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  (400 - 410 of 493)
FaithCarpenter
FaithCarpenter Jan 26 2012, 3:48pm says:

Well I have finished the prologue. :) Possible spoilers...


Here are some thoughts...

I like the randomness of the stashed equipment. Makes you really want to check all the nooks and crannies.

Mines are nice but keep your distance. I lost one of my men to a mine that he was a wee too near.

Grenades not so much. Hard to gauge where the little buggers go. I think the zombies kill enough of my men without me fragging them.

YIPE! One play through a certain creature had a very hot toy. Wiped out a good portion of my party before I figured out where and what was doing it.

A save option I understand is coming with episode 1 but the prologue could use it as well.

When can we expect episode one?

+1 vote     reply to comment
eugen33
eugen33 Jan 26 2012, 5:31pm replied:

Glad you like it!

>>I like the randomness of the stashed equipment. Makes you really
>>want to check all the nooks and crannies.

That was the intention, in the next episode we will have so much more loot to gather.

>>Grenades not so much. Hard to gauge where the little buggers go. I
>>think the zombies kill enough of my men without me fragging them.

We already though of adding a visual trail to see the grenade while traveling also i think we have to give it a bit more damage (dont like the way it punches either)

>>YIPE! One play through a certain creature had a very hot toy.

:) Yes, if you're very lucky from time to time you'll get a nazzi with a sniper rifle that will wreak havok through your man. They wont as you might not know where that comes from initially, just have to pay attention to the shooting sound (weapons on enemies are random so things are not harsh at all times)

>>When can we expect episode one?

Is coming in the next 2 months at most!

I DARE ANYONE who finished the prologue on normal to play it on Hard or Impossible (the last one is killin', you really have to play the game exceptionally if you want to survive)

+1 vote     reply to comment
Mayflower
Mayflower Jan 26 2012, 6:17am says:

Well, besides the fact that the controls are only listed in the tutorial, I quickly forgot most of the ones not available in other games. The prologue kinda went really fast in terms of the story _trying_ to progress, but it was way ahead of me. I was still trying to scavenge some weapons from the cars when it started talking about how I should hold that hospital or whatever which I hadn't even seen yet, and then it started going on about moving from hospital to save some fireteam even though I _still_ hadn't reached the hospital or whatever (I think it was hospital). My teammates weren't using the guns I gave them and they promptly died because I couldn't remember the keyboard controls to heal them (later, after they were all dead, noticed I could do this via inventory too). And the ceaseless horde of undead pretty much prevented me from progressing farther as I kept just gunning them down but since new zombies appeared by the time I finished with the old, I couldn't move at all. And then finally my lamp ran out of batteries and... well... it was night. I dunno if time progresses on its own or if it's based on story progress, but it lasted longer than I could survive in total darkness. Also, the flares are very unreliable. They seem to disappear somewhere half the time I tried them. End rambling.

+1 vote     reply to comment
eugen33
eugen33 Jan 26 2012, 8:19am replied:

Hello Mayflower, realy glad you tried the game!
Nobody said the game is going to be easy to play well :) I can assure you though it takes a while to learn how to play it but is really logically related in everything you do. Agreed that a control window is the most needed feature we dont have into the Prologue but as Florin suggested, pressing CTRL while ingame and then using Left/Right keys will show you most of the actions you can do (and the keys for it). Also is good to follow the current quest (key L), each quest (if necessary) will show you where you need to go (there's an arrow on the minimap that does just that. Also, please start playing it on easy (if Normal mode looks too chaotic) that should allow you to advance easier and understand well what is going on.
About not having flares/batteries you should scavange, theres probably 100 scavanging places on that map where you can find a lot of items to use, its just that you need to discover (and learn) what kind of places the scavanging takes place in.
I would suggest you play the game once again on easy and dont just take I shall remain just as a mindless action game, IT IS REALLY NOT. In order to finish it you have to play it smart (at least a little).
Im hoping you'll give it another try as there are countless options you can try. (first is, press CTRL and hold it and cycle through the tutorial lines with left and right keys when you feel you cannot move further)
Also please access this link which explains all the actions/keys you can do within the game : Desura.com

+1 vote     reply to comment
florinudrea
florinudrea Jan 26 2012, 7:47am replied:

Hey Mayflower, thanks for trying our game. The controls can also be accessed by pressing the CTRL key and then navigate between tips using arrow keys. But you are right we should make a easy way to show controls to players. Maybe, until you will accommodate with the game mechanics and combat, it will be a good idea to set the difficulty on Easy using Option menu. In this version you manually need to equip the weapons to your teammates (we already fix that for the next version) using the Inventory window. Use Alt at all time to check available loot on the ground, use CTRL to pause the game and access the game windows and tips. The day/night progression is on its on and you can see the timer above minimap. The batteries could be found via scavenge operation in cars or dirt piles.

+1 vote     reply to comment
FaithCarpenter
FaithCarpenter Jan 25 2012, 11:13pm says:

Will Desura automatically update our prologues or will we need to re-download?

+1 vote     reply to comment
eugen33
eugen33 Jan 25 2012, 11:51pm replied:

You would probably need to re-download, however file is still pending approval yet (not sure why its taking so long).
For people who played the first version though theres no need to re-download (the content is mostly the same), this is merely an update because of size shrinkage (we want to make it easier for people with not so good internet connection be able to download and play it)

+1 vote     reply to comment
eugen33
eugen33 Jan 25 2012, 3:57pm says:

Here there is a brief description of the minimum requirements for the game : Indiedb.com

+2 votes     reply to comment
marine_jake
marine_jake Jan 25 2012, 1:24am says:

A new version is up (awaiting approval from Desura yet), is 3 times smaller in size (hopefully more people will download it now) and has few improvements (can read about them after you install it from the ProgramFiles/readme file)
Cheers!

+2 votes     reply to comment
marine_jake
marine_jake Jan 23 2012, 5:27pm replied:

Hey Faith! To pick up the downed marine walk up to him and press the space bar. We apologize, we didn't make this very clear in our game. Thanks for playing! Let us know if you have any more questions, we will respond ASAP.

best,
Jake

+2 votes     reply to comment
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I Shall Remain
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Scorpius Games
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