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I Shall Remain is an A-RPG with Survival aspects game. Situated in an alternate history at the end of the Second World War, when Nazis managed to release a deadly virus over US territory, the game tells the story of two brothers and their intricate relation with the apocalyptic world rising in the leftovers of the Z0M81 Pandemic ravage.
Release Date: May 9, 2014
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I Shall Remain Early Access focuses on obtaining valuable game related feedback on features and implementation, at the same time allowing us to move faster with the product development. We are confident we will provide a better and more engaging experience with the help of the community and that the game will improve it in ways we would not expect to do so otherwise.”

How long will this game be in Early Access?

“The game will be in Early Access for about 6 months, the plan is to release in November-December 2014.”

How is the full version planned to differ from the Early Access version?

“The full version of the game will have all the content in (20+ hours of game-play for a straight play-through, a lot more for the adventurous player) and all promised features. Also, depending on the feedback, we will add any of the features the community suggests as long as it improves the overall game experience.

Here there are details about planned content and ETA
http://steamcommunity.com/app/293460/discussions/0/558755529970664633/

What is the current state of the Early Access version?

“The current state of the game is stable Alpha and very playable. There's around 11+ hrs of game time for a first play-through but since the game already supports partly randomized loot and multiple levels of difficulty, one can play it for longer. There's also the Survive! the night game type which can be played for a few good hours as well and allow people to fast track through the RPG system and Infected types.

The current version contains all features specified in the game description. We might not be using all to the full extent in the currently developed content but they are there nevertheless, testing and improving alongside all other game aspects.”

Will the game be priced differently during and after Early Access?

“The current price of the game is 25% cheaper than what people will have to pay when buying the full version.”

How are you planning on involving the Community in your development process?

“We are all ears to the community feedback on forums and emails, we are considering everything they have to say (already few of the features we are working on is feedback community members suggested or agreed as being helpful) about the current game content/features.”
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$14.99

Recent updates View all (12)

I Shall Remain - August Update (0.8.3.0)

August 27

August 28-th, Thursday

I Shall Remain' third update comes a bit early this month, and brings a lot of new features, updates and adjustments. Starting with 2 new maps, three new graphical themes, teammate abilities and commands, five new infected mutations and tons of improvements and fixes. A lot of customer suggestions/detected issues found their way in this update as well.

Thanks again everybody for your participation, bug detection and suggestions, everything makes a difference.

August update changes

- Holland Tunnel scene
- Holland Tunnel Train Yard scene
- Story and maps related content added
- Train yard, country side, river docks graphical themes added
- New Sherman tank added, old Panzer tank visual updated
- 2 new music scores added
- Jim Beret teammate is in (cannot recruit for now till next update)
- All other scenes improved/updated, visibility/collision issues fixed
- Sepia filter adjustment
- Teammate special abilities added (not final, some of them might change in the next updates)
-- Andrea: Medic (automatically heals anyone in the team when needed), Helping hand (automatically revives fallen teammates)
-- Tommy: Flashlight (he is using a flashlight same as you do but needs no battery), Cartographer (Reveal the current map and all details about it on request)
-- Patrick: Eagle eye (sees 2 times farther on minimap), Killer instinct ( Instant kill chance increased by 2% for everyone in the team)
-- Cathy: Merchant (All your trading actions get a 25% bonus), Teacher ( Everybody in the team gains 10% more experience from actions)
-- Thomas: Divine intervention (Resistances for all Infected reduced by 15%), Slayer (All elite Infected get 50% more damage))
- Teammate commands updated
-- Engage (Freely engage enemies in a large area around the main character)
-- Hold (Hold current location until another command is given)
-- Regroup (Follow closely and attack in a small area around the main character)
-- Move to position (Move to the specified location and hold it until another command is given)
-- Dismiss (The teammate will not be part of your team anymore)
-- Talk (Start or follow up on discussions))
- Teammate command UI added (shows while paused). Using SHIFT key when selecting a command will apply to the entire squad
- Add teammate's info on world map (from now on you can see in which visited map there are teammates to hire)
- Added AI logic for evading mines and grenades for teammates
- Squad limit condition added, based on the Leadership skill and its doctrines you could increase the limit further
- Implement level-up doctrines for teammates (the teammates will learn the level up doctrines the same way you do when your level increases)
- Add "enforce melee weapon using scraps" option similar with "enhance ammo" for ranged weapons option
- Locker added to each safe scene (one in the church, the other in Andrea and Dr Andre Gratia building)
- Infected mutations added
-- LegKick for Mantis (from time to time Mantis will give you a powerful leg kick hit)
-- Explode for Zombie Crawler (will explode on death based on the mutation parameters, not yet active)
-- Wrath of Gunner for Marauder Gunner (will shoot straight up and after a small time period projectile will plummet towards the target)
-- Shoot over obstacles (they can shoot over smaller obstacles, same as teammates and main character does)
-- Unstoppable (they won't be easily stopped when hit like they normally do))
- Fighting boss music logic added, it will automatically run a BossFight melody when you fight a boss and switch back after you kill it
- Get quests button added (we can get quests now without passing through the discussion dialogs at all). Note that using this button will pass over dialog discussions' information and some rewards
- Sound volumes allow us now to gradually run a sound when getting close to their center (sea and seagulls sound when getting close to the water)
- 'After rain' weather preset changed to have sun light small rain at the same time
- Add help image for tank so we get more information what we can do while in the tank
- Removed restriction lantern upgrades apply to main character only
- Fire over time chance used everywhere now (on mine/grenade fire overtime as well), Fire over time can only attach once to an enemy now (this made the flamethrower too powerful in the past)
- Teammate lantern stays always on if we are in the sewer, subway or the tunnel
- By default when a weapon is created the cross-hair is not shown (they will only get shown when the weapon is equipped and get hidden when unequipped)
- Fix "flashlight doctrine doesn't always apply to teammates" issue
- Fix "flicker skill rectangle for Survival doesn't work, when a teammate has doctrines to learn/upgrade in that skill" issue.
- Fix "add weapon bonus by an trader is free" issue.
- Fix for crash when there were fire attached effects in the scene and we exited
- No effects are created at start-up now (we created one of each effect type, there were almost 200 effect types which increased the loading time and also the memory used a bit, they will just get created on demand now)
- Small fix to serializable interface which made the game crash in certain circumstances
- We can now user Space and Enter to confirm an option in Inventory, Character and Doctrines windows and Escape to cancel an option.
- Several actions (blood serum conversion, trade, scavenge, read books) are now giving experience to entire squad
- Fixed issues with particle systems in the last 2 updated scenes where particles would update even if they weren't in view (this should improve the performance a bit)
- Flamethrower can't hit units behind walls from now on (they did and it wasn't fair since no other weapon did that)
- You cannot reload weapon while you revive your teammate
- Updated the "?" and "map" buttons in world map UI
- When main character inventory is full add items to teammates inventories.
- Now NPCs get their scale/orientation from the spawner who creates them (this way we can have a predefined orientation/scale for all NPCs)
- Adjusted the Infection hint timing when you start the story (the fade in will finish and then we will show the hint)
- Fix "show enhance ammo results is wrong for equipped weapons" issue.
- Add extra info in infection tool tip.
- Fix "second rank for 'Flying knife hands' unarmed doctrine is ongoing not instant" issue.
- Adjust redefine keys and UI (added "reload", moved "action" and removed selection teammates keys)
- Adjusted dialog lines for all teammates when squad size limit is reached (now if you can't get the teammate because of this limit a new dialog line will appear which you will choose to finish the conversation and don't hire him)
- Fixed the issue with the weapon cross-hair not updating when the weapon range is too large. Now the weapon cross-hair is limited to 97.5% of the screen and won't ever pass this limit
- Add logic to save/load squad levels for teammates, save/load auto-heal, auto-revive values.
- Add special function for area attack.
- Fix "doctrines doesn't always apply to teammates" issue.
- Fix "teammates bonuses doesn't apply" issue.
- Main character leadership skill gains experience when teammates skill level up in addition to level up an attribute
- Quest locations and quest zones are shown on world map when we change current quest (no need to go run-time for that).
- Tommy 'Reveal map ability' works now without the need to go run-time.
- Left and Right arrows works now in Character and Doctrines window as well
- Navigate using right/left arrow keys in Journal window.
- Sound volume triggers are triggered on scene initialization now
- Teammates skills/doctrines advancement revised.
- Do not adjust teammate level once we dismiss it (until we leave the scene)
- The siren sound stops when we finish the defend the area task now

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I Shall Remain ver 0.8.2.1 Quick Hot Fix

August 5

This quick hotfix is bringing a few adjustments and additions which will improve the game experience in some circumstances.
The engine will use the default selected sound device if Software is not specified (instead of choosing the first one in the list), a new parameter controlling the camera smoothness has been added, the minimap character arrow is pointing where the camera is looking, and bunch of other adjustments and fixes.

Thanks you for your valuable feedback, everything makes a difference.

*********** 0.8.2.1 hot fix *************


- Fixed "cannot upgrade Training Day doctrine" crash.
- Fixed "doctrine tooltip and rank shared between squad members" UI issue.
- Teammates skills rank is the same as the main character now (once you advance with the main character you teach your teammates and they will know it as well)
- Fixed "repair menu not visible on small resolutions" issue.
- Fix crash when the Lower Manhattan scene is loaded for the first time (Recharge.jrn file format was bad)
- Sound module now selects the default driver selected by the system if Software is not the initial option
- Fix for survive music playing wrong index (the game would crash in Survive mode)
- Teammates move away from you made more sensitive (they can't block you even if there are enemies around)
- Fixed "cannot level up Team Combat Drilling doctrine" issue.
- The minimap arrow shows the camera rotation now (not player's one)
- Fix for hound not playing an animation while they run
- Smooth camera parameter added to ishallremain.ini and in code (by default smooth camera is used)
- Removed issue with camera jumping on low fps (when SmoothCamera is on)
- Clear journal text in survive game mode.
- Added scene and location for first main quest in Story mode

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Welcome to I Shall Remain!

First of all, thank you for showing interest in I Shall Remain. Don't hesitate to get involved and support the development if the game sparks your interest. Moreover, by choosing to support I Shall Remain in Early Access, you give us the chance to make it the game you want it to be.

Thank you and welcome to I Shall Remain!

About the Game



I Shall Remain is an Action Role-playing with Survival aspects game developed by Scorpius Games. Situated in an alternate history at the end of the Second World War, when Nazis managed to release a deadly virus over US territory, the game tells the story of two brothers and their intricate relation with the apocalyptic world rising in the leftovers of the Z0M81 Pandemic ravage. The player is invited to take the lead and discover the truth about the infection and the future of the human race.



I Shall Remain is also a story driven game, uses a dynamic real-time Day-Night system to increase the immersion, and a Weather system to enhance the mood and influence the way you play the game. You get to share your journey with as many as 7 other AI controlled teammates, each with their own story to tell, encounter multiple NPCs, traders and trainers and thousands Infected, over the course of a 20+ hour game throughout New York, New Jersey and the surrounding areas.





Weapons - The weapons in I Shall Remain are grouped in categories. We have melee weapons (knives, baseball bats, planks, crowbars), small weapons (pistols, submachie guns), rifles (shotguns, different kinds of rifles) and heavy ones (heavy machine guns, flamethrower, bazooka). The total number of weapons is over 30 with each weapon having at least 4 levels of configuration each level giving you different effects the weapon can have over the enemies and yourself when used or equipped. Ammo can as well be imbued with serum for additional damage.

Throwables - Aside weapons the player can throw grenades and plant mines for infected to step on and explode.

Pickables and explosives - The player can also pickup certain objects like barrels, crates and even other NPCs to carry and help. Some of the objects while not necessarily pick-able (some barrels are both packable and explosive) can be shot and they will explode allowing you to kill lots of infected without using resources. while others can be used to barricade yourself in small confined spaces.

Controllables - From time to time the game offers the player the possibility to enter tanks or other vehicles and use their weapons to defend himself or a larger area. Is up to the player to decide whether to use them or not and for how long.

Buildings - Many unique buildings throughout the city to explore, each you can use differently, find cover in or loot. There's a level of risk associated with entering an unknown building as well so you should be careful when doing so.





Character progression - In I Shall Remain the player gains experience as a result of taking actions. Each action in game, whether is shooting a monster, repairing a weapon or simply running will award the player with experience points in attributes and skills. The way you play the game will define what kind of character you are.

Doctrines - In I Shall Remain doctrines enable your character to improve your attributes and skills or give you new abilities. Each doctrine could be upgraded each upgrade increasing doctrine’s effects or even add new ones. Currently there's as much as 100 doctrines in the game.

Economy - Serum is the center pylon of the game economy system and the exchange currency. Within the game there are various traders that you can interact with by selling or buying items such as weapons, doctrines, medical kits, water, ammunition, scraps, ammo and lantern batteries. Certain traders will also offer you special kind of services (buy ammo, increase your skills level or advance skill ranks).

Quests - Like mostly everything in I Shall Remain, quests tend to resemble real-life scenarios thus everything is in to serve the purpose of the world and the story. That being said, most quests in I Shall Remain are story related but perhaps as much as 50% don’t relate to the main story branch. That's why, defining detailed side quests and stories became an important tool for us to allow the player to immerse himself into the game world and make it more believable.

Dialogs - The Discussion/dialog system in I Shall Remain is fully dependent on your choice thus drastically shaping the way your experience develops. Whole side story branches might never be touched if the player chooses not to.





Infection - The Virus is actually the main villain in the game. Everything happens because of it and you will have to deal with it on a daily basis. You cannot cure it but you can always reduce it so it won’t affect your skills and your character performance. For that not to happen though, you will always need to have a steady flow of Serum.

Tiredness - Tiredness determines how much fatigue your character gathered, increased levels of tiredness affecting your health and stamina regeneration rate as well as your chances of aiming correctly. Make sure you always take time to regularly rest inside a building out of any outside influence the weather being the main factor for it.

Scavenging - Throughout the game there are hundreds of places you can scavenge for resources, you just have to find those places and take the time to actually run the scavenge operation.

Repairing - Every weapon in the game has a wearing off factor which determines how much you can actually use it until it breaks. There’s multiple ways of repairing your weapon, from doing it yourself using scraps or breaking other weapons to having a teammate do it for you or just get it to an NPC somewhere in the city to repair it.

Teaming up - There are as many as 7 special Teammates you can take with you in your journey. Playing alone is always fun and rewarding but playing with teammates will give you a different experience altogether. Manage them, give them weapons, increase their stats and choose their path. Is all up to you on what kind of team you will lead.

Senses - There's a certain threshold under which each infected type will not sense you. Walking will make you silent, using melee weapons instead of shooting ones will do it as well.

System Requirements

    Minimum:
    • OS: XP
    • Processor: Intel one core 2.4 Ghz or similar
    • Memory: 2 GB RAM
    • Graphics: NVidia 8600 or similar AMD card with support for 2.x shader profile (Intel integrated cards may not work)
    • DirectX: Version 9.0c
    • Hard Drive: 1 GB available space
    • Sound Card: any sound card with 3D support
    Recommended:
    • OS: Win7
    • Processor: Intel two cores, 3.2 Ghz
    • Memory: 4 GB RAM
    • Graphics: NVidia 9600 or similar AMD card with support for 3.0 shader profile (Intel integrated cards may not work)
    • DirectX: Version 9.0c
    • Hard Drive: 2 GB available space
    • Sound Card: any sound card with 3D support
Helpful customer reviews
51 of 57 people (89%) found this review helpful
3.3 hrs on record
Early Access Review
Well...I'm really enjoying it at the moment. Imagine something like Zombie Shooter mixed with Project Zomboid in a way. You move around a city, collecting quests and loot and you're surviving against the undead. I've come across 8 different types as well as bosses [which actually feel like bosses]. The loot system is great [imagine Diablo with more of a weapon variety including Handguns and Shotguns] and I'm liking the chracter progression [level up and you choose the equivalent of perks to add to your skill-set]. There's also a noise system in the sense that if you fire a gun, they all know where to come to munch on you. You can stealth around them but the loss of XP is just too much for me to do that.
There's things I'd like to see though. Possibly some character creation or at least some customization with different armour/gear sets.
I also think this would be insanely good as a co-op/Multi-player game.

There's no many bugs as of yet. I've seen enemies clip through terrain and even get stuck within walls but nothing game-breaking as of yet. Also some of the animations are really clunky [especially the attack animations] and I've also found that when I go onto the screen to create a profile and then back out, the interface crashes and I have to restart.

All in all, I think this is a pretty solid alpha and I can see this being quite good with some work. I'm looking forward to the updates ^_^
Posted: May 9
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19 of 20 people (95%) found this review helpful
2.3 hrs on record
Early Access Review
Fantastic game! I thought it will be just another fun action Diablo-ish version of a game set in a post apocalyptic setting. Boy was I wrong! I found beneath all of this a very complex RPG system. With a lot of statistics, skills, doctrines and a very interesting game play. I love the play style of older games like Gothic, Fallout or Baldur’s Gate where you are rewarded for exploring. In I shall Remain this is wonderfully done by balancing this exploration feeling with the treasures and dangers of the unknown world. It always feels like an adventure to explore some new building or new map never knowing what you may encounter. Also the great ambiance and atmosphere provided by the music and art style augment this feeling. I also like the mechanics in the game, the scavenge, night-day, stamina and infested state are greatly enhancing the atmosphere and are very well integrated in the story and the survival feeling that you have when playing. I’m having a blast with this game so far and I highly recommend it to anyone who is looking for a good thrill but also for those searching for a game with a little more depth!
Posted: May 12
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15 of 17 people (88%) found this review helpful
3.2 hrs on record
Early Access Review
I highly recomend this game. Great looting system. Don't do what I did on my first playthrough of Episode 1 and use only guns. You waste ammo FAST and cant kill the bosses with close range weapons. I'm waiting for Darkwood which I belive is a similar game.

I only have one problem. I think my serum is bugged because it keeps going down even if I dont take it, causing me to become infected with out it. Unless loosing it is part of the game, the devs might want to fix that or explain that.
Posted: May 11
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14 of 16 people (88%) found this review helpful
0.5 hrs on record
Early Access Review
Picked this up on a whim, and it's really a lot of fun. I give it a pass for some of the 'alpha' issues, but I can see that there's a lot of variety in the gameplay.

I know it's lame to simply refer to games as 'a mix of' some other games, but I'll do it anyway. It reminds me quite a bit of Diablo + The Secret World + Zombie Shooter.

I can tell that the creators are very determined to put out a great product, and that is always the most important thing with these Early Access games. I'm going to keep playing this and look forward to seeing more.
Posted: May 11
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8 of 9 people (89%) found this review helpful
2.1 hrs on record
Early Access Review
Well, played it and loved it. It has a different viewpoint from the other zombie games, also the story is nice and the music, special effects really keep up with the mood, very atmospheric. The inventory system, the journals, the dark vintage '40s set, the rain, etc. are nicely done, the shortcuts are at hand when needed. There are some small funny quirks for the alpha, but all in all, the game has all the bells to become a nice zombie game classic. I liked that you can barricade yourself from the zombies in a room :D. I would compare the mood it creates to Call of Cthulhu and HalfLife2 (certain moody and scary levels). Good job from the developers, and I recommend it to anyone interested in the genre or similar genres.
Posted: May 12
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