbolized sainthood.

    Now standing at the center of the downed square, the statue is now known only as The Red Lady, its original name and purpose forgotten by most. One of its hands extends outward, offering spiritual solace, while vibrant red flowers twist around her body. Before corruption took root in the Pleasure District, this square was a quiet sanctuary—some even called it sacred. People would come here to lay offerings at the statue’s altar, seeking blessings.



    As time passed and the area became known as the Pleasure District, the story of the saint’s statue began to twist. The hand that once offered sacred comfort was now seen as an invitation to indulgence. The altar, where offerings were once placed with reverence, turned into a street-side stall where people poured wine and laid blood lilies, hoping for pleasure instead of blessings. And so, the statue took on the crude and distorted name "The Red Lady", straying far from its original meaning. The square itself was eventually named after it.

    The statue’s true significance was completely forgotten—warped beyond recognition. Some say it depicts a saint who governs physical pleasure. Others claim it is a statue of Olivia, the one who ruled the Pleasure District until the Dark Shroud arrived. But to them, the statue’s real identity doesn’t matter. With every retelling, its meaning drifts further from the truth.

    A nun from the Order of the Shadow Sisters (Worshippers of the Sun), now mistaken for a prostitute, secretly kept an eye on the square mourning what had become of the once-sacred statue... its altar being defiled with spilled liquor and blasphemy. And yet, she remained composed, searching for a way to bring judgment upon the sinners.


    [h3]The Vile Desires Rooted in the Plaza[/h3]
    Before the Memolith explosion, The Red Lady square was a thriving center of the Pleasure District. As a result, the area is littered with remnants of human corruption and sin.

    One such place is the Blood Lily Den, where visitors indulged in substances derived from blood lilies. Shelves lined with vials of the elixir stand near the walls, alongside long pipes, braziers, and other paraphernalia used for consumption. Shallow, wide beds are scattered around for patrons to recline as they drift into intoxication. Given that the Pleasure District catered mostly to the upper class, the den has a somewhat refined appearance—at least compared to the filth found elsewhere.



    The Vanity Tables were where prostitutes prepared themselves—applying makeup and changing outfits between shifts. These tables are neatly arranged, with bottles of perfume and various cosmetics scattered across their surfaces. Deeper inside, however, lies a more "secretive" area, catering to those with particular tastes.

    A far darker and more unusual place, the Masochist’s Den serves as both a workspace for prostitutes and a chamber for more extreme desires. While it features beds and dimly flickering candles that set an intimate mood, it is also equipped with something else—chains, restraints, and instruments of pain. It is a grim testament to the depths of human depravity that have taken root in REMORE’s Pleasure District.



    The Tavern was primarily a place where patrons socialized and arranged meetings with prostitutes. Though now littered with shattered bottles, it was once filled with the scent of food and alcohol, drawing in crowds from the streets. But deep within the tavern lies a Hidden Room—a place of secrecy.

    The Order of the Shadow Sisters have been keeping a close watch on this area, recognizing it as one of the deepest roots of the Pleasure District’s corruption. And it was in this very hidden chamber that they held their secret gatherings. Here, they exchanged information on the district’s activities, their reports scattered across the dimly lit room, whispering of the darkness lurking within.



    The Red Lady square lays bare the depth of REMORE’s descent into corruption before the Memolith explosion. As you explore REMORE, you’ll encounter these spaces and naturally experience the stories they hold, gaining a deeper understanding of this world.

    We’ll be back with more exciting updates in the next dev note.

    Until next time,
    Thank You, Survivors!
    REMORE

    [Dev Note] Resist Enchanment!



    Hello there, Survivors!

    Last time, we talked about how a Blister’s corpse can bring new threats and strategic opportunities to the game.

    Today, we’re diving into a mechanic that you may have come across before—but now it’s back with even more tactical potential: Charm.


    [h3]Charm – Looks Harmless, But Packs a Punch[/h3]
    Charm is an enemy attack type that’s been around since the test versions after Early Access. You’ve probably run into enemies like the Harlot or the Petal, who love using Charm to throw your team into chaos.

    These enemies aren’t strong in terms of raw attack power or defense, but don’t underestimate them. If they land a hit—or sometimes when you land a hit on them—they can inflict Charm, which makes your character completely helpless until they either take damage or a turn passes.

    What makes it even trickier is that Charm attacks usually hit multiple targets at once. Rush in carelessly, and you might find half your Survivors stuck, unable to move—standing helplessly in the path of a devastating follow-up attack.



    Charm was designed as a gameplay mechanic that reflects the narrative and intended player experience of the upcoming district. Set in the dazzling yet ominous Red-Light District, it highlights the Survivors' determination as they resist the deadly allure of hostile people and the horrific creatures that lurk within...

    But we wanted to take it a step further. Rather than just being a simple Status Effect, Charm now comes with a unique twist, offering new narrative depth and strategic choices as you progress through the district.


    [h3]Charm Rework: Is the Enemy of My Enemy... Truly an Ally?[/h3]
    Before, Charm was pretty simple—it’d disable your character, but getting hit would snap them out of it. That meant you could quickly shake it off with a bit of damage and carry on.

    But with the Pleasure District setting in mind, we figured, why not make Charm more interesting?
    Now, Charm doesn’t just disable your character—it actually turns them into an enemy for a bit. So, if an ally is Charmed during the enemy's turn, they might start attacking the other Survivors!

    The good news? Since they count as an enemy while Charmed, you can attack them to break the effect and hopefully get them back on your side.



    This kind of change might be a bit more fitting for the "Emotional" side of things, adding to the "Charm," but it’s still quite a stretch from offering a truly diverse gameplay experience. It’s really just the difference between becoming uncontrollable at that moment or directly threatening your own team. Characters under the Charm effect don’t just see allies as enemies but also consider creatures targets too. So, a character in a Charmed state might actually attack the creatures in certain battle situations.

    Taking advantage of this, it’s become possible to make tactical choices where sometimes getting Charmed could even lead to greater benefits. Of course, it’s hard to perfectly predict the movements of a Charmed character, so any tactics that use Charm should always be done so with caution.



    [h3]Another Use for a Stone – A Good Hit Will Snap Them Out of It![/h3]
    In the last Dev Note, [Strategic Strike: Blister's Corpse]we mentioned the humble throwing Pebble which you can use on expeditions. Well, it’s actually pretty great for breaking Charm too!

    One of the things mentioned earlier is that the stone deals "very little damage." This wouldn't really be useful as a weapon, but it's perfect for waking up an ally who’s zoned out. As the expedition goes on, your allies get stronger, and resources like TP and WP become more valuable. So, if you go and attack a Charmed ally using WP or whatever to snap them out of it, they’ll take heavy damage, and you’ll lose a valuable attack chance. But with a Pebble, you can get them out of Charm more easily and efficiently. After all, when someone’s out of it, a gentle rock works wonders!



    Well, we hope you found today’s Charm update interesting! We’ll be back with more cool updates in the next dev note.

    Catch you later, Survivors!
    Thanks as always!
    REMORE