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

2 comments by florinudrea on Aug 1st, 2014

I Shall Remain

I Shall Remain second major update is here. Starting with content (5 more maps, new subway theme, characters and story) to Instant Travel and World Map, improved weather effects and camera system to tons of improvements, adjustments and fixes, make this the biggest update yet. The game play time increases to 10+ hours, Survive the night game time aside.

I Shall Remain

For anyone updating to this version from the original one ( please make sure you delete your local content before doing so (we disabled profile removal in the .ini file and there are inconsistencies with the first version. If you updated regularly over the last two months then there should be no issue)

I Shall Remain

July update changes (after the HotFix release)

- Bellevue Hospital Subway map added
- Beth-Israel Medical Center map added
- Beth-Israel Medical Center Subway/Sewer map added
- Lower Manhattan Safe map added
- Holland Tunnel Entrance map added
- NPCs, Teammates, content and story added for these maps
- World Map added (we can now see the world map as well as areas of interest and information about each with names and suggested character level to entry)
- Subway fast travelling implemented (we can basically go to any area of the map in an instant now from a Subway Entrance to any other Subway Entrance)
- Subway instant travel affects time and infection
- New items added : Repair Kit, Energizer, Infection Kit (they get be used and get an exact result regardless of your RPG statistics)
- Change location and scene for Patrick Russell quest after reading all documents
- Open the door in MSKC after talking with Ryan Corwin
- Pause the game when showing hints (The prologue will act a bit different since the game will pause each time a hint is shown but we feel this is better)
- Adjusted flamethrower damage and fire over time damage (smaller damage)
- Film grain effect added
- Gas tank added (not used yet)
- The prologue scene has save points now
- 'Breaking Doors' hint added to the Prologue
- 'Zombie resistance to attack types' hint added to the Prologue
- On minimap all exits have their target shown as text (this way we know where to exit the scene to fulfill quests that finish in other scenes)
- Default Sepia effect is 50% in Options
- Music themes implemented (multiple music pieces removed from playing, only the ones that give the required mood remain)
- Camera controller adjusted (free rotation added, the mouse won't rotate the character anymore, the character will rotate to camera rotation when we make an action)
- Camera controller smoothness added (rotation, zoom, character rotation)
- Slow down time on pause effect added
- Fade-in from black when starting a scene effect added
- Tunnel meshes added (not used yet)
- Fixed "not send end stage event in survive mode" reported issue
- Implemented minigun spread visual
- Fixed the issue with the rifles not hitting their targets as often as they should
- Fixed some issues with target size for all weapons (we should be able to hit bosses better now)
- We now save as the game starts/loads
- Adjust SHIFT/TAB interaction for RUN/WALK (TAB toggles it, SHIFT inverses it while holding)
- Crosshair doesn't show when we reload now or we have no bullets
- debug version added to the steam release
- Fix some UI/drag&drop issues in Inventory window.
- Pajota Teammate teamplate adjusted (not the same mesh anymore)
- New original music piece added
- Added trainers for support skills (there are 10 trainers now in the game, one for each skill)
- Make infected mutation more powerful.
- New siren alarm sound
- Rain effect adjusted
- Adjusted weather presets before/after rain (they were missing any of the smoke, rain or other particle effects)
- Added Clear Autumn Sunny profile
- All subway/metro scenes have their own scene global effect
- Added 22 meshes for camp building (for modular buildings, used only in a few places for now)
- Change Save game icon position.
- Fix "Enter won't work as a redefine-able key" issue.
- Do not increase tiredness while inside of vehicles.
- Don't start inventory drag & drop operation while we have read letter window on.
- Infection rate is 1 (instead of 2) for Easy difficulty.
- Updated sound module logging the sound devices information
- Add missing quest location for Gratia and Andrea quests.
- Add new consumables in existing scenes and traders.
- Fix "don't show the appropriate icons on map for traders" issue.
- Add location to main quest pointing at Julia.
- Reduce the chance for elite Infected to drop weapons from 25% to 5%.
- All safes saving points are now at the door you enter from (there can be multiple save points within one building)
- Exit/entry points in the scenes adjusted so there's no automatic triggering for scene loading
- Add a message in weapon tooltip for broken weapons.
- Add Cathy Castellan hire/dismiss dialog.
- Breakable doors effect now works with any rotation the door might have
- Take into account the critical hit from weapon when calculate DPS.
- Add weapon bonus: critical hit damage.
- Add weapon penalty: critical hit damage.
- Ai for teammates is more aggressive (they will start attacking if they are close enough for you, will revert to moving towards you after they can't attack anymore, they will spread around you better as well)
- Subway background atmosphere sound added
- Fix crash when open Inventory, Character, etc while in PlayerDead game state.
- Crosshair doesn't change size anymore by weapon type
- Fixed reloading while scavenging (we can't reload while scavenging now)
- Enlarge Confirm window.
- Memorial Sloan-Kettering Center visually improved
- Removed locomotive from Memorial Sloan-Kettering Center scene (crashed the game when casting shadows, Thanks realdead_man!)
- Force die with ragdoll only added to spawners
- Intro scene particle systems fast forward now before the scene is shown
- Elite monsters have less chance to drop extra blood
- Removed the last paragraph from the Outro Storyboard text in prologue (the third one)
- Minimap objective red arrow is now green
- Adjust Battlefield Angels doctrine.
- Snipe rile sounds adjusted (it was too loud and stereo, so no 3d positional sound either)
- Elite fresnel doesn't make the models go dark anymore (looks similar to how the boss fresnel looks)
- Upper East Side save point to the Key house added

I Shall Remain

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Post comment Comments  (470 - 480 of 493)
beretta Jan 12 2012, 12:24am says:

Awesome work so far.

Good luck :)

+4 votes     reply to comment
eugen33 Jan 12 2012, 12:27pm replied:


+2 votes     reply to comment
marine_jake Jan 11 2012, 10:12pm says:

Thank you everyone for your comments! We really enjoy reading through them. All of your comments are read and carefully considered.

Thanks for bringing us to #16 of 5,469 here on IndieDB!!

Our place of gathering for the moment is on our facebook page: Facebook.com

Our website just went down, we're working to bring it back up ASAP for you guys!

Jake Way

+3 votes     reply to comment
eugen33 Jan 11 2012, 7:23pm says:

A new version has been uploaded now, few fixes (and some unexpected crashes removed) as well as details about the controls (please read the Readme menu in the installation folder of the game - it shows everything you need to know about how to control the game in most detail from actions you can perform which happy to say are not few to teammate control, command and selection)

+3 votes     reply to comment
Fallmier Jan 11 2012, 3:20pm says:

I've been playing for quite a while now, playing and replaying rather. And I really like it! Needs some polish though, things like improved fighting animations would be nice. Bu the concept of the game is amazing! Can I suggest something else?? A sandbox Survival mode :P where you'd have like an open map, and need to eat, and drink to survive. would be awesome! Keep on working on it! its sure to be a hit!!

+4 votes     reply to comment
eugen33 Jan 11 2012, 7:25pm replied:

Each episode will add few new major features not part of the old episodes (one which is sandbox mode with survival features, other is building barricades and enforcing buildings against hordes of zombies, another is vehicles and rich quest based adventures)

+3 votes     reply to comment
nrcinci Jan 11 2012, 6:24pm replied:

what a great idea for a great game! I can't wait to see what's next. Great job guys!

+2 votes     reply to comment
Bioknight Jan 11 2012, 2:21pm says:

played the prologue, was pretty awesome. Some Combat animations could be approved, but i liked that my squad members died atm i looked away :)
The rpg Elements looked pretty awesome too. General Performance could be improved.
I was impressed, the game slipped into my "next-buy-List" on place 3 (right behind Kenshi and Demon Souls [i don't give up the hope, that they make a pc version :D ]).
Good luck with further development :)

+4 votes     reply to comment
eugen33 Jan 11 2012, 7:30pm replied:

Theres close control over the teammates, this will allow you and them to stay away from troubles most of the time (please read the new version Readme text - probably have to download it again). Here is a short description of how you can control teammates : T key - attack mode (they will get farther from you and decide what to attack on their own), Y key - they will stay put and shoot on sight, U key - they will regrup and stay as near as possible to where youre going at the same time killing everything getting close to you. You can also select/deselect teammates using the F1-F6 keys, F7 is for all teammate selection, F8 is for deselect all. This way you can break your team in multiple parts and command them differently (for example you can keep 2 in regroup mode near you while the other two can be in attack mode and clean everything around you at a greater distance)

+3 votes     reply to comment
Bioknight Jan 12 2012, 12:40pm replied:

that could help :D
but it i liked it, because i hate zombie games in which you don't have to pay attention all the time and you can shot mindless at the biggest enemy incoming;)

+2 votes     reply to comment
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I Shall Remain
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I Shall Remain
I Shall Remain
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