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[Dev Note] Strategic Strike : Blister's Corpse



Hey there, Survivors!

First off, thank you all for the amazing support on our last Dev Note! Your excitement about the narrative direction and setting of REMORE has given our team the drive to keep pushing forward and make the game even better.

Today, we’re bringing the spotlight back to the gameplay and introducing a new strategic element! But don’t worry, it’s not something completely new. In fact, it’s a familiar feature from the Early Access version that might feel like an old friend. So, without further ado, let’s talk about the latest addition to REMORE: a new way to use the Blister enemy!


[h3]Blister – An Enemy is Sometimes Your Best Weapon[/h3]
Blisters have been around since Early Access. They’re like walking bombs—defeating one causes a big explosion that deals massive damage to everything around it, friend or foe. So, you always had to be careful to avoid getting caught in the blast, while also trying to use it to take down enemies.

Blisters are pretty tough, but they have a special trait: if they take collision damage, they’re instantly killed no matter how much HP they have left. This opens up some cool strategies—like using push or pull skills to knock the Blister into a group of enemies and set off an explosion without getting too close. Pull it off right, and lay waste on the battlefield!



But at the end of the day, Blisters are still enemy units—they detect allies, move around, and take different positions just like any other enemy. That made using them strategically pretty tricky. This was an intentional design choice, but in truth—their unpredictable movement could be frustrating, both for players trying to plan around them and for us as designers trying to balance their impact.

So, in order to keep the same joy of using Blisters while making them a bit more predictable, we’re introducing a new strategic object: Blister’s Corpse!

[h3]Blister’s Corpse – Same Explosive Power, More Tactical Depth[/h3]
If we break down what makes Blisters special, it comes down to two key things: They explode on impact, no matter how much HP they have left. And secondly, their explosion deals heavy damage to both enemies and allies nearby.

Collision damage has always been a core mechanic in Remore, and there are plenty of skills designed to trigger it. But not every character has access to those skills in every situation. As the game evolves—with more character variety and longer expedition runs—collision-based skills become more limited, making it harder to consistently use Blisters as planned. This naturally led to some tactical frustrations.

That’s where the Blister’s Corpse comes in. This new object can be found scattered about the explorable areas. While you can’t interact with it outside of combat, once a battle begins, it becomes a valuable tactical tool that can turn the tide in your favor.



A Blister’s Corpse has just 1 HP—meaning that any kind of damage will destroy it. And when it’s destroyed, it triggers the same effect as a regular Blister’s death: a massive explosion that deals heavy damage to everything nearby, both enemies and allies. In simpler terms, it’s basically a Blister bomb that can be set off by any attack, not just collision.

Because of this, whenever you’re fighting on a map with a Blister’s Corpse, you’ll need to carefully plan around its position—and your enemies’. If your character is standing near it when enemies start noticing you, chances are they’ll move in and surround the area. Blowing it up right away could hit a bunch of enemies at once, but it might also put your character in a dangerous spot.

On the flip side, if a more mobile character takes on the role of bait, you could lure enemies toward the Blister’s Corpse, then quickly reposition before setting it off—leaving the enemies to take the full brunt of the explosion while your team stays safe.



[h3]Pebble – A little rock that sets off a huge explosion[/h3]
Around Blister’s Corpses, you’ll often find a new consumable item: the Pebble. It’s a simple little rock you can throw for a tiny bit of damage, with no cost to use. Think of it like a super weak version of a bow or a throwing knife—it's not great for actual damage, but they’re all over the place, so you can use ‘em freely without worrying about wasting resources.

Now, here’s the trick: since a Blister’s Corpse explodes the moment it receives any damage, you don’t need anything fancy to set it off. Even a single Pebble will do the job. Sure, you could use weapons, skills, or other consumables, but pebbles are so common that they’re basically the cheapest, easiest detonator you’ll ever find.



To give you a richer and more tactical gameplay experience, we’re working on a bunch of new objects, like the Blister’s Corpse we introduced today. We’ll be sharing more cool stuff in future updates, so make sure you don’t miss the next Dev Note!

Catch you later, and thanks again, Survivors!
REMORE

[Dev Note] Against the rising darkshroud, memories bound



Hey there, Survivors!

In our last Dev Note, we talked about how our game’s narrative is evolving and gave a quick rundown of the key elements. If you haven’t checked out the part about the Memolith, the core of the EMORE universe, and Lightline, the vital network that keeps its society running, take a moment to revisit
[Dev Note] Memolith, The Medium of Human Will, before diving in!

Today, we’re following up on that by looking at how the Darkshroud has affected REMORE and what the Survivors need to do to overcome it— this time with a stronger focus on gameplay.

[h3]The Rising Darkshroud[/h3]
When the first Memolith was engulfed by darkness, it exploded, scattering huge fragments that corrupted the Lightline and cast shadows over all of Remore. This marked the start of the Darkshroud, slowly consuming everything in its path.

Since the Memolith reacts to human will and helps bring it to life, the fragments—now tainted by overwhelming negative emotions—took the form of the Darkshroud, causing suffering to those it touched.

When the first Memolith still carried hope, it gave humanity light. But now, that light has been snuffed out by the Darkshroud, drowning Remore in darkness. Trapped in this suffocating gloom, people lose their way, wandering aimlessly.

And it gets worse. The Darkshroud doesn’t just make it hard to see—it slowly eats away at human will and memory. Over time, those caught in it begin to change. Some turn into Corruptors, lashing out in confusion and malice as their minds fade away. Others lose themselves entirely, becoming monstrous creatures that hunt the remaining survivors.



As Survivors explore the dark world of Remore, they need to be careful not to stay in the Darkshroud for too long. If they do, they’ll slowly lose their will and could eventually get completely consumed by it. That’s why they need to gather as much as they can to help restore REMORE, then head back to their shelter at just the right moment.

The Corruptors and creatures they’ll face are all enemies, but there’s still a difference between those who have kept a bit of human will and those who’ve completely lost it. If both groups are in the same area, it might be a smart move to hang back, let them fight it out, and grab the opportunity to take advantage of the chaos.


[h3]The Light Tracker: A Compass to Restore the Lightline[/h3]
To bring light back to Remore, which has been consumed by the Darkshroud, the Lightline must be rebuilt. Specifically, instead of relying on the original Memolith that exploded and scattered, Survivors will need to use the Memolith pillars found in their shelters to create a new Lightline system.

In order to restore the Lightline, they’ll need to reclaim the relay devices and guiding pillars that once spread the Memolith’s power throughout the city and streets. These guiding pillars, now eroded by the Darkshroud, have lost their light and function. If the guiding pillars can be reactivated, at least for a time, they’ll bring light back to those areas.

The key tool to help guide the Survivors in this process is the newly introduced Light Tracker. Originally, the Light Tracker was used to measure the guiding pillars, ensuring they were receiving the right amount of human will from the Memolith and fixing any issues that arose. While the Light Tracker is a mysterious and powerful tool capable of influencing the Memolith’s power, it was primarily used to maintain the Lightline before the first Memolith exploded.



After the light disappeared and the Darkshroud settled over Remore, the role of the Light Tracker became crucial in restoring the Lightline and reclaiming the world. The Light Tracker is essential for finding the location of the guiding pillars hidden within the thick fog and purifying them.

Survivors set out on expeditions with the Light Tracker, following its guidance to locate the pillars that need purification. Along the way, they must face the Darkshroud and enemies, purifying the pillars one by one as they go.



Furthermore, the function of the Light Tracker now needs to be used to intervene within the human mind. Just as the Memolith responds to human memory and will, it’s possible to intervene in the human psyche using the power of Memolith. This was a secret piece of knowledge that had been passed down quietly and wasn’t needed until now. However, as Survivors set out on their expeditions, they must now harness the full power of the Light Tracker to overcome the Darkshroud and face off against the Corruptors and other creatures.

[h3]Scattered Memories, The Binding of Memolith Fragments[/h3]
When the first Memolith exploded, not only did massive fragments scatter, but smaller shards of also spread throughout Remore. These fragments contain parts of the intense memories that the original Memolith held.

During their expeditions to purify the guiding pillars, Survivors will discover these MEMOLITH fragments and bring them back to their shelters. Using the power of the Light Tracker, the memories contained in the fragments are bound to the Survivors setting out on expeditions, granting them new strength and abilities.

Since the ability to intervene within the human psyche through the Light Tracker is a delicate function that can only be handled by the priests who have passed down knowledge related to the Memolith, the binding of memories can only happen within the shelter. Despite this limitation, it becomes an essential tool for Survivors to recover the memories of others or their own, helping them regain the strength needed to overcome the Darkshroud.


(on Development, can be changed later on)

So, to sum it up, the journey to bring light back to Remore is all about Survivors gaining strength from the memories in the Memolith fragments, purifying the guiding pillars, and restoring the Lightline to defeat the Darkshroud. Along the way, it’ll be your will and wisdom as Survivors that will guide the way.

That’s the gist of Remore’s narrative in this week’s Dev Note. You’ll get to experience it more directly through gameplay, and we’re getting everything ready to make that happen.

We’ll see you again soon.
Thanks, Survivors!
REMORE

[Dev Note] The Enemies Swarm In!



Hello, Survivors!

Last time, we took a deep dive into how our game’s narrative is evolving.

But before getting further into story elements, let’s take a moment to check out an unsettling new change coming to Remore—the way Enemies move!

If you've played Remore up to this point, you know that one of the most tense moments is getting spotted by an enemy, only to see more and more of them closing in. They don’t just rush you all at once—they creep in, surrounding you little by little, until you realize... you’re in big trouble. Honestly, this might be the moment Remore came closest to being a horror game (in spirit, at least!)



This kind of pressure really fits with the sense of hopelessness we wanted for the Survivors in our apocalyptic world. But from a gameplay and UX perspective, we had to rethink things a bit.

If there aren’t too many enemies, it’s fine to take your time thinking through strategies and waiting for your turn while they move. But if there are way more enemies than you expected, especially ones coming from far away, all that movement time can slow down the game and make things feel like a slog.

In Remore, running into enemies isn’t something you’re trying to avoid—it’s a key part of the experience that you’ll have to face and overcome. So, if every encounter slows things down too much, it could mess with the tension we want to build.

The fix, though, turned out to be pretty simple. We found a way to speed up enemy encounters while still keeping (and even boosting) that feeling of being surrounded by tons of enemies.



Now, when you run into enemies, they’ll all move “at the same time” to trap you. The sight of tons of enemies moving together in sync makes the upcoming battle feel more intense and threatening. In a flash, their turn will be over, and you’ll be left scrambling to come up with a strategy to get out of there.

We ran into a few development challenges along the way, but this small change really helped take the emotion and gameplay to the next level. We're happy with how the change impacted the game and we’ve got even more updates planned that may seem small but will make a big difference in how the game feels.

We’ll be back next week with more cool updates.

Thanks for hanging in there, Survivors!
REMORE

[Dev Note] Memolith, The Medium of Human Will



Hello again, Survivors!

In last week’s Dev Note, we talked about why and how we’re working to improve and evolve the story of our game.

To sum it up, we shared the direction we’re taking with the narrative to make sure the game’s main theme— “human will”—is clear and present in the gameplay. We're introducing a supernatural disaster in the game’s world, and the story will focus on how human willpower can overcome it.

Last week, we explained our thought process behind the new narrative direction. Today, we want to give you a sneak peek at the actual story we’re developing to bring that vision to life.

Before we dive into the details, we’d like to briefly introduce the "Apocalyptic" setting of the game—the supernatural disaster that’s at the heart of it. We can’t fully explain everything in a short Dev Note, but we hope that when you see these changes, you’ll think, "This is going to make the game so much richer," rather than feeling like it’s a completely different game.


[h3]A New Mystery - MEMOLITH[/h3]
The source of the supernatural in the world of REMORE is a massive monolith that holds human memories. The people of Remore call this mysterious object the Memolith.



These huge, glowing objects, often covered with unknown patterns, are mysterious in origin. No one really knows where they came from or how they were formed. However, those who touch them sometimes experience visions of the memories contained within. The Memolith reacts to the will of the people, enlightening their inner powers. This phenomenon is what gave the Memolith its name.

This effect isn’t limited to just the living. Through the visions shown by the Memolith, it is known that the will or memories of the dead are still present inside, if they were strong enough.

As mentioned earlier, the Memolith responds to a person’s will and helps it manifest. When a person’s positive will is strong, it provides that positive force in the form of light. But if the negative will outweigh the positive, the result can be the complete opposite.

The concept of the Memolith is a clear way of showing human will. It’s also the foundation of the REMORE universe, explaining both the supernatural disaster and how humanity will fight back against it. It forms the core of the REMORE people’s worldview. Now, let’s take a look at how the Memolith changes the way the REMORE world is different from a typical "Medieval" world.


[h3]The Formation of REMORE Society Through Memolith[/h3]
Because of the existence of the Memolith, the people of REMORE were able to form a thriving society under the powerful positive influence of their human will, as long as that will remain uncorrupted. As civilization expanded, more complex and larger cities were formed, and it became clear that the power of the Memolith had limits in how far it could spread for everyone to fully benefit from its blessings.

As a result, the sages of REMORE conducted extensive research and developed a kind of relay system, the "Lightline," to spread the power of Memolith throughout the cities.




The Lightline is a system that can strongly transmit the power of the Memolith to various locations in the city. Each location has a ‘Guiding Pillar’ installed, which acts like a "relay station" receiving power from a power plant in modern terms. Additionally, small pillars have been set up to spread the power of the Memolith to even more places. Each of these pillars contains a piece of the Memolith inside, to help transmit its power.



Through the existence of the Memolith and its efficient use combined with human will, REMORE became an ideal city where anyone, no matter their position, could benefit from the power of the Memolith. Unlike the real-world medieval era, which is often viewed as a time of darkness, REMORE had the power of light, capable of guiding lost children and rescuing those in need, even in the darkest of times.

The presence of the Memolith brought prosperity and abundance to the lives of the people of REMORE. However, they began to blindly trust and depend on this power, forgetting that darkness could eventually seep into it.


[h3]Corruption Comes to REMORE...[/h3]
The people of REMORE didn’t realize that the light of the Memolith, which brought them endless prosperity, wouldn’t always be a constant blessing. Selfishness began to eat away at them, and negativity crept into the Memolith, as they continued to praise their current abundance and followed it blindly. And so, the darkness that slowly seeped in, accumulated and eventually turned into a tragedy…



The Lightline is a system that supports REMORE. Because of this, the people were willing to pay a small cost for its maintenance. However, as their faith became blind, they stopped acknowledging the problems and corruption within the system. Eventually, the system, which was created to help the people of REMORE, turned into a tool of exploitation and oppression.

The people of REMORE gradually began to experience inner darkness and pain, and their troubled minds, corrupted by the darkness, flowed back into the Memolith through the Lightline. And on the day when the darkness finally reached its limit, the First Memolith exploded, spreading its dark influence throughout all of REMORE.



The massive fragments of the Memolith now no longer hold light, but instead bear terrible darkness, lingering within the creatures that suddenly appeared, staining the once shining path of light with darkness. In the end, the disaster that befell REMORE was by the people, arising from their blind faith in the great gift given to them, and their denial of the truth.

Now that the First Memolith, the path of light, and their will have all been lost, is REMORE truly finished? Even so, those who have not lost their will and gathered in hidden places want to rebuild the Memolith and restore the light to reclaim REMORE.

To do so, they must overcome the threat of the dark shroud that thickly blankets the city, gather their strength, and most importantly, figure out how to restore the path of light.

In next week's Dev Note, we will introduce more specific details about the threat of the dark shroud that has descended on REMORE, and how the survivors can struggle to overcome it.

We’ll meet again soon.
Thank you, Survivors.
REMORE

[Dev Note] Completing the Narrative of Remore #1



Hi, Survivors!

In today’s Dev Note, we’re diving into the narrative direction of REMORE.

So far in Early Access, the main storyline has focused on the outbreak of the Infested, the Cultists causing chaos, and the Survivors’ struggle to push through it all. Taking down the Cult leader was where the story wrapped up, but we haven’t really talked about what happens after that—until now.



We launched the Early Access version of REMORE mid-development to share the game’s systems and experience with you as quickly as possible. Our goal was to build an engaging gameplay system and show you what kind of game REMORE is all about. If Early Access was part of the “journey,” now it’s time to push toward the “finish line,” with the narrative also heading toward a complete and satisfying experience.

For us, games are interactive media—something that offers endless possibilities based on player choices. That’s what makes them such a unique and rich form of content. We believe a game should provide an “environment” where players can explore those possibilities, and the narrative plays a crucial role as the foundation that ties everything together.

Today, we want to share some of the thoughts and discussions we’ve had while crafting a narrative that’s not only more fun but also adds more value to the game.


[h3]What’s the Core Theme of Remore?[/h3]
To make REMORE’s narrative even stronger, the first thing we did was pin down the game’s Core Theme. A clear theme doesn’t just make the story more immersive—it also gives us, as developers, a solid foundation to build a more focused and meaningful narrative.

We started by looking at the heart of the game: its “medieval apocalypse” setting. This medieval backdrop represents a brutal and violent time when human civilization hadn’t yet reached its full potential. In this harsh world, the overwhelming flood of creatures is an absurd threat to every living being—an unstoppable force far beyond what humans can handle on their own.

And yet, the survivors in REMORE push forward, overcoming these horrors and finding ways to keep going. In their determination, we see something truly remarkable: the resilience and strength of the Human Will. That unyielding willpower—the force that drives people to defy despair—is the core theme of our game.



[h3]Concern 2: How should Humans be portrayed?[/h3]
The Early Access version already included several elements to highlight the theme of human will. Players had to overcome the threat of death through clever tactics, and the story of Willam, who rises above the grief of losing his wife to lead a group of survivors, showed people fighting against absurd disasters through sheer determination.

That said, there were some missed opportunities where the game system and story didn’t quite work together. For example, characters surviving near-death situations didn’t have much explanation, leaving players to assume it was just because of their strong will. And while the story emphasized Willam’s role as a leader, the game didn’t give him any unique abilities or mechanics to back that up.



Our team sees games as "all-encompassing content"—a medium that offers rich, layered experiences. By "layered," we don’t just mean combining text, visuals, and sound. It’s about creating a space where players actively engage with the game world, experience it firsthand, and even shape it. That’s why, with REMORE, our goal is to merge the game system and narrative into one seamless experience, so players feel like they’re truly part of the world.

With the updates we’re working on, the game’s systems and content have grown a lot compared to the Early Access version. Naturally, the narrative has to grow too, providing a broader and more detailed foundation for everything. As players gain more freedom in how they play, the story and background need to be just as strong to support that freedom. Our goal is for the narrative to act as the “Rules” of REMORE’s world, making players’ actions feel meaningful and tied to the theme of "Human Will." That’s what we’re aiming for in our storytelling.


[h3]Concern 3: A narrative that fits well with our game?[/h3]
Once we had a clear direction for the theme and expression, we got into some serious discussions about the narrative that would support and even strengthen the game’s setting. We went back to the core idea: "medieval people struggling to survive against monsters." From there, we figured out the "why?" and "how?" that would form the foundation of the story.

To answer the "why" behind this tragedy, we realized we needed to explain the monsters' appearance in more detail, since up until then, it was just a given. Even though it meant stepping away a bit from the more realistic, "low fantasy" setting of REMORE, we needed some kind of supernatural trigger for these events. So, we set two main narrative goals: first, the new supernatural setting needed to feel believable, and second, it had to tie into the theme of human will.



The answer to "how" this tragedy can be overcome had to be firmly rooted in "Human Will." The storyline was quickly decided: the despair of human will in the face of a creature apocalypse, and yet, those who did not lose their will completely would eventually regain it and clear the darkness that looms over REMORE. By adding the realism mentioned earlier, we set the direction for the narrative to focus on the relationship between human will and the creature apocalypse.



After all the discussions and brainstorming, we’ve finalized the story of "Overcoming Darkness through Human Will." I get that, based on what we've shared today, there might still be some questions about what exactly the "Human Will" narrative is that we're trying to show.

In the upcoming Dev Notes, we’ll dive into the narrative we’ve planned and how it connects with the game systems. I’m sure as we do, the world of REMORE will start to make more sense.

See you again soon.
Thanks, Survivors!
REMORE