A fast Action RPG at its core, I Shall Remain combines role-playing elements with survival and strategic aspects, and creates a blend never before seen. Through complex, real-time character progression and RPG system, over a hundred abilities to learn and shape your experience, dozens of weapons and enhancers, thousands of Infected, over...
User reviews: Very Positive (50 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 a year, the plan to release in June/July 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 (25+ 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 25+ 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 (29)

July 2

I Shall Remain - 0.9.3.0 Update

Third Beta update is here. This took a little bit longer than expected but there are hundreds of fixes and adjustments that went in, towards making I Shall Remain more stable and overall a better game. The complete change of the main character animations wasn't possible at this time, will have a go at it at a later time, probably after 1.0 Release.

Here there are the key elements of this update:
- Teammates redone (meshes, animations, textures, portrait icons). Teammates fight unarmed and melee now.
- More animations for the main character added (more will follow)
- More weapons added (swords, chainsaw)
- Stealth play adjusted and improved (night vs day vs underground, walking vs running, using silent vs powerful weapons), Detection UI gadget added
- More mutations (Ram, Protector, Pierce armor) and mutation marks for infected, Mantis aberration third attack added
- Fonts and UI adjustments for lower resolutions
- Map exits marked clearly
- Brightness slider in Options

- Added achievements finishing the game with each perk
- Added achievements for bosses and aberrations
- Fix for a crash that happened after a bad load when we wanted to show lighting
- Added 2 new quick events in Staten Island maps
- Aura for mutations added to infected
- Added Brightness slider and UI logic
- Fixed issue with camera panning while in pause mode
- Fixed issue with sliding before we stopped, when we walking/running
- Fixed issue with having the character use the wrong walk animations when we hold the middle mouse button (in second controller)
- Changed inventory backpack icons
- The new human materials added optimized to load faster (for all the new characters we added)
- Weapon Sword added
- Fixed badly adjusted human CJ material
- Added support for Katana and Sword.
- Fixed issues with aura and casting shadows
- Some conditions for new animations to fix compile errors.
- Brightness tooltip adjusted
- Added chainsaw weapon
- Adjust Backstab doctrine to apply for swords and Katana also.
- Added new doctrine for chainsaw.
- Fixed Sanctuary QE text too long issue.
- Adjust Civilian and Chieftain perks.
- Fixed for si1 minimap/map showing wrong player position
- Fixed to have the intermediary player FOW (this will help see where you have been in the map recently)
- Fixed goons units revive sign appearing
- Adjusted survive bosses level and mutations.
- Reduced the loot chance for medical kits and water.
- Increased the ammo damage bonus value.
- Small adjustments to the survive map
- Fix an issue where the score in survive mode would cause a crash
- Now we can increase skill level using serum (via trainers) for teammates also.
- Ram mutation implemented
- Adjusted Flatiron Shelter quick event.
- Adjusted "Fixed camera" tooltip.
- Adjusted some quick events text.
- Adjusted MKSC tooltip in world map.
- Changed "Road to Ellis Island" to "Ellis Island Bridge" in game map.
- Adjusted position and size for attributes and skills levels in character window to correctly show 3 digits numbers.
- Antidote serum value set to 0 and make it stack-able.
- Do not show travel infection penalty after the use of the antidote
- Fixed "instant heal and instant refresh" behavior (heal/refresh the correct amount now).
- Adjusted a bit the baby explode effect (they burst into flames before they explode and there is blood when they explode)
- Adjusted Backstab doctrine.
- Fixed the issue with the empty space on the map on different resolutions (top and bottom)
- World map size adjusted for lower resolutions (decreases for res < 768), otherwise it will be like before. Fixed the issue with empty spaces on the map
- Fixed "options screen can't be moved, the window bar is too high" issue.
- Adjusted the research points info in doctrine widow regarding resolution.
- Implemented teammates evading leg kick and ram
- Adjusted quest info position in world map regarding resolution.
- Adjusted Encumbrance tooltip for lower resolutions.
- Adjustments to uess1
- Fixed latest mutations not saving
- Taunt will alert units on a large area now
- Added unique plank.
- Changed the font for subtitles.
- Changed the font in attributes, skills and bonuses windows.
- Added a pistol by default to Thomas.
- Formated the sleep time.
- Minor adjustments in trainers quests text.
- Distance to evade zombie's projectiles/special abilities increased
- Teammates evade themselves (this avoids the cases where teammates would stay too close to each other)
- We cannot reload while carrying stuff
- Physics for trees in cp1 added
- Reduced projectile avoidance radius to 3
- Fixed a crash in ht3 where a spawner would spawn zombies outside map
- Teammates cannot regroup if they are fainted
- Increase the QE Linger timer.
- Added new doctrine "Cat Walk" (walk/run noise reduction, increase noise inhibitor weapons damage).
- Started adding the missing storyboards
- Teammates' AI adjusted so they find a way to hit an enemy if they cannot see it from where they are
- Traders have 5 weapon bonuses for sale now
- Adjusted "Body hardening drills" doctrine.
- Fixed the issue with trouble talking to Goons
- Removed continuous regeneration mutation on Aberrations (they were too powerful)
- Adjusted starting/ending storyboards to have the storyteller in, hinted and exposed at the game's end.
- Adjusted trainers quest to make it that you need to come back to them to finish the quest.
- Crawler aberration adjusted (we were killing it too easily since it doesn't attack)
- Fixed the issue with the boss music playing after an aberration died
- Adjusted progress bars position in inventory and infected to look correctly on every resolution.
- Kramer attack speed adjusted so it doesn't stuck in attack animation
- Improved the way teammates approach enemies (fixed a few cases where they stayed aside even if the enemy was nearby)
- Improved the way they avoid aberrations special attacks
- Adjustments to teammates AI
- Fixed "Freddy quick event won't trigger" issue.
- Andrea's perk (Nurse) also have + 30% chance to not use Medical Kit when healing.
- Change the font for storyboard and make it look good on smaller resolutions.
- Antidote is now a normal item, we receive 3 of them when resolve chain quest and consume them when cure or give to Megan.
- Switched Muramasa and Steve Blaner's Repeater rewards.
- Added new boss : Carrie
- Added new unique weapon: Stinger.
- Teammates should shoot though other teammates (in the past they didn't attack if teammates where between them and the enemy).
- Adjustments to storyboard texts
- Added new quick event in Alphabet City (Kill Carrie).
- Flare's fire effect frequency/size increased
- If we set fullscreen the game will automatically set the monitor resolution (to overcome the issue with a different fullscreen resolution which on Alt+Tab will make the game crash)
- Heal squad when talk to medic.
- Teammates react regarding your position (in a radius given by the current command reaction distance - regroup and attack). They won't stray too far and will always attack enemies in your range
- Halfling aberration Scream distance decreased by 2
- 'Need help' messages from teammates appear in red now
- Faint animation should run correctly for teammates now (happened rarely that they remain standing although they where fainted)
- Maximum number of teammates you can have in your squad via doctrines, perks and CJ ability is 5.
- When talking with a trader now we can show all teammates portraits.
- While in panel mode selecting a teammate portrait will open inventory for that teammate.
- Research points quest rewards are now gained by teammates also.
- Cathy Castellan confession document re-written

Since announcements accept only a finite number of characters, more information about the release notes can be read at Scorpius Game's site : http://www.scorpiusgames.com/?p=1693

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April 7

I Shall Remain - Beta Update (0.9.2.0)

Our second update in Beta (0.9.2.0) is here. This update focuses on balancing and fixes. Overall, every aspect of the game has been adjusted towards making I Shall Remain a pleasant experience for the casual player as well as for the more experienced ones. Following there's a list of the most important updates this release brings:

Key features:

- Weapon re-balanced
- Unique weapons have fixed levels
- Infected levels increased starting Bellevue map
- Camera controller smoothness adjusted (should work smoother for everybody)
- New perks for teammates added (Vagabond, Nurse, Watcher)
- Enhanced attack effects adjusted
- Two new infected mutations added (Pierce armor, Protector)

Changes:

- Went through most of the quests, adjustments to dialogs/quest text and adjusted them to make more sense
- Adjusted weapons template, reduce the damage gap between them.
- Added new perks for Andrea, Tommy and Jim.
- Adjusted the default controller for less tearing (now it should work fine for everybody)
- Proper quest translation
- Two new infected mutations added (protector and pierce armor)
- Show a green border around equipped weapon in player HUD for weapons that can use enhanced attacks.
- Reduce the loot weapon chance for leaders from 25% to 15%.
- Do not show "SHIFT + LMB to quick dismantle item" message when in trade mode.
- Fixed "couldn't brake door with unarmed weapon" issue in Beth-Israel map
- Few more dialog lines and quests added
- Adjusted some of the doctrines and teammates abilities
- Reduced sleep experience to 5%.
- Critical hit bonus damage starts from 50% (it was 100%)
- Enhanced attack damage was reduced by 50%.
- Reduced the value for weapons instant kill bonus to 1% for rare weapons and 2% for elite weapons.
- Adjusted some enhanced attack effects.
- Adjusted experience gain by player on certain actions
- Leader mutation increase rate is half now
- Zombie mutation probabilities adjusted
- Adjust blood-serum conversion rate.
- Missing bed physics in Memorial Kettering-Sloan Center map
- Fix for panning camera while paused (in both controllers)
- Add "weapon ineffective" message when your attack has lower than 30% chance to hit.
- Reduce the experience gain from blood-serum and running.
- Prologue map adjusted
- Removed on storyboard entry in East Side Safe
- Adjustments to some of the dialogs
- Starting story map adjusted for missing tree physics
- Adjusted trainers quests after adding quest text corrections.
- Jim's perks give also serum when sleep more at least 8 hours.
- Removed 'equip_human_mr_helmet.mesh' from all maps where it shouldn't be present
- Added one more scavenge in cp1
- Reduced the influence of intelligence in extra experience bonus from actions.
- Adjusted enhanced attacks effects.
- Adjusted On Guard on Constantinople doctrine effects.
- Fixed "triggered doctrines doesn't work as it should" issue.
- Show detailed tooltip for available doctrines in player HUD.
- Adjusted hardcore tooltip to contain difficulty info.
- Added perk info in teammate icon tooltip in dialog window.
- Unique weapons have a fixed level now
- Take instant kill into account when calculating weapon damage for tooltip.
- Take inflict weakness into account when calculating weapon damage for tooltip.
- Make main character icon selected (looks selected) when begin a conversation (in some cases alpha was 0.5).
- Adjusted unique weapons.
- Reduced experience gain in combat by 10%.
- Hide tank info when we exit the game (if we are still in the tank when we exit)
- Bellevue metro station infected level increased (and from there on until game's end)
- Memorial Kettering-Sloan map doesn't use weather presets with sun shadows in them (one newer preset was used and it shouldn't). It should have better performance on weaker machines
- Julia has ammo for sale.
- Adjusted "The Philippine Insurrection" doctrine (reduce range bonus).
- Do not show lines with teammates prerequisites if they are fainted.
- Changed Recruit button position
- Fixed a crash with the second controller when teammates fainted
- Mutations pierce armor/protector are now inherited correctly
- Added "Finish the game without using unique weapons" achievement.

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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!

I Shall Remain - Complete Soundtrack

Because of the appreciation our game soundtrack has been receiving, we decided to make it public. Enjoy!
https://www.youtube.com/watch?v=GuGqUGAwS-w

About This Game



A fast Action RPG at its core, I Shall Remain combines role-playing elements with survival and strategic aspects, and creates a blend never before seen. Through complex, real-time character progression and RPG system, over a hundred abilities to learn and shape your experience, dozens of weapons and enhancers, thousands of Infected, over twenty mutations, tens of NPCs and teammates, within a twenty hour long story campaign, ISR offers plenty for everybody.

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

    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 (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
    Recommended:
    • 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
4 of 4 people (100%) found this review helpful
2.9 hrs on record
Posted: June 14
Early Access Review
Highly recommended, I am loving it alot, the art style is great, The controls is on point(Mouse/Keyboard), First started up the tutorial then went right into Survival, got to about night 5 then decided to start up story. Really easy to pick up and play, Only problem is the really low light, Since I am using a interactive pen display(cause I am an artist also) Its slightly darker then I would have hoped but Besides that, Really Amazing game!
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
101.0 hrs on record
Posted: June 18
Early Access Review
One of the most fun games I have ever played hands down. The fact that the more you use a weapon or use a action and that weapon or action increases in level(and there are so many things to level up!) is what I have searched for for a long time.
Was this review helpful? Yes No Funny
13 of 13 people (100%) found this review helpful
2 people found this review funny
73.4 hrs on record
Posted: February 24
Early Access Review
As I got through the game enough, it's time for a review!
"Do you recommend this game?" What is this? Of course I would recommend this game even if it's an early access game.
It has zombies and it has progressive leveling; no shooting with a pistol and increase rifle skill when you level up, post-apocalyptic scenario, but these are personal favorites so here are more reasons:
- Great atmosphere which can be modified with the sepia tone option. One of the few games that can make me live in the skin of my character!
- Lovely complexity when it comes to game mechanics.
- You can kill zombies with weapons ranging from bare fist to sniper rifles.
- You can rush in zombies at lower difficulty levels, but also requires some micro management when it comes to harder settings.
- Doctrines as bonuses to your combat abilities, but these aren't free.
- You can play solo or grab yourself some team mates; it's totally up to you.
- Intriguing story! Really makes me read all the dialogue lines. :D
- Incredible music offered for free to the community not via a DLC as fashion dictates.
- Not a fan of AAA games so graphics aren't that important, but this one has a plus when it comes to it!
- Constant updates with extra story and a lot of bug fixes.
- Development team is active and answers any question so you won't feel alone in the field.

With all this said, I would give this game a 9/10 as there's a lot of work and balancing to be done, but I'm sure all of these issues will be fixed in due time.
Keep up the good work, guys!

This is for now, but will update this review when needed!
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6 of 6 people (100%) found this review helpful
13.0 hrs on record
Posted: March 29
Early Access Review
It's a fun and addictive game. Looting and leveling up feels rewarding. The gameplay is good and I like the WW2 zombie setting.

Pro-tip: Mute the in-game music and listen to the Fallout 1 + 2 soundtrack while playing this game. Fits really well :)
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6 of 6 people (100%) found this review helpful
18.7 hrs on record
Posted: January 4
Early Access Review
this is a rock solid game. the enviornment is good. the story is good. they portray a good sense of desperation some zombie games don't achive. i really enjoy my fist few hours and dont want to stop playing. the bugs are kind of annoying but obviously it is early access and it will have bugs. i would recommend the game in its state. but if you want to wait for a more polished game that is understandable but the bugs are not that bad. this is a good game and a little more polishing i think this could be a great game. a simular game that i think this beats is how to survive.

8/10

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