The Military Remnants
They still hold the line, though no one remains to tell them the war is over.
The Military Remnants are the scattered, half-derelict puppet soldiers and garrison units that still patrol the crumbling streets and fortifications of Krat. Once part of a unified military apparatus that maintained order in the puppet city, they now exist as isolated squads, broken formations, and lone sentinels clinging to outdated orders long after the command structure that gave them purpose has dissolved. They are the most common and persistent enemy presence the player encounters throughout the city, embodying the slow, mechanical decay of a civilization that built itself from wood, wire, and obedience.
Their role in the broader narrative is that of a cautionary echo: puppets who were built to follow, to hold a line, to march in unison—and who now do so without anyone left to march them toward. They are not truly alive, yet they are not simply dead either. They are the in-between, the lingering, the remnant.
- Type
- Faction / Enemy Group
- Setting
- Krat
- Role
- Remnant military force of the puppet city
- Status
- Scattered, decaying, operating on obsolete orders
- Composition
- Puppet soldiers, garrison units, and armed sentinels
- Relationship to P
- Primary early-game adversaries; no allegiance to the protagonist
Lore & Background
The Military Remnants are the visible scar of Krat's former order. In a city constructed from the ambition of its puppet-makers, the military arm was the backbone of civic structure—garrisons in every district, patrols on every thoroughfare, a rigid hierarchy of wooden officers and wire-strung enlisted. When the great collapse came, the command chain snapped, but the soldiers did not stop. Puppets do not tire, do not question, do not lay down arms. They simply continue the last instruction they received, over and over, in the silence of a city that no longer has a war to fight.
Wandering the ruins, one encounters them in every state of mechanical degradation: fresh-lacquered sentinels in pristine garrison posts, rusted and joint-loosened patrols stumbling through fog, and the truly ancient—puppets whose internal mechanisms have seized, whose painted faces have cracked, yet whose hands still grip weapons with the terrible constancy of a loop that will never terminate. They are not evil. They are not even aware. They are simply *remaining*, which in the logic of Krat is its own kind of horror.
Folklore among the surviving puppets speaks of the Remnants as both shield and warning. Shield, because their scattered presence still deters the more feral creatures that prowl the deeper ruins. Warning, because a puppet that will not stop is a puppet that will not yield, and the player who underestimates a rusted, half-blind sentinel has learned the lesson the hard way.
In Their Own Story
The fog in the lower garrison district tasted of iron filings and old varnish. P pressed through the curtain of it, boots silent on cracked cobblestone, and found the sentry exactly where the map had promised: a two-meter puppet in a dented breastplate, its jaw working in a slow, grinding rhythm, its glass eyes catching no light because there was none left to catch. It had been standing in that posture for what might have been years. A child's puppet—no larger than a hand—sat at its feet, long since still, its tiny sword clutched in a fist that had lost the tension to grip. The sentry did not turn. It did not need to. Its head swiveled on a single rusted pivot, tracking P's movement with the patient, mechanical certainty of a metronome counting seconds in an empty room. P raised a weapon. The sentry raised its own. Neither blinked. Neither breathed. The fog closed in, and the old war resumed where it had left off, because in Krat, nothing ever truly leaves.
Reader's Guide
The Military Remnants serve as the foundational enemy layer of Krat's combat experience. They are not a single unified force under one commander; rather, they are the collective term for every puppet soldier, garrison unit, and armed patrol still operating on stale orders across the city's districts. Their purpose is simple and tragic: hold position, repel intruders, maintain the line. They have no knowledge of the broader political machinations of the Puppet Theater or the ambitions of individual puppet leaders. They are the infrastructure of violence, left running after the operators have gone.
Leadership, in any meaningful sense, is absent. Individual officers may still issue localized commands to a small squad, but there is no chain of command reaching upward. This makes them unpredictable in small groups—two or three Remnants can coordinate a flank—yet ultimately they lack strategic depth. They will not retreat, will not reposition, and will not negotiate.
Their relationship to P is purely adversarial. They do not recognize the protagonist as an ally, a citizen, or a fellow puppet. They recognize a shape in their field of view and respond with the last combat subroutine they were given. For the player, they shape the early path by establishing the combat rhythm: parry, punish, manage stamina. They teach the player the language of Krat's violence before the more complex encounters begin.
Internal conflict is minimal by design—puppets do not argue. But hidden agendas surface in the lore: some Remnants were not built to fight. They were built to guard, to serve, to tend. The war repurposed them. Their true function was something gentler, and the player who reads the scattered documents in garrison posts finds evidence of that original purpose, buried under layers of combat programming.
Did You Know?
- The Military Remnants do not regenerate, respawn, or recover between encounters in the way some enemy types do; a destroyed sentry stays destroyed, reinforcing the sense of a city slowly losing its last defenders.
- Their visual design shifts with the district they occupy—garrison puppets in the industrial zones wear heavier plating, while those in the more residential streets are lighter, suggesting they were originally built for d
- Some Remnant puppets are found in positions of apparent rest—seated, head bowed, weapon across their lap—implying they were waiting for an order that will never come, frozen in a mechanical version of sleep.
- The contrast between the Remnants' rigid, repetitive combat patterns and the more fluid, adaptive behavior of later enemy types mirrors the game's broader theme: Krat is a place where the old order persists even as every
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