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 puts you in charge of finding a cure and at the same time, keeping alive Humanity's hope of survival.

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Blog RSS Feed Report abuse Latest News: I Shall Remain - November Update (

0 comments by florinudrea on Dec 4th, 2014

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)

I Shall Remain

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)

I Shall Remain

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

I Shall Remain

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Post comment Comments  (0 - 10 of 493)
gogolino Aug 9 2014, 1:28am says:

I love I Shall Remain! Great work guys!

+2 votes     reply to comment
florinudrea Creator
florinudrea Aug 9 2014, 3:10am replied:

Thank you for both your comment and your review.

+3 votes   reply to comment
Tyler. Jul 18 2014, 7:38am says:

Looks great. Downloading right now.

+2 votes     reply to comment
GenesisVII Jul 3 2014, 1:59pm says:

The last time I watched a video not so impressed, now, on the contrary, I'll be watching the game!

PS - Sorry for my English

+2 votes     reply to comment
florinudrea Creator
florinudrea Jul 3 2014, 2:16pm replied:

Thank you for your comment (youtube included :) ).

We plan for 20% off weekend sale between 10th-13th of June for those who are interested.

+2 votes   reply to comment
psychomuffin May 20 2014, 9:46am says:

In all honesty, I think the alpha should either be free, or at least sold a more reasonable cost. While the game looks extremely interesting to me, I can't find a justifiable reason to spend $15.00 on an unfinished game, regardless of how close it is to completion.

Just my thoughts, nevertheless I'll likely be purchasing this when it's finished, or if the price is lowered.

+2 votes     reply to comment
eugenudrea Creator
eugenudrea May 21 2014, 2:25am replied:

Hi @psychomuffin, thank you for your appreciation!
The price has been chosen with regards to what the final version of the game will be as well as for financial considerations related to the game development and Scorpius Games being an indie company.
There will be periods with discounted price when people who wouldn't or couldn't afford to get it before, could purchase it.

In regards to the game being unfinished, its true but that's why is marked as Alpha funding so people who don't want to play it beforehand, don't want to participate to its development or don't want to support it, can choose not to.

We want everyone interested to play the game even if that means some people will have to wait until is finished.
But thank you nevertheless for your feedback, it's something we are always interested in listening to.

+2 votes   reply to comment
psychomuffin May 20 2014, 9:56am replied:

Also I'd like to ask, will there be a possibility that an SDK may be released some time after the game is finished? It has been shown a countless number of times how giving the community the ability to add user-created content has benefitted the life-span of a game.
On top of that, what are the chances that we may see a multiplayer component become implemented in the game. As similar to an SDK, multiplayer can allow for users to have more invested and unique experiences, therefore keeping the game from growing stale to quickly.

+2 votes     reply to comment
eugenudrea Creator
eugenudrea May 21 2014, 2:30am replied:

About releasing the SDK we have to think about it because it is very complex on one hand and requires extensive knowledge about the inner workings of our game/engine to start with. But is not something we dismiss as not being possible, only that this will be a decision we are going to make after the game is released.
Is indeed true that our editor supports creating the game visually in perhaps 90% of the cases but at the same time it has it quirks and it's not as streamlined as we would like it to be.

Coop multi-player on the other hand is something we are actively thinking about because we think it will greatly boost the lifetime of the game as well as make it all the more interesting.

Thanks for your suggestions!

+2 votes   reply to comment
psychomuffin May 21 2014, 10:23am replied:

And thank you for the responses! I can't wait to see how this game will improve as it gets closer to completion.

+2 votes     reply to comment
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I Shall Remain
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