I Shall Remain is an ARPG game with Survival aspects. Located in an old apocalyptic New York area at the end of WW2, when Nazis managed to release a deadly virus over US territory, the game puts you in charge of finding a cure and at the same time, keeping alive Humanity's hope of survival.
User reviews: Positive (22 reviews)
Release Date: May 9, 2014
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Early Access Game

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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

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?

“Is possible that the final version will have a higher price.”

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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"Alternative ending to the second world war - post apocolyptic. Early Access, so perhaps just follow developement and ask questions rather buy and try."

Recent updates View all (14)

October 7

I Shall Remain ver Hot Fix

A week passed since our last update and a brand new HotFix is in. We smashed a few bugs and fixed some issues but generally we adjusted and improved upon the overall I Shall Remain experience.

Quick quest-like events are in all maps now (they have a chance to appear so one play-though might not show all of them), slow motion effects are in (just for fun, no game-play effect), a new boss has been added to the Newport shelter map (Vilebyrd), secondary attacks for Infected are now taken into consideration, late autumn effects improved as well. Many more other fixes and updates have made it through.

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

*********** hot fix *************

- Quick events added in all scenes
- Quick quest-like event added in prologue now along with the instruction tip text
- VileByrd boss added in Newport Shelter map
- Slow motion effects manager implemented (parameter in ishallremain.ini, slomo = [setting] where setting is one of the following)

- 0 - no slomo
- 1 - lowest (player dead and bosses, pause between slomo = 30secs)
- 2 - low ( lowest + instant kill, pause between slomo = 30secs)
- 3 - medium (low + leaders, pause between slomo = 30secs) - DEFAULT
- 4 - high (medium + grenade/mine explosion and last zombie in view, pause between slomo = 15secs)
- 5 - highest (high + any killed zombie, pause between slomo = 5secs)

- Secondary attacks for Infected are now taken into consideration (there was a bug which made them not available for elite or bosses)
- Fixed crash which happened in lateAutumn when we were getting out of a subway/tunnel/sewer scene
- Leg hit is half chance now
- Grenade thrown inside buildings will fly lower so it doesn't hit the ceiling (the initial trajectory kept for when we throw the grenade outside buildings)
- Fixed the issue with Marauder and Bazzoka projectiles going through walls
- Pajota pistol improved (damage dealt as well as optimal range)
- Removed some trees that were out of the map in Holland Tunnel Train Yard scene
- LightSnow has bigger snowflakes now
- Fixed a crash with secondary attack
- Goto flag sticks to the ground now
- The burning Player resets now correctly after he restarts the game
- Late autumn has a half rain to snow tiredness influence
- All scene interiors improved using newer models
- Story starts at 6 o'clock (started at 7:00)
- We show only relevant UI elements in quick event UI now (depending on the event type)
- Logic to have adjustable wind (for grass and trees - not active yet)
- Late autumn rain effect is richer now
- Grenade/mine trail seen over the grass
- Sound volumes also get influenced by the slow motion effects
- Change quick event's progress bar color.
- Added Sleep hint logic.
- Fixed "icons on world map remains visible after changing profiles or start a new game" issue.
- Show time tooltip for quick events (how much untill it ends)
- Boss music ends only after all bosses in the scene are dead (it worked correctly with only one boss but not many at the same time)
- Arrow on the map rotates to follow the camera rotation (not the Player's one)
- Evading grenades for teammates is in again (it was removed by testing and never reactivated by mistake)
- Some fixes regarding squad limit and dialog text interaction.
- Adjust Cathy dialog text.
- Adjustments and fixes to most of the scenes

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September 30

I Shall Remain - September Update (

September 30-th, Tuesday

I Shall Remain' forth update is here. This time the setting changes, we move to late Autumn with four new weather presets and we enter Jersey rural area. Two new maps (the Newport Shelter and Jersey Safe) have been added (a total of 19 playable currently), country side theme is complete, special quest-like quick events are in as well. We can now rest on beds in Safes, Infected resistance to weapons has been temporarily removed (we want people to let us know how does it feel without it) and there are options to restart the game after you died (either on the last house you've been in, at the start of the map or at the last Safe you visited).
A lot of improvements and additions made their way into the update as well.


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

September update changes

- Newport shelter map is in (contains the Jersey Christ hospital as well)
- Jersey Safe map is in
- Country side graphics theme finalized (roads, grass, fences, houses, interior props (rugs, wooden lockers, beds), barns, specific outside props, windmill, other buildings)
- One original score
- Special quest-like quick event implemented (added a few in the early scenes, will add more in the next updates)
- Rest options available in Safe locations (can use beds to rest for as many hours as needed)
- Work on balancing the infected stats to keep up with squad abilities at higher levels
- Improved mines visibility (we can now see their glow even without direct fow)
- We can recruit teammates via button without having to discuss with them
- Explode upon death for crawler is in, teammates will get away from it when needed)
- Late autumn season and weather presets added (late autumn rain, rain and snow, clear late autumn, light snow)
- Increase damage for melee weapons.
- Boss fight music plays in defend the area missions as well
- Melee weapons are more durable.
- Adjusted "Tenaru River" doctrine.
- Restart the game after you died options added (at scene start, last building, last Safe scene)
- All recently added mutations have a chance to get chosen when an infected is created (leaders and bosses)
- Raindrop size increased in all rain effects
- Sepia percent starts at 20% now (can't be less than that)
- Added checkpoints in all buildings in Safes
- Adjusted experience modifier to 130 in each scene.
- Experience gained fighting with any of the weapons is similar now (there were some significat differences in the past regarding the weapon used)
- Slightly different wind conditions for each tree type
- Do not affect scavenge chance by game difficulty.
- Units life amount adjusted (units are harder to kill now, especically leaders and bosses)
- Land mine flickers when we press the alt button
- Season change at the end of the Train Station scene
- Ram mutation added for Buster, not active yet
- Getting close to an NPC or Teammate now will show their image and interaction information at the top of the screen
- Npc and teammate icons size increased on map/minimap
- Rewards for selected quest are shown in UI using Icons now (way easier than reading about them in the quest text)
- The tank has animation when shooting now
- Monster resistances are temporary removed from the game (this is a feature that seems to be generating frustration more than anything else)
- Modified Thomas' ability to give to 10% armor to the squad.
- When close to a locker or a bed we are shown that we can interact with them
- Debt experience cannot exceed 25% from you current experience
- Every skill/attribute has an icon now shown in their information window
- Fixed "learning lots of doctrines will make the game crash" bug.
- Fixed "some zones doesn't appear on subway map" issue.
- Fixed some issues regarding journal title not being shown correctly.
- Fixed "Quick quest button is always disabled" issue
- Fixed endless respawning of infection kit item in Central park map
- More info in item tooltip.
- Adjust triggered doctrines text.
- Limit the serum NPCs can receive to 500
- Fixed the nazi leader level in Bellevue Hospital.
- Fixed "when using infection kit also consumes serum" issue.
- Fixed "infection kit spawn item spawns every 2 minutes (the value is -1) in cp1" issue.
- Fixed "pressing I while in an NPC dialog will open the trade window even if the selected NPC is no trader" issue.
- Fixed "resolving Andrea's first quest doesn't hide the dialog lines" issue.
- Fixed "dead Christopher discussion doesn't have image and background" issue.
- Fixed "show infected UI when hit by non squad teammates
- Fixed "Thomas Harris dialog line is not the correct one" issue.
- Small fix to the key location in the first story scene (so people can easily understand where to go)
- Fixed the issue with the tank machine gun not hitting (broken in 0.8.3, related with the turret pivot)
- Fixed uncleared defend area UI when changing scenes.
- Fixed missing wall in Beth-Israel sewer scene (made the teammates get out of the walking area)
- Fixed "Stuck in background" issue, a poorly physical collision for a car in Train Station scene
- Fixed "Not being able to pickup items in the church" issue
- Other adjustments and small fixes

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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 This 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

    • 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
    • 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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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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15 of 18 people (83%) 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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9 of 10 people (90%) found this review helpful
1.7 hrs on record
Early Access Review
I Shall Remain

You're alone in the park, bloody from the last safehouse you just emptied of infected, searching for a doctor that might help you with your infection... It's getting dark, you're tired and you're down to your last couple of flashlight batteries. You have to go on, you need the blood for the serum and you need the serum to hold off the pain...

30 rounds in the SMG are not enough! You're not used to it, but today you're going to fire your shotgun too. These new guys are bigger and the SMG is too light for them. Ah... the ♥♥♥♥♥♥♥ flashlight is flickering again!


I Shall Remain is all about the alternative history "zombie apocalypse" type atmosphere and the ongoing pressure of survival. You have to get guns to kill infected, you have to kill infected to get serum, you have to get serum to keep your infection under control, you have to find safehouses to rest, you have to kill infected to empty the safehouses... Constantly you have to be on your toes, to use all your resources, to even run away if necessary!

Character development is skill based and depends on your weapon choice. Your weapon choice depends on the "luck of the drop" mainly and you also have to adapt to the enemy types, because they have different resistances and you can't afford wasting bullets that only deal half damage. On the other hand, if you use weapons that you are not used to, your chance to hit drops, so you may be firing bullets that deal no damage. The game makes you pay attention to these kind of decisions and sometimes you have to make them on the fly, because encounters tend to be unexpected and in high numbers.
Other than that, you get "doctrines"(which work like passive bonuses) for every level. Some doctrines are skill specific and you can buy them with research points.

Inventory management is easy; your main concern is to have a mixed collection of weapons and sufficient parts to repair them. Some batteries, juice and medkits are also necessary, but nothing tedious is going to keep you away from the action.

The flow of the game is exactly as detailed in the intro. You always have to keep an eye on your tiredness, infection level, serum, ammunition, flashlight battery, health and stamina. You have to keep going and you have to find time to rest. You get to interact with the world and the story through written dialogue and sometimes you even get to team up with some of the survivors. The AI is decent and the story, even though it needs retouching, here and there, helps the atmosphere.


The graphics are not mindblowing, but they do what they are supposed to. The "infected" models are varied, the weather effects are beautiful and the GUI does its job. The environment really sets the tone, you'll find yourself in damaged homes, broken down hospitals, streets full of vintage crashed cars and blood smears. The lightning effects are quite nice, a lightning strike during nighttime that reveals a couple of hungry "infected" walking toward you is always a thrill.


Walking on the streets, fighting for your life is complemented by a smooth soundtrack. The weapon sounds are okay, as well as the sounds the enemies make. Especially in the sewers, things can get pretty scary. Some speech would've been nice, but it's only early access, so who knows?


The game has an old school single player experience feel to it, it greets the player with great atmosphere, has a good story, meaningful quests, interesting character development and leveling system and good level design. All in all "I Shall Remain" is a good game, with lots of potential to paint a compelling "alternative history" picture.
Posted: May 18
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