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 (0.8.7.0)

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  (30 - 40 of 493)
M4ST3R0FH0RR0R
M4ST3R0FH0RR0R Jul 27 2013, 11:19pm says:

hey dude,i havebought the game,and episode1 still isnt here , this game would be hugely killer if it was more explorative and in home, ntm stairs to go to second floors or attics, and a basement to look....sewers to move through, i mean if you add onto this, it will become a major hit. One thing i recommend is makin of characters and more area coverage in the survival mode, if you want any suggestions or ideas hit me up, thanks. I hope you continue to update and develope this game, as i have time to help with anything as well as test

+1 vote     reply to comment
eugen33
eugen33 Jul 31 2013, 2:17am replied:

Thanks, indeed ore exploration would be nice however we thought about adding doors inside buildings which you have to open. Before you open them you wont know whats in the room beside the door. We already have sewers (hasnt been published in the current version though) and its planned into the version that is gonna come up as a result of the Kickstarter campaign. Thanks for the suggestions!
Dont you have 3 campaigns to start the game in the intro screen? (Prologue, Episode1 and Survive)

+1 vote     reply to comment
SoullessDreamer
SoullessDreamer Jul 22 2013, 6:24pm says:

I do not mean to sound rude but is the game still being developed? The forum is down, and last I checked when it was up there was little to no activity.

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Guest
Guest Jul 31 2013, 2:12am replied:

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VanillaPlays
VanillaPlays Jun 6 2013, 3:02am says:

Awesome Game :)

- Gamer From the Philippines

+1 vote     reply to comment
marine_jake
marine_jake Jun 9 2013, 6:05am replied:

Hey buddy, thanks for checking out the game! I'm actually in Boracay right now.

+1 vote     reply to comment
VanillaPlays
VanillaPlays Jun 13 2013, 9:53am replied:

woah :) thats awesome. I made a video about this game :) hope you can check it :3

Youtube.com

+1 vote     reply to comment
marine_jake
marine_jake Jun 15 2013, 5:12am replied:

Sick! Thanks man, when we have a good place to post it we'll do so and get you some more views.

+1 vote     reply to comment
marine_jake
marine_jake May 28 2013, 2:09am says:

Here's a response to a user on Steam, it's pretty informative so I'm going to repost it here at Desura.

Hi Bronies, thanks for the post. Our next big step is multiplayer and we're going to run a kickstarter for it. After this we are slowly departing from a completely zombie game to many different kinds of enemies- monsters, aliens, humans. We're doing this because so many zombie games have come out onto the market since we started making this game. We're small & indie so we can quickly change as we need to. We don't have hunger at this time. Right now we have ENDURANCE which goes down as you use melee weapons and run. Drinking water helps you replenish your endurance. There will be a place for food soon, especially because so many people have been asking us to add bacon.

+1 vote     reply to comment
marine_jake
marine_jake May 27 2013, 7:51am says:

Hello fans! We have a rough cut of our Kickstarter campaign ready for you to checkout.

Please give it a look and drop us some feedback. There's an easy-to find module on there where you can leave feedback. We especially appreciate your thoughts on the backer rewards.

Here is the link:
Kickstarter.com


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I Shall Remain
Platform
Windows
Developer
Scorpius Games
Engine
Custom Built
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Official Page
Scorpiusgames.com
Release Date
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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Horror
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Single Player
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