I Shall Remain is an Action Survival Role Playing game. Situated 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 rising in the leftovers of the Z0M81 Pandemic ravage.

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I Shall Remain - August Update I Shall Remain - August Update I Shall Remain - August Update
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1 comment by florinudrea on Sep 3rd, 2014

I Shall Remain - August Update

I Shall Remain' third update comes a bit early this month, and brings a lot of new features, updates and adjustments. Starting with 2 new maps, three new graphical themes, teammate abilities and commands, five new infected mutations and tons of improvements and fixes. A lot of customer suggestions/detected issues found their way in this update as well.

Thanks again everybody for your participation, bug detection and suggestions, everything makes a difference.

I Shall Remain - August Update

August update changes

- Holland Tunnel scene
- Holland Tunnel Train Yard scene
- Story and maps related content added
- Train yard, country side, river docks graphical themes added
- New Sherman tank added, old Panzer tank visual updated
- 2 new music scores added
- Jim Beret teammate is in (cannot recruit for now till next update)
- All other scenes improved/updated, visibility/collision issues fixed
- Sepia filter adjustment
- Teammate special abilities added (not final, some of them might change in the next updates)
-- Andrea: Medic (automatically heals anyone in the team when needed), Helping hand (automatically revives fallen teammates)
-- Tommy: Flashlight (he is using a flashlight same as you do but needs no battery), Cartographer (Reveal the current map and all details about it on request)
-- Patrick: Eagle eye (sees 2 times farther on minimap), Killer instinct ( Instant kill chance increased by 2% for everyone in the team)
-- Cathy: Merchant (All your trading actions get a 25% bonus), Teacher ( Everybody in the team gains 10% more experience from actions)
-- Thomas: Divine intervention (Resistances for all Infected reduced by 15%), Slayer (All elite Infected get 50% more damage))
- Teammate commands updated
-- Engage (Freely engage enemies in a large area around the main character)
-- Hold (Hold current location until another command is given)
-- Regroup (Follow closely and attack in a small area around the main character)
-- Move to position (Move to the specified location and hold it until another command is given)
-- Dismiss (The teammate will not be part of your team anymore)
-- Talk (Start or follow up on discussions))
- Teammate command UI added (shows while paused). Using SHIFT key when selecting a command will apply to the entire squad
- Add teammate's info on world map (from now on you can see in which visited map there are teammates to hire)
- Added AI logic for evading mines and grenades for teammates
- Squad limit condition added, based on the Leadership skill and its doctrines you could increase the limit further
- Implement level-up doctrines for teammates (the teammates will learn the level up doctrines the same way you do when your level increases)
- Add "enforce melee weapon using scraps" option similar with "enhance ammo" for ranged weapons option
- Locker added to each safe scene (one in the church, the other in Andrea and Dr Andre Gratia building)
- Infected mutations added
-- LegKick for Mantis (from time to time Mantis will give you a powerful leg kick hit)
-- Explode for Zombie Crawler (will explode on death based on the mutation parameters, not yet active)
-- Wrath of Gunner for Marauder Gunner (will shoot straight up and after a small time period projectile will plummet towards the target)
-- Shoot over obstacles (they can shoot over smaller obstacles, same as teammates and main character does)
-- Unstoppable (they won't be easily stopped when hit like they normally do))
- Fighting boss music logic added, it will automatically run a BossFight melody when you fight a boss and switch back after you kill it
- Get quests button added (we can get quests now without passing through the discussion dialogs at all). Note that using this button will pass over dialog discussions' information and some rewards
- Sound volumes allow us now to gradually run a sound when getting close to their center (sea and seagulls sound when getting close to the water)
- 'After rain' weather preset changed to have sun light small rain at the same time
- Add help image for tank so we get more information what we can do while in the tank
- Removed restriction lantern upgrades apply to main character only
- Fire over time chance used everywhere now (on mine/grenade fire overtime as well), Fire over time can only attach once to an enemy now (this made the flamethrower too powerful in the past)
- Teammate lantern stays always on if we are in the sewer, subway or the tunnel
- By default when a weapon is created the cross-hair is not shown (they will only get shown when the weapon is equipped and get hidden when unequipped)
- Fix "flashlight doctrine doesn't always apply to teammates" issue
- Fix "flicker skill rectangle for Survival doesn't work, when a teammate has doctrines to learn/upgrade in that skill" issue.
- Fix "add weapon bonus by an trader is free" issue.
- Fix for crash when there were fire attached effects in the scene and we exited
- No effects are created at start-up now (we created one of each effect type, there were almost 200 effect types which increased the loading time and also the memory used a bit, they will just get created on demand now)
- Small fix to serializable interface which made the game crash in certain circumstances
- We can now user Space and Enter to confirm an option in Inventory, Character and Doctrines windows and Escape to cancel an option.
- Several actions (blood serum conversion, trade, scavenge, read books) are now giving experience to entire squad
- Fixed issues with particle systems in the last 2 updated scenes where particles would update even if they weren't in view (this should improve the performance a bit)
- Flamethrower can't hit units behind walls from now on (they did and it wasn't fair since no other weapon did that)
- You cannot reload weapon while you revive your teammate
- Updated the "?" and "map" buttons in world map UI
- When main character inventory is full add items to teammates inventories.
- Now NPCs get their scale/orientation from the spawner who creates them (this way we can have a predefined orientation/scale for all NPCs)
- Adjusted the Infection hint timing when you start the story (the fade in will finish and then we will show the hint)
- Fix "show enhance ammo results is wrong for equipped weapons" issue.
- Add extra info in infection tool tip.
- Fix "second rank for 'Flying knife hands' unarmed doctrine is ongoing not instant" issue.
- Adjust redefine keys and UI (added "reload", moved "action" and removed selection teammates keys)
- Adjusted dialog lines for all teammates when squad size limit is reached (now if you can't get the teammate because of this limit a new dialog line will appear which you will choose to finish the conversation and don't hire him)
- Fixed the issue with the weapon cross-hair not updating when the weapon range is too large. Now the weapon cross-hair is limited to 97.5% of the screen and won't ever pass this limit
- Add logic to save/load squad levels for teammates, save/load auto-heal, auto-revive values.
- Add special function for area attack.
- Fix "doctrines doesn't always apply to teammates" issue.
- Fix "teammates bonuses doesn't apply" issue.
- Main character leadership skill gains experience when teammates skill level up in addition to level up an attribute
- Quest locations and quest zones are shown on world map when we change current quest (no need to go run-time for that).
- Tommy 'Reveal map ability' works now without the need to go run-time.
- Left and Right arrows works now in Character and Doctrines window as well
- Navigate using right/left arrow keys in Journal window.
- Sound volume triggers are triggered on scene initialization now
- Teammates skills/doctrines advancement revised.
- Do not adjust teammate level once we dismiss it (until we leave the scene)
- The siren sound stops when we finish the defend the area task now

I Shall Remain - August Update

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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.

+1 vote     reply to comment
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
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Scorpius Games
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