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. Don't miss being part of our Beta release!

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

1 comment by florinudrea on Feb 2nd, 2015

I Shall Remain

Our seventh update is here. Since this is the last release of I Shall remain in Alpha stage, the update focuses on bringing new content in. Four new maps, complete achievements list, new weapons and improved textures are the things that make up the release.

At the end of next month I Shall Remain reaches Beta state and everything there on will mostly focus on polishing features/functionality and fixes (and probably adding a few more things here and there)

I Shall Remain

There are two important changes to the way we interact with the game which are worth mentioning first:
- By default we pickup items with the F key (you can still set it the way you like it but the old setup didn't work correctly with the fixed camera controller)
- By default we toggle flashlight with the C key now

I Shall Remain

Changes in this release:

- 60 Steam achievements added
- 4 more maps (Bayonne Streets, Bayonne Safe, Bayonne Bridge and Bayonne Tunnel)
- Main story and content to go with the added maps
- Lots of textures updates and improvements for better quality
- New weapon types for unarmed (Spike Knuckles, Brass Knuckles, Katar, Claws, Spiked Bracer)
- New unique weapons (Fist of Kowlaq - spiked knuckles, Gordon - pipe, Nightshade - flamethrower)
- Sewer texturing redone, it looks a lot more crisp now
- Translations updated for tips, subtitles, journal and storyboard
- Added backpacks (they are only available if certain doctrines are learned)
- Spawners are now starting to respawn Infected in 12-24 game hrs interval
- Fixed an issue added in the last update with mutations being reseted first time you exit the game (this made the game easier), now it resets correctly only when we start a new game
- Some older maps adjusted and optimized
- Flyby text updates in Pause Mode as well now and will position correctly if the camera is panning
- Change the conditions for some achievements to be recorded to Steam (will take into account old progress as well)
- Health and stamina are shown in Character window as int now
- Maximum armor for squad members and infected is set to 75%.
- Antidote item type added
- Fix issue regarding missing Chain book quest.
- Added color decals to trains to make them look better
- Added colored debris
- Fix for teammates to tell you when they dont have a weapon equipped
- Fix for bosses not following the player when off-screen
- Freddy & Martha bosses added
- CJ second ability only needs 2 level in squad to be active (from 3)
- Added Hunterlag quick event
- When we load a new scene a black screen should hide the loading process
- Flares and grenades don't interact with the characters in the scene anymore
- Flares show all the time correctly above the ground
- Fix some issues regarding disabling lines in text dialog window.
- If you have your flashlight on at night infected will see you from afar (25% more for now)
- Lisard was set to spawn after 8 game hrs since it already spawned, fixed
- Tank UI will hide correctly if you were killed while in the tank
- Use enemy level in blood-serum conversion.
- Add Renan quick event.
- Make "Get available quests" option available for goon units also.
- Add advanced skills option to trainers (we can now advance our doctrines all the way with the traders that are in the game already)
- New car bus material added
- Fix some issues that made the respawn logic not working
- Whenever you increase weapon level, your weapon's maximum durability it's decreased
- Do not show critical hit info icon
- Add new Vilebyrd quick event
- Fixed an issue with the prologue scene where AI cannot enter buildings
- Fixed "sell-buyback price difference" issue
- Small changes to the serum tooltip and the new game version
- When player dies and infection is 100% the only option available is to start from the last safe with 90% infection.
- Fixed "cannon shoot frequency is too high" issue.
- Added info regarding, quests, traders and trainers in world map.
- Fixed the issue with showing the selected tank material when we enter it
- Fixed the issue with the tank shooting (left and right mouse buttons now are hard coded)
- Restored the projectile trajectory of bullets for all weapons (there are some issues with the bullets hitting in weird directions)
- Camera shake when shooting is optional now in ishallremain.ini
- Fixed starting percent for some of the mutations
- Revive text hint added
- Add hint for reviving teammates in prologue.
- Scavenge tip moved closer to the start of the prologue (so you can learn about scavenging earlier on)
- Added the possibility to get unarmed weapons as loot.
- Units which shouldn't use osmosis don't use it now, only leaders from units who should use it do
- Use enter/exit location events for spawn monster actors also (for quick events).
- Adjust certain quick events to use spawn monster at location
- Check for items in all squad inventories when needed as quest condition.
- Add new doctrine effect: ammo to scraps chance.
- Add new weapon bonus: increase magazine size.
- Gain experience in Medical skill when using serum to contain the infection.
- In case of bosses Instant kill will do a lot of damage (five times the critical hit damage, didn't do any damage in the past)
- Mark in doctrine tooltip that the best value of that doctrine among the squad members will be use.
- Fixed Infants quick event.
- Add new weapon bonus: Stamina consumption.
- Show/Hide top panel in pause mode to help with teammates UI on lower resolutions.
- Fix for letters about the nazis in ellis island
- Fix for the door in Ellis island which cannot be broken with melee weapons
- Many other small adjustments/fixes

I Shall Remain

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Post comment Comments  (370 - 380 of 493)
RavioliFaceMan Feb 13 2012, 5:59pm says:

if it wasnt in episodes i'd get this

+1 vote     reply to comment
marine_jake Feb 13 2012, 10:00pm replied:

Hey Ravioli!

I apologize for having to release it in episodes, I'd love to finish it all and get it to you all at once. We have humble beginnings, and for it we are going to lose some players.

Tell you what, if you decide to purchase a copy and aren't happy with the amount of content shoot me a message and we'll refund your money. I don't think this will happen though because our game is a BLAST to play.

the best,

+1 vote     reply to comment
RavioliFaceMan Feb 14 2012, 6:01am replied:

your personal and friendly customer service is excellent and as such I will now get the game! Kudos to you marine_jake :)
I'm just worried about how much playtime I'll get out of 1GB of game?

+1 vote     reply to comment
RavioliFaceMan Feb 14 2012, 7:11am replied:

ok I played it and I'm gonna have to uninstall it; combat, graphics and animation need a lot of work!

+1 vote     reply to comment
marine_jake Feb 14 2012, 3:57pm replied:

Okay thanks for playing it! I'm sorry you didn't like it. Our next release is coming out in March with a lot of new content. The graphics wont have a lot of changes, but we're going to have our RPG system fully employed. It's qot quite an amazing story for what one would think. I'm going to shoot you a CD key when its ready. Thanks for your feedback on our prologue- we appreciate you reaching back and telling us where we need to improve.

+1 vote     reply to comment
RavioliFaceMan Feb 14 2012, 8:02pm replied:

Wow that would be great, thanks! The game definitely has some great potential, I will definitely keep an eye on your company and your game!

+1 vote     reply to comment
marine_jake Feb 15 2012, 8:40pm replied:

Thanks Ravioli! This kind of feedback is very motivating! : )

+1 vote     reply to comment
baconhead Feb 13 2012, 1:31pm says:

is this online?

+1 vote     reply to comment
marine_jake Feb 14 2012, 10:14pm replied:

Here's my answer!

+1 vote     reply to comment
DerRidda Feb 11 2012, 3:57pm says:

Simple question: Do you have any plans for a Linux port? This looks sweet and I'd like to play this on my preferred OS.

+6 votes     reply to comment
marine_jake Feb 11 2012, 6:36pm replied:

Tell you what, if there's continued interest in a Linux build we will definitely do it! A few people have asked us already about it, if you guys keep it up we're gonna have to do it for ya! : )

+2 votes     reply to comment
liamdawe Feb 13 2012, 4:24pm replied:

I am also keen to see a Linux client, will feature it on www.gamingonlinux.com :)

+2 votes     reply to comment
Cheeseness Feb 13 2012, 2:20am replied:

I'd be keen to see a Linux client.

+2 votes     reply to comment
flibitijibibo Feb 12 2012, 10:30pm replied:

irc.freenode.net/#steamlug is watching you. I know this because a bunch of other Linux users told me to post here. My guess is, be prepared for a horde.

Thanks for the Linux consideration!

+2 votes     reply to comment
alexThunder Feb 12 2012, 5:41pm replied:

+1 for Linux :)

+1 vote     reply to comment
opossums Feb 12 2012, 2:23pm replied:

Sign me up. Just remember to have a x64 build please!

+2 votes     reply to comment
Xpander69 Feb 12 2012, 3:24pm replied:

+1 for linux port

+3 votes     reply to comment
hamishwilson Feb 12 2012, 7:19pm replied:

The game looks good. It would look even better to me if it ran on Linux.

+2 votes     reply to comment
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I Shall Remain
Scorpius Games
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Released Jan 12, 2015
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Highest Rated (11 agree) 10/10

One or two glitches, but still incredible! Great job, I am impressed that this is your first game!

Jan 17 2012, 4:23pm by killer5590

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