I Shall Remain is a Post Apocalyptic ARPG game with Survival aspects. Located in the old New York city at the end of WW2, when Nazis managed to release a deadly virus over US territory, the game tells the story of two brothers and the search for a cure in the apocalyptic world that emerges in the wake of the disastrous Z0M81 pandemic.
User reviews: Positive (32 reviews)
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 is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if 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.”

Approximately how long will this game be in Early Access?

“The game will be in Early Access for about 6-8 months, the plan is to release February-March 2015.”

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 15+ 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?

“It's 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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Recommended By Curators

"Atmospheric Survival Action RPG in an alternative end of WW2 scenario. Fight and loot various enemies, scavenge ruins, gather a team - very good game!"

Recent updates View all (20)

December 11

I Shall Remain Hot Fix

With the holiday approaching and since the next release is going to be at the end of January, we used the first ten days of the month to focus on testing and improving the whole game experience. There is no special thing that has been added but there are a lot of improvements in many departments (art, sound, discussions and lore, logic).

Thank you everyone for playing and giving us feedback!

- Content adjustments to most maps
- More textures updated - generally made everything more apocalyptic
- Dialogs and quest texts adjusted in many places
- Teammate experience and progress is shown on the Teammate UI in main player HUD now
- Teammate broken weapons is shown on the Teammate UI in main player HUD now
- Implemented logic for teammates that have something to tell to player (instead of reaching a certain location, their request to talk to you should appear at anytime if you advanced enough into the story)
- Fixed the issues with taking CJ as a teammate
- Fixed the issue where you coudln't talk to Stanley on Ellis Island
- Mutations parameters adjusted (overall, new started games should give zombies higher chances for mutations to appear)
- No requirement of a medical kit to revive teammates from now on (might leave it on harder difficulty levels)
- Grass added to Ellis Island scnee, grass adjusted in other scenes
- Goons save correctly now and will fight against you as well as against Infected
- The last 3 music scores are in
- Change Alphabet City's zone index from 5 to 1 (fast travelling uses this to determine how much will pass from one destination to another)
- Fatigue regeneration increased around fire (is half of the rate inside buildings)
- Alphabet City fire shelter added (was missing entirely)
- Newport Shelter adjustments to scene geometry and collision shapes
- Teammates receive now an experience bonus regarding main character leadership level (0.2*Leadership level).
- Adjusted smoke and night fog effects
- Infants book added to Central Park map
- Thomas documents mutation information added
- Andrea infected documents content added (will adjust on them further)
- Ellis Island documents content added (will adjust on them further)
- Run a sound when a quest starts (this way the player can see better when a quest starts and can look at the details)
- Fix for osmosis where it was allocated to each unit but didn't show in UI (would have snown units healing themselves without having the mutation shown in the UI)
- Fix for teammates to get positioned correctly near the main char when he dies and resets his position (sometimes the teammates would reset to the start of the map, not where the player was)
- Adjust attack speed weapon bonus
- Wilson boss spawns correctly once with its pack now
- 25% chance for baby explode mutation by default
- 2 new loading hints added
- Put teammate icon in the right position after dismissing other teammate
- At night zombies use only 75% of their visibility range (this makes it easier to sneak pass them)
- Tank material adjusted when you are in (makes it easier to see which way you shoot at night)
- Fix "doctrines aren't correctly shown' in case of a squad with size bigger than 1
- 'Do not count CJ in squad size' fixed
- Rejuvenation applies 10% to boss, 20% to the rest of the units
- Bosses generates at least rare weapon enhancers.
- New weapon enhancer icon and stamp - overwritten the old one
- Patrick Russel second ability only gives now 1% chance to instant kill not 2%.
- Now the bullets go to a height suited to the zombie's height (beside the snipe and rifle ones, will fix those too in the future)
- Two more parameters added to teammates AI to adjust their behavior
- Teamamte sounds adjusted, women and men use correct sounds, no sounds when we enter a map
- Change the color for selection in Infected list.
- Creep material specular adjusted
- Hovering text added for when a teammate needs assistance with its health
- Locker added to bh1 scene
- Remove "Pyromancer" and "Training day" doctrines from locker in Flatiron Shelter map
- Taunt mutation effects removed for now
- Fix "do not show warning message when moving weapon enhancer in a empty inventory slot" issue.
- Count and use scraps from all squad members inventories for different mechanical actions.
- Increase the weapon loot chance in Survive game mode.
- Adjusted survive map a bit to avoid crashes which tell units to go out of the path map
- Use proper icons for CJ and Tommy abilities.

4 comments Read more

November 30

I Shall Remain - November Update (

Note: Since a lot of logical changes have been made to Doctrines and Weapons, it is suggested to start a new game in order to have it working correctly (the game won't crash but the doctrines and weapons won't do what people were used to have them doing)

Key features in the I Shall Remain Sixth update.

- Ellis Island map extended and updated
- Two new maps are in (Holland Tunnel Subway and Alphabet City)
- Doctrines have been revamped and updated, 28 new doctrines have been added (128 in total now to shape your character)
- New doctrine effects (avoid explosives, max encumbrance, pierce armor, more scraps from weapon dismantling)
- Weapons have levels now, the level influencing their characteristics (damage, repair cost, most of the weapon effects, serum cost)
- We can now upgrade our weapons by spending scraps/serum (Enhance ammo, Increase rarity, Increase Level, Add random weapon bonus). This opens up new possibilities to upgrade and improve your weapons
- Weapon Enhancer loot items added (these represents an effect we can apply on a weapon, from range to damage or inflict weakness). This opens up endless possibilities to customize your weapons
- 10 new Infected mutations added (Regeneration, Burden, Drain, Osmosis, Enrage, Rejuvenation, Acute sense, Aura, Armor, Crowd), each with its own logic to improve the infected behavior and statistics. We have now 22 mutations the Infected can have in any combination)
- Added "Unique' rarity. 8 new Unique weapons created, all given as quick-events rewards. Some of them have special names :)
- Large texture overhaul. Recreated many textures and adjusted others. Generally higher resolution, new normal mapping and sharper details overall
- Main and secondary quests and content added and updated (new quests from Andrea, Thomas, Jim, Chain, Jay, Cathy)
- 12 new music pieces are in
- New teammate - CJ Hodges (Sibling and Commander abilities)

Other changes

- Secondary textures and materials for all Infected types are in
- We can now fight other humans (will continue to improve over the AI in the next releases)
- Doctrines UI updated
- Weapons loot drop from Infected increased
- Support for teammates to signal they want to talk to you
- Many of the maps adjusted with more bosses, most bosses updated to use some of the new mutations
- Two new common zombie types added (Lurker, Strider)
- Tiredness renamed to Fatique
- Tommy's flashlight ability replaced with Chemist (improves blood to serum conversion)
- After rain preset specular adjusted
- Reverted specular power in sewers (was wrong since the rainy days specular was changed)
- Adjusted damage calculation.
- Fixed "reading a book doesn't unlock Apprentice doctrine" issue.
- Fixed reflection parameters (it was marked as 3d but we were using only 2d one, reflection factor is back to 1 now)
- "highest" option added for Shadowing (difference between high - highest is the Lightning shadows), default is Highest now
- All infected have glowing in the dark eyes now based on their rank (default, Elite, Boss)
- Fix not showing 0 damage for invulnerable teammates.
- Bosses always drop at least rare weapons
- Adjust infection/fatigue hints
- Now leaders have 1-2 additional mutations and bosses have 3-4 additional ones
- Stamina damage floating text support added
- Adjust loot generation algorithm
- Mutations parameters adjusted
- Do not apply penalty for chance to hit in case of low stamina.
- Coloth doesn't use the Defense mutation from now on
- Add more experience to Survival skill from blood-serum conversion action.
- Add floating text for weapon losing durability and repair weapon.
- More hints added
- Dialog changes to have multiple characters talking with the same NPC
- Adjust boss location trigger size in cp1 (to match special event trigger size and position).
- Increase time for Beizel quick event.
- Switch Tommy's abilities (now he starts with Cartographer and unlocks Chemist after 3 levels in squad)
- Update monster UI info while shooting from tank.
- Reduce leaders weapon loot chance from 33% to 25%.
- When we die, teammates current's command defaults to regroup (since we restart the scene or from a checkpoint)
- Show correct heal value as floating text in case of heal using medical kit.
- Add more info in mutations tooltips.
- Adjustments to bazooka projectile
- Fixed the character translation in fixed camera character controller in some of the maps (looked bad when walking/running)
- Grass updated in some of the scenes
- Give random loot for teammates also (not only the main character).
- NPC material in survive mode adjusted (was looking bad)
- Adjusted the font size for teammates tooltips.
- Adjusted weapon contextual menu (inventory and equip slots).
- Adjust upgrades tooltip.
- fix for zombie baby dying with explosion (they weren't going through the same code other zombies did when die so there was no loot thrown and boss music never stopped because of that)
- Add filters buttons for skill doctrines.
- Health mutation will only add 100% health, not 200% how is currently setup
- Health level adjustments for normal zombies
- Instant rejuvenation adds 15% for bosses, 25% for the rest now
- Adjusted teammates health in UI after load.
- Add Medical kit and Water to doctrine traders in safe havens.
- Mines won't get activated by barrels anymore
- We do not show doctrines in skill info window anymore
- We do not flicker skill UI in character window anymore
- Show how many upgrades are available for each skill in doctrines window.
- Use loot bonus from doctrines for loot weapons.
- Upgrade doctrine's prices.
- Apply noise inhibitor for snipe rifle.
- Increase next serum shot value when using Infection Kit.
- Several adjustments to scene from a list of issues reported by a player
- Fix "cannot replace a weapon bonus when the weapon already have 4 bonuses" issue.
- Add Z0M81 Virus item.
- Increase the time for cp1 Infants quick event.
- Adjust Infected window to show more mutations
- Infected tissue items added
- Adjust the "Morgue", "Ammunition stash" and "Investigate the shooting" quests to start them when enter in certain locations.
- Made Julia a trader.
- By default newlyborn halflings have regeneration mutation on
- Mantis has 25% chance to leg hit
- Added option for an NPC to show/hide as told by the spawner
- Added "go to main menu" fail condition to quick events.
- Set Can_be_controlled_by_player property for teammates spawners in existing scenes.
- Reinforce cost is now equal with the weapon's level / 2
- Enhance ammo using serum cost is now equal with the weapon's level / 2.
- Adjusted weapon bonus item price regarding the effect.
- Adjusted the loot chance for weapon bonuses.
- Mouse cursor fix to show after we exited and re-entered from the desktop
- Fixed "Do not use monster resistances in case of teammates". This made teammates level up a lot slower, this should improve that.
- Knife larger hit angle 45, it is possible to fight correctly with the knife now
- Maximum number of bonuses is rarity dependent: 3 for Uncommon, 4 for Rare and 5 for Elite.
- Gain experience from upgrade weapons operations.
- Show messages for starting, completed and failing quests.
- Send "goto main menu" event when changing scenes to fail defend area quests and quick events.
- Made Beizel less powerfull
- Correction when show the damage for weapons in weapon tooltip.
- Mutations reset correctly when we exit the game now
- Overall mutations parameters adjusted

3 comments Read more
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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 a Post Apocalyptic Action Role-Playing game with survival aspects. Set 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 that emerges in the wake of the disastrous Z0M81 pandemic.

Discover the truth about the infection and decide the future of the human race. Experience the story-driven, immersive gameplay enhanced by a dynamic real-time day-night system and the mood affecting weather system. 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 that you'll have to battle using over 30 weapons, from baseball bats to automatic machine guns and flame throwers and, from time to time, even tanks.

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 are up to 128 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 (old Intel integrated cards may not work)
    • DirectX: Version 9.0c
    • Hard Drive: 2 GB available space
    • Sound Card: any sound card with 3D support
    • OS: Windows 7
    • Processor: Intel two cores, 3.2 Ghz or similar
    • Memory: 4 GB RAM
    • Graphics: NVidia 9600 or similar AMD card with support for 3.0 shader profile (old 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
3 of 3 people (100%) found this review helpful
8.1 hrs on record
Posted: December 14
Early Access Review
Note: This game is Early Access yet works perfectly at this point.

I was so pleasantly surprised by this.

This game has everything that I like - exploration, survival, action, role-playing, interesting story, a sense of strategy to the battle elements, randomized loot and boss battles (lots of holy ♥♥♥♥! moments), all in a really seamless blend. And probably the most important aspect - it has replayability value. It's a unique take on something that's been done so many times before and that goes to show that the developers are dedicated and passionate about what they do. They've tried to find their own niche and so far, they're doing a great job.

Buying a game during development is a risky thing, so the main reason for me being so happy about this is probably because I don't feel cheated whatsoever. It's a great game, its development is moving forward and the developers are dedicated.
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3 of 3 people (100%) found this review helpful
45.6 hrs on record
Posted: December 22
Early Access Review
I'll update this review later, I just wanted to give a sense of what this game is like.

1) Imagine a game that plays from a similar point of view as Nation Red with similar quality of graphics. Basically, it is a third person action, with 3 levels zoom in and out.
2) The game is pausable real-time. This allows you to pause the game at any time to check your inventory, your map, quest logs, Infected Monster Entries, Journal entries for tips on how to play or books you read or dialogs you have had which are recorded. You can review your Character Page with Attributes and derived skills, Your Doctrines aka Training etc.
3) Now Imagine that the game also includes a vast action RPG system that is similar to Fallout 1 and 2 or Arcanum's system but for this WW2 meets the Infected Apocalypse setting in NYC.
4) You increase your attributes like Strength or Accuracy and your derived skills such as Unarmed or Rifle skill through USAGE of that skill. Want to shoot pistols better, shoot them a lot. This will improve things such as Pistol skill and likewise related attribute of accuracy. It is all clearly explained with all the detail you need by browsing the various menus either via mouseovers while paused or a click on something for more info. Also explained in a narrative form in the Journal of C.J. that is provided in-game.

So what you have is an action RPG with the depth of Fallout Series with the perspective and look of Nation Red creating a deep game that feels much like a Post Apocalyptic Zombie Story. It's a bit like Dead Island/Diablo/Baldur's Gate with a skill system that feels like Arcanum/Fallout. If that doesn't sound interesting to you, well I don't know what will.

Now, there are all sorts of loot as well in this game. Sure you have the usual clubs, pistols, revolvers, shotguns, submachineguns, machine guns, flamethrowers, grenades, placeable mines, flares, carbines, rifles of WW2 type vintage but also each may have one to several modifications on it when it is found. In addition, you may find enhancement modification kits for them, then you can also enhance things with serum etc. It's as if Titan Quest or Diablo mods had gone WW2 on you, and runes had become kits. In other words, it's fun to explore and fight if only for loot. Areas eventually do respawn, the longer you are away from a map, the more likely and numerous the respawns. Meanwhile you have quests, safe areas that act as towns in fantasy rpgs, etc.

Balance is really well achieved. The currency is serum. Serum allows you to nullify for a time the bad effects of infection, but it does not cure it. Each time you take serum you will need more vials of it to push back the raging infection in you. Infection levels have detrimental effects and full infection leads to death. So serum is precious. You can sell and buy for serum. There are also scraps. Scraps allow you to repair items yourself, but you can also pay repairers to repair with serum or purchase or find repair kits. Likewise for infection you may find Infection Kits, but those are more rare. As mentioned, there are also Enhancement Kits as part of loot, these modify weapons with certain requirements and a scraps requirement, but then they act like runes in Diablo enhancing your current weapons by simply dragging the Enhancement Kit onto the qualified weapon. Loot therefore is precious in a multitude of ways and can serve many needs. Sell for serum as currency or to fight off your infection. Get serum by killing infected aka mutants/zombies all of which may have different mutations and traits as well as basic traits due to type of mutant, and there are many base types already. Batteries keep your flashlight juiced, and it can get very dark. Want to stay fresh, then don't get Tired or Fatigued by staying near campfires (barrels with fire to heat you up), or get into a fully covered building and get out of the elements for even quicker recovery. Any type of fatigue, stamina effect to aiming etc, it's all in there. It's all something to consider. Need more scraps, break down a weapon and scavenge its scraps to fix another you prefer, or if you can get to a trader perhaps you prefer to sell it for serum, then use the serum to pay the trader to repair the weapon -- but then don't expect your Mechanical skill for repair to raise as well. Decisions, decisions.

Again, you raise skills and related attributes by USAGE. You TRAIN in DOCTRINES to enhance related abilities in those skillsets and attributes, which you qualify for by meeting certain attribute and skill combinations. It seems at first a little confusing, but just remember -- if you USE the weapons or RUN AROUND a lot, you will expect to soon be able to train related Doctrines, while also improving your related skills and attributes. It's more Skyrim than Oblivion. What you do alot creates your effective class, but there are no classes per se -- it all depends on how you play that character.

Different weapons have different base ranges and attack speed, they have different durability, etc. It's all there as you would expect, want, and hope.

Besides the Campaign mode, there is the Prologue which serves as a Tutorial, and there is Survival Mode. I have to say I enjoy Survival Mode a great deal as well. It's basically Nation Red with the above described random loot and skill development. Want to simply fight an RPG arcade mode fighting wave after wave ... I used to call this Hassle-Mode, but the beauty of it is there is no hassle RPGing ... you simply don't worry about the story but otherwise it's Nation Red with RPG and loot. So quick action fun is there and you also get to explore quickly the various doctrines and styles of play.

Ok, so the game is definitely at the level of most Betas -- it is playable and enjoyable, more polished than most, but it still has some minor bugs and is undergoing a lot of polish and development. It was fun already back in September. It's only better now and getting better.

What are the biggest weaknesses? Well, the main character may seem a bit drab looking, the rest looks good. It plays fast even on medium/high settings of a mere Intel HD 2500 gpu ... yes that's right, your heard me right. NO FRAMERATE ISSUES on that or better, period. The range of view is a bit claustrophobic, but it makes exploring very exciting. Most weapons are simply expected to be used within 20 meters or less -- often within 10 meters. But that makes it more Diablo 2 like and adds to the chance of being surrounded, so you have to stay aware tactically. Music is good, gameplay is addictive. Combat is not quite as visceral with impact as Nation Red, but there is a ton more variety to what you experience. I suppose it might be described as Fallout Tactics meets Nation Red with a story to boot.

Highly recommended especially given the sales prices such as during this 2014 Steam Winter Sale. The game is going to take at least 35 plus hours to complete one time, but you can play it so many ways and then there is survival mode. Finally, this is a newish developer trying to make a larger, unique, breakout game for the company. They are very involved on the forums, knowledgeable, caring, and quick to answer often in a few hours, but always in a couple of days if they can. They also seem very organized and thoughtful in what they have tried to do. They don't seem to fall behind schedule. Perhaps some of you, like me, remember the frequent missteps of companies like Troika. They made great games at least in terms of the many systems and concepts, but they constantly fell behind the contracted deadlines. The reason was they could not accurately estimate how much time the various concepts would take to implement and when to stop adding features -- publisher/money issues or not. Scorpius Games KNOWS HOW to MANAGE DEVELOPMENT.
Was this review helpful? Yes No
11 of 12 people (92%) found this review helpful
7.2 hrs on record
Posted: October 31
Early Access Review
This is one of the best early access games I have purchased, right up there with Divinity Original Sin and Grim Dawn in terms of how much I enjoy it. I am very happy that I bought this game.

The game is a story-focused ARPG zombie survival game set in 1945. It also has a non-story based survival mode that I have not played yet. The gameplay is somewhat similar to State of Decay, minus vehicles, but actually smoother and more polished in this "alpha" state. Also there is an interesting twist in that your protagonist is infected and periodically needs serum to control the disease. The graphics are very nice. The game runs with no glitching or framerate choppiness.

I have not played enough to experience every aspect of the game, but so far I give it a 9/10. Now I am going play it some more.
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9 of 9 people (100%) found this review helpful
45.2 hrs on record
Posted: November 24
Early Access Review
I purchased the early access version of this game on sale from Humble Bundle and was pleasantly surprised by the current quality of an "alpha" game. First, the atmosphere is superb. At times desolate and claustrophobic, the levels demonstrate a nice variety with logical obstacles rather than invisible walls, and the sepia option (which is adjustable) adds to the period feel. Special mention should be made of the score: though at the moment the tracks are limited, the music is somber and beautiful.

In terms of gameplay, ISR includes RPG elements and a degree of character customization where your levels increase based in part on what weapons you favor or activities you perform. You can find, learn or purchase additional skills for further specialization. While each NPC teammate specializes in a particular skill or weapon class their specific attributes (endurance, strength, accuracy, weapons proficiency, healing, etc) can be developed as the player chooses.

Combat features an impressive variety of enemies, each susceptible or resistant to certain types of weapons. In addition to firearms and melee weapons you can use grenades, landmines or exploding barrels to effect more strategic kills. There is a significant survival aspect involved as well, since in addition to health you must also manage three factors: tiredness, stamina and infection. If these are neglected for too long running, wielding heavy weapons and environmental factors such as cold and rain will slowly reduce your efficiency in combat and ability to regenerate health and stamina. "Infection" measures the amount of virus in your bloodstream (which increased with time or from attacks by certain enemies) and can eventually result in death. This is mitigated by the use of serum derived from zombies, which provides rare justification for whaling on infectious post-humans with a piece of wood.

Unusually, though the game does feature weapons durability it also allows you the option to break other weapons for parts. These parts can in turn be used to repair or reinforce higher-level weapons, which can be further enhanced with serum to increase the efficacy. Also there are flamethrowers.

As of mid-November of 2014 the only major issue is that the Survive! option, where one has a limited amount of time to prepare for zombie attacks before trying to survive the night, is prone to crashing. However, the developers are extremely active and this problem is being worked on.

This is an interesting little game with a lot of promise and a slowly unraveling story that, though clearly demonstrating the stresses of surviving in a post-apocalyptic world right on the heels of WWII, tends towards a somewhat more optimistic and cooperative view of human nature than the typical spate of Walking Dead/28 Days Later-type fare. While it has a ways to go, fans of the genre and those who appreciate the ability to shape their character to suit their playstyle should check it out.

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9 of 9 people (100%) found this review helpful
4.8 hrs on record
Posted: November 19
Early Access Review
To all of my viewers: Buy it now... Oak's Quick Look video at the bottom of this review.

This game is a great example of Early Access games. Low price point. Very playable game. Plenty of content. Clear vision. Thoughtful dev team.

Most important factor: The game is fun and the mechanics are smooth. It’s not easy to combine multiple genres of games and come out with something that is isn’t confusing to the senses. I didn’t feel like I was playing a roguelike one minute, an RPG the next, a Strategy the next, an Adventure the next and an ARPG the next. Each time the mode of the gameplay changed ever so slightly, it was always appropriate to the situation in the game. Because of this, the game moved along fluently and without breaking immersion. The story held tight as a result.

Strong points of the game that made me enjoy my time:

• It’s a survival game with varying loot drops, like common, uncommon, etc. Those who are loot mongers like me and enjoy the loot variations of Diablo, Borderlands and Zigfrak will enjoy that fact immensely.
• The camera swings easily, the shots are true, and the interaction is spot-on.
• Great atmosphere from the wonderfully-appropriate music and sound effects right down to the creepy shadows that hide zombies and dirty look of the screen (which is indeed adjustable to your liking by the way). When you’re outside, it feels like it. When you are inside, the confinement adds to the claustrophobic life or death situation you are in.
• The gun reticule is appropriate to the gun you are using. If you’re using a pistol, the reticule is closer to your character; use a rifle and you get a longer aiming reticule and better accuracy. A great way to simulate aim difference in a top-down game.
• You can go it alone or bring in survivors to your fold and form a squad. You can then interact with the survivors in your squad much like Baldur’s Gate, Might and Magic, etc., by transferring items, sharing the carry load, specializing each member in ranged or melee, completely separate skill trees and so on. I highly suggest creating a squad. It really adds to the game play.
• An intense and well-written story that is gritty, but not too over-the-top set just after WW2 in New York. You consistently have a sense of purpose in the game. I was very surprised by the research the dev team put into character names. One such name is described in my Quick Look vid.
• There isn’t a CHANCE that you will get infected. You ARE infected and have to manage that by gathering a serum to keep your infection at bay. This same serum is used as currency to barter with NPCs for upgrades and supplies. There are consequences to your actions here.
• I can’t fall down open sewer grates to my death. The character stops at the edge. +1
• You are rewarded for exploring. I went off the beaten path a few times and was rewarded with a loot container. When you loot a container or object, there is a chance you will fail. There is a progress bar that counts down as you hold your spacebar to simulate time taken to loot. If you fail your attempt, you may loot again, but it takes longer each time afterward. This really adds to the “Oh Crap” factor when zombies are nearby. Loved it.
• When you are outside, you start incurring a tiredness penalty. The more tired you are, the slower your health and stamina regenerates. Nice touch. You can rest up in clearly marked buildings on the map (and mini-map) by going inside and getting out of the weather.
• There are varying mobs. Such as common, elite, boss, etc. Each tougher mob drops appropriate loot. And, you have a proficiency level in your stats that gives you a BONUS when killing each mob type after you have leveled up your kill count with that particular mob. Very, very cool.

There are more, but some are surprises that I don’t want to spoil.

What I didn’t like about the game:

The fact that the text sometimes auto-scrolls and I missed some of the story. I was quickly contacted by the dev after my review vid and told that I could have just paused the game. Very true and that wiped out the only thing I didn’t like.

All in all, I highly recommend this game to anyone looking for a survival experience with good atmosphere, story and mechanics. This game is well put together. Here’s the kicker: At the time of this review, it was still in Early Access. Very impressive and very exciting for us. :) I can’t wait to see what the future holds for this game.

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9 of 10 people (90%) found this review helpful
4.4 hrs on record
Posted: November 7
Early Access Review
"I Shall Remain" is an ARPG set in an alternate timeline, specifically at the end of WWII. Only in this universe, the Nazis managed to unleash a deadly virus over US territory. As a survivor, your goal will be to fight zombies, scavenge, gather allies...you know, all the stuff you'd expect to do during a zombie apocalypse. It has a lot going for it, what with character progression, inventory management, quests, and an economy that stresses the serum you'll need to keep from turning yourself. While the game is still under development and has some bugs, it's thoroughly enjoyable as-is (motion blur is my biggest complaint as there's no option to turn it off). I can safely recommend this one, especially if you enjoy survival games and ARPGs.

UPDATE: A dev informed me that you can disable motion blur by setting "post processing" to "medium". Those who are motion sickness prone can now rejoice!



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7 of 8 people (88%) found this review helpful
64.3 hrs on record
Posted: September 23
Early Access Review
Very good game so far.
If you want a good top-down type shooter, this is the game for you!

Reasonable and attentive developers.
Very easy to talk with. Example: Myself and other have gotten features added and bugs fixed via forum and email.
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5 of 5 people (100%) found this review helpful
1.3 hrs on record
Posted: August 16
Early Access Review
For an early access game I am impressed, very impressed by the quality and presentation of this game. 7.49$ very well spent. It's how early access should be done, and from what I've seen in the forums the devs are very active with listening to the community. Visuals are great, gameplay is well.. it's AAA quality. This game is going places I can say that much, it does survival correctly. Unlike Nether and DayZ this is a survival game with a story, it also has a extremely well laid out tutorial and combat system and drop system. Clearly they put alot of thought into this game.
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4 of 4 people (100%) found this review helpful
1.0 hrs on record
Posted: July 15
Early Access Review
This game is pretty fun so far, nerve racking at times when the zeds that are slow suddenly speed up and get you. I like the fact that its not one shot one kill and you miss the walkers sometimes .. graphics are decent, gameplay is decent, price is decent, all in all a nice little game to kill some time with. :)
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5 of 6 people (83%) found this review helpful
5.2 hrs on record
Posted: November 1
Early Access Review
I played this for a bit now it nice take on a top down zombie shooter it has some rpg element which give it a nice fkaver and all the dev's are listening to the players they are trying to give a really athintic 1950 zombie surivial game and has a infection gauge if you get infected you have to try and cure yourself or become one of the infected. the is still in early access and is being worked on hard as the can caomn and give this game a spin!!!!!!!!
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54 of 60 people (90%) found this review helpful
3.3 hrs on record
Posted: May 9
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 ^_^
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22 of 23 people (96%) found this review helpful
2.3 hrs on record
Posted: May 12
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!
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17 of 20 people (85%) found this review helpful
3.2 hrs on record
Posted: May 11
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.
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16 of 19 people (84%) found this review helpful
0.5 hrs on record
Posted: May 11
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.
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9 of 9 people (100%) found this review helpful
1.6 hrs on record
Posted: May 12
Early Access Review
Having worked on a bit of art of this game as a freelancer, i have spent quite a lot of hours also playtesting the game. It did take a short while for me to get used to the game control and mechanics, but then it grew on me rather quickly as it has a lot of old-school charm i haven't felt since staying awake nights as a teenager exploring the dungeons of diablo 1.

Now to review the main parts of the game:
-The loot system is well done and ballanced as it gives you enough ammo to shoot at zombies, but never more than it takes to make you feel that ammo is in short supply and not to be wasted (actually the best parts of the game for me was when i was very low on ammo and had to make each shot count).

-The skill system is the best part of the game for me, there are the main weapon categories each with their bonuses (doctrines) as you progress, wich are well thought out and fit each weapon type, giving it a different play-style. On top of that there are books spread through the game that give you extra bonuses to skills that are not accessible through leveling them up via experience, so finding these thoughout the game is really rewarding.
There are also some minor negatives here, like the shotgun and sniper rifle being in one category and sharing some bonuses and enemy resistances that don't make a lot of sense intuitively, but it's by no means something game-breaking.

-The replayability factor is suprisingly high for a game with a more or less liniar structure in the levels available so far. Having tried out different builds (melee and heavy weapons are by far my favourite) they play and feel different enough to make it rewarding to replay the game over and over trying different things. On top of that the randomized loot also adds a lot to the replayability factor , and a good drop actually means something in a game that doesn't spam you with loot ala diablo 2.

-The visuals are very fitting for the game , adding to the nostalgia feel it has going for it. It is still rather rough around the edges (the animations are pretty lacking at the moment) but there are a lot of things to be still added to that aspect that should make the game really shine. In the couple of months i have worked with the team the game has improved noticably in the visual department and if they keep it up they will have a real polished product by the end of development

To sum it up the game is not without flaws currently, but it has a lot of heart and potential, and is a welcome addition to the RPG genre bringing back some old-school gameplay and mechanics in a good way. Keep at it :)
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9 of 9 people (100%) found this review helpful
2.5 hrs on record
Posted: May 18
Early Access Review

"I Shall Remain" is a well made, easy in mechanick game, that follows the trends about the "undead". All that combined with rather original vison about II WW - and presenting well narrated plot.
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10 of 11 people (91%) found this review helpful
26.5 hrs on record
Posted: May 20
Early Access Review
Just finished the Prologue, and I'm about the start the Story mode.

My first impression: I sure wasn't expecting such a game. The music and the day / night succession (especially playing when the game is at night) adds up to the already groovy mood of the game. I liked the doctrines / skill system, the easiness of the inventory management and the fact that there aren't as many keys needed in order to play the game.

The scavenge is a great feature, as it gives an incentive not only to follow the map to your objective, but to explore the world.

I'm going to start the Story mode and see what more the game brings.

Kudos to the developers!
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10 of 11 people (91%) found this review helpful
2.1 hrs on record
Posted: May 12
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.
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12 of 15 people (80%) found this review helpful
1.7 hrs on record
Posted: May 18
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.
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7 of 7 people (100%) found this review helpful
1.2 hrs on record
Posted: June 6
Early Access Review
I bought this game not expecting much since I try almost all zombie games I can find. If you are looking for a diablo esque game with zombies and surival elements this is for you. You get to build a team as you slowly find the people in the city and do missions or save their lifeless body from the hoard to earn their trust. The rpg elements are minimalistic as in the skill progression is linear( not saying its a bad thing.) I'm just saying at this time in alpha skills only have 5 upgrade options for each path, so dont expect to have multiple classes right now since the progression is limited in that aspect and hopefully they will add more skill trees/ make different playable characters with different trees for skills. You will spend a majority of your time exploring the city and farming supplies to make it to the next mission. The enemies seem pretty easy but in the options you can change the difficulty its easy-normal-hard-impossible in that order and there may be one more its late and my heads a bit fuzzy. For what i paid for the game it is very much worth it and if you are looking for a top down free roam with some rpg elements this game is for you. My only qualm with the game is that the camera seems uber clunky and could use some fine adjustment/tightening but other then that its pretty fun and straight forward. The game mechanics are so easy you can skip the tutorial and figure out what is what in a few minutes tops. Great game it has the potential to be one of the best zombie games available this year on steam.
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