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  (40 - 50 of 493)
marine_jake May 4 2013, 3:37am says:

We have our rough cut in for our Kickstarter video for ISR, edited by Travis Sterner and filmed by Absolute Digi both out of Seattle. We pretty much went all in on this, and it paid off. The video is perfect.

+1 vote     reply to comment
marine_jake Apr 25 2013, 3:46pm says:

Hi players, our video editor has said that our kickstarter video will be completed within the next 2 weeks. When it's done, I'm interested in doing a soft launch on Desura and gauge your reaction to it. Your feedback will help us make the actual kickstarter more effective and get our production moving again.

We really appreciate you staying with us, as we pass through this part of our journey where we learn the realities of finance, and persistence of fans who have found a great game : ).

Thank you so, so much.


+2 votes     reply to comment
soundcreepy Apr 26 2013, 5:10pm replied:


+1 vote     reply to comment
marine_jake Apr 23 2013, 2:54am says:


Hello Faith and other players! Yes we've been very quiet lately, there hasn't been any news because all of our attention has been focused on kickstarter.

Our creation of a kickstarter campaign in the early months of this year got going in fits and starts. I learned on Kickstarter that you need a presentation video that sells, and it needs to be slick. At the beginning of the year, I went through two videos which I weren't happy with. Now we have a third, final and perfect one that's in post-production as we speak.

I Shall Remain is not going away. I Shall Remain, remains. When our kickstarter is up please check it out and support it. Its success will allow us to expand the game and create multiplayer.


+2 votes     reply to comment
FaithCarpenter Apr 20 2013, 11:37pm says:

Hey Jake,

You guys have been silent for quite some time. We could use a progress report, please. Last thing I heard was that you were getting ready for a new Kickstarter and you are on Steam Greenlight. Just a bit concerned because you have been maintaining silence for such a long time.

+2 votes     reply to comment
Kwama57 Mar 28 2013, 4:18am says:

Hmm last i tried the game was performing poorly, lots of framerate issues even with my gaming PC and default settings. Alpha build so i will wait and see for updates, seems worth it on the paper!

+4 votes     reply to comment
peremptor Apr 16 2013, 4:06am replied:

Same here. The game is maxing my GTX 560 ti and I'm not even getting a steady 60fps. Considering the graphics something is wrong. Until I can get that under control I'll have to stop playing.

+1 vote     reply to comment
marine_jake Apr 24 2013, 8:35pm replied:

Hi peremptor, I've got your name down now that you've posted here and when we have a fresh copy of the game ready we'll send it over to you. Same with Kwama57! : )

+1 vote     reply to comment
FighterNeo Feb 15 2013, 10:07am says:

can this game offline?

+2 votes     reply to comment
marine_jake Feb 16 2013, 2:46am replied:

Hey bud, if you mean can it run outside of Desura it sure can just track down the install file and it will execute. We don't have multiplayer up on the game yet so there's no need for an internet connection.


+3 votes     reply to comment
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I Shall Remain
Scorpius Games
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Coming Q1 2015
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I Shall Remain
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