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[Announcement] Official Game Title Change Poll Event Results Are In!



Greetings Survivors!

Our Official Game Title Change Poll Event has now concluded!

In a shocking turn of events, we actually landed on a tie!
The Poll ended up in a draw, and this was actually quite a surprise to us!
With over 100 votes cast, we surely felt one decision will triumph over the other!

In the event of a Draw, the Development team will be the Tiebreaker and make a decision after discussing it internally.

We want to thank all the participants of our Poll Event and our community!
Your feedback and support is what gives us the motivation to create such wonders!

We will make an announcement in the future about the outcome of the Game Title Change!
Stay tuned to our platforms for more updates!

Thank you,
REMORE

[Dev Note] The Watcher : A Mid-Boss Appears!



Hello, Survivors!

Up till now, we’ve introduced the narratives and distinctive play styles of the eight playable Characters.

In today’s Dev Bote, we’d like to talk about the enemies you’ll face throughout your journey in REMORE, especially a new type of threat: the Mid-Boss.



[h3]Mid-Boss: A Formidable Threat Descends Upon the Stage[/h3]
If you’ve played Act 1, you may have already encountered special enemy events that occur as you progress through each stage. For example, in the “Crimson Lily Plantation” stage, a swarm of Petals ambushes the Survivors as they enter the central area. Or in “Sunset Docks” you join forces with the Shadow Nun Mienne to fend off a sudden onslaught of enemies surrounding the Guiding Pillar.



Enemies that appear under certain conditions like this act as a sort of checkpoint in the level design. In other words, before moving on to the next stage, you’ll need to prove you’ve got the minimum strength and skills to overcome what’s ahead. On the flip side, it also serves as a bit of a warning, letting you know that this level of threat will become the new standard, and that similar types of enemies will start showing up more often from here on out.

You’ll run into events like this again in Act 2, but this time, we wanted to give you something that feels more immediate and threatening, a challenge that stands right in your way. That’s how the idea of the Mid-Boss was born.

A Mid-Boss is a special kind of enemy, a one-time battle event that doesn’t come back once you’ve beaten it. They block your progress in various ways, either directly or indirectly, and you’ll need to take them down to move on. For instance, you might need an item that only drops from that Mid-Boss to enter the next stage, or maybe during the fight, traps appear that drastically drain your HP until you deal with them.



The biggest thing that sets Mid-Bosses apart from the usual event battles is that they have attack patterns. Each Mid-Boss comes with its own unique pattern, and unless you figure it out, you’ll take some serious damage. But once you learn the pattern and land the right skills at the right time, you’ll not only deal massive damage but also get that satisfying sense of mastery we all love.

We won’t spoil every pattern here, it’ll be much more fun for you to discover and counter them yourself when you face these bosses in-game. Just one small tip: pay close attention to the buffs and debuffs that change with the boss’s state.


[h3]Watcher: The Tyrant of the Guild District[/h3]
The first Mid-Boss you’ll encounter in Act 2 is the Watcher. This creature, resembling a grotesque insect swollen on gold and jewels, is one of the toughest foes you’ll face up to that point, second only to Act Boss Olivia. It’s huge, has massive HP, and comes with the “Elite” trait, making it immune to forced movement, stun, execution, and suppression effects. In other words, brute-forcing your way through won’t work here.

To make matters worse, when you first encounter the Watcher, it’s protected by a trait called “Hardened Sense,” which caps the damage it can take at just 30 per attack, which really makes it a desperate battle. And to top it off, during this first encounter, a “Thick Dark Shroud” surrounds the area, cutting off all escape. Players have no option but to defeat the Watcher and light the Guiding Pillar.



Normally, we’d want you to explore the Guild District, stumble upon the Watcher, and figure out how to bring it down, that’s the experience we intended. But since this is the first time we’re showing off one of the Mid-Bosses, we'll give you a few light hints!

As mentioned earlier, Mid-Bosses have distinct patterns, and those patterns are triggered by various conditions. For example, certain attacks, especially ones with specific attributes, might set them off, or they might react when you spend a certain amount of resources like WP or TP. So, when you encounter a Mid-Boss for the first time, we recommend carefully observing its current state and experimenting to see which actions might provoke its next move.

The Watcher, in particular, can feel nearly invincible at first, it’s got such high defense that you’ll probably find yourself thinking, “How on earth am I supposed to kill this thing?” That’s your cue to start looking for ways to disrupt its defensive state by triggering specific patterns.

And if you check its traits closely, you’ll notice one called “Hardened Shell,” which includes a very interesting note: “Does not activate while knocked down.” That’s your clue, somehow, you’ll need to knock the Watcher down to create an opening.



Alright, let’s try attacking the Watcher. It curls up into a ball and enters its “Preparing to Roll” state causing a danger zone to appear on the ground, and it becomes untargetable. Now the question is, how do we knock it down while dodging its rolling attack? We move carefully, avoiding the danger zone and… Boom, there it is! The Watcher slams into a wall and collapses, it’s now knocked down.

While it’s down, we hit it with our strongest damage skill. One solid strike lands, and the Watcher immediately gets back up. Everything, except for its HP, resets to how it was when we first encountered it.

And just like that, we’ve seen one full cycle of the Watcher’s pattern, and with that knowledge, we can start figuring out a proper strategy to bring it down for good.



Once you defeat the Watcher, you’ll obtain a special Act 2 item called “Gold Bar.” At first, it might not be obvious what use gold could possibly have in Remore, where the spread of the dark shroud has completely shut down the economy. But if you keep pushing through the stage, you’ll soon find out.

Throughout the Guild District, you’ll come across strange, grotesque manifestations of greed, monstrous objects blocking your path. To move them out of the way, you’ll need to offer up the right sacrifice… and that’s where your newly earned gold will come in handy.



That was a quick look at the concept of Mid-Bosses, along with the first one you’ll encounter, the Watcher.

In the next Dev Note, we’ll be revealing another Mid-Boss, so stay tuned!
Thank you, Survivors!
REMORE

[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