I Shall Remain cover
I Shall Remain screenshot
Genre: Role-playing (RPG), Indie

I Shall Remain

I Shall Remain - Halloween Sale!

Scorpius Games is proud to announce that I Shall Remain is on sale (for $9.89) during Halloween time.
We want to make sure interested people can now play our game and share their experience with us!

Thanks everybody and enjoy!

I Shall Remain - Hotfix 1.0.2

The release of Release 1.0.2 version brings in mostly fixes and adjustments.

Changes:

- Killing Bosses will drop more blood
- Enhanced Repair Kit tooltip
- Specific melody starts when we start the Prologue/Story.
- Fixed rare collision issues in some of the maps
- Fixed adding items in lockers when they are full (cannot add items if the lockers are full)
- Adjusted Realdead Man QE
- Fixed "infected UI appears when shot it by teammates" issue.
- Fade out in Prologue increased to 10 seconds.
- Adjusted Teammates AI code (should not brake the behavior now)
- Buy/Sell boxes are read only now (adjust amount with slider only)
- Fixed animation twitch for teammates
- Hold command doesn't transport to the next map (if teammates were on hold and we move to a new map, they will reload on regroup)
- Hold command gets invalidated if we are 20 m far from them
- Fixed the talk to NPC icons showing even if the NPC is not active
- Camera shake for heavy machine gun decreased
- Adjusted Stingray Jay dialog to allow Michael to start the discussion
- Adjusted the logic which used to fail defend area quests (fix for CJ drop quest not being properly triggered)
- The entry to Jersey Medical Center opens when put CJ into bed.
- Evade leg kick distance for teammates decreased
- Small fixes in maps

I Shall Remain - Hotfix 1.0.1

Our series of updates continues today with the 1.0.1 HotFix.
We've fixed a few smaller issues people were encountering but also few important ones about teammates not responding to commands and their firing rates.
But most importantly, we decreased the level of details for some of the default options. There have been complaints about the post process effects, sepia amount and dropped frames and this should allow people to enjoy the game by default without having to adjust the Options.
We apologies for anyone else who ran the game with them active by default and liked it, please go in the Options and re-enable them.

Changes:

- Sepia amount is 30% now by default (instead of 50%)
- V-Sync is enabled by default (in our tests it gave smoother performance)
- Motion Blur post process effect is disabled by default now (Post Process set to Medium)
- Shadowing options are set to High instead of Highest (will drop frames on some machines)
- Teammate AI regroup logic fixed (now it should work the way it was meant to)
- Prologue and Story starting map adjusted
- Knife Weapon is for sale in Upper East Side Safe now
- Adjusted Bullets and Men, NCO leadership training, Team combat drilling doctrines to reduce the teammates attack speed bonus
- NPCs that are hidden (ex: Chain) have their physics invalidated and they won't be taken into consideration for proximity (fixed reported issue)
- Screen fade out added (when the prologue and the story finish, there is a smooth fade out from the world).
- Change "Flamethrower fuel" with "Fuel" in inventory window.
- Adjusted window vertical scroll bar (the scroll bar is transparent now)

I Shall Remain - Release 1.0

I Shall Remain has been released today, 24th of August, 2015!

As the result of a long and adventurous journey filled with excitement and hope, after three and a half years of development, the game has finally seen the light of day.

Congratulations to everyone involved, to people who have supported the game throughout Early Access and to the ones who have helped and cared for it.
I Shall Remain that exists today is part your work as much as it is ours.

Thank you!

I Shall Remain 0.9.3.8 Hot Fix

A new beta hotfix is here. In the light of the upcoming release, multiple fixes have been applied to improve the teammates AI and improve upon diagonal walking for main character along many smaller adjustments and fixes.

Thank you all for playing!

- Smooth direction change while running/walking and not shooting (it looks less weird)
- Fixed issue with walking diagonal while carrying object
- Fixed issue with running and pressing back buttton (will combine animations in a bad way)
- Fixes combination of movement giving bad animations
- Won't force fullscreen to default desktop resolution by default
- Teammates use the whole range of the weapon now
- Adjusted a bit the AI of teammates, they will attack the enemy regardless of whether they are in the range of the main player or not
- Adjusted a few maps
- Adjustments to teammates AI
- Take weapon's magazine bonus into account when calculating DPS.
- Fixed "drag and drop stackable items from locker to inventory doesn't correctly work" issue.
- Eliminate bazooka ammo from loot list.
- Fixed issue with running and strafing braking animations
- Regroup/attack mode distances smaller for all teammates
- Swaped the Story and Survive buttons position in main menu.
- Added tooltip for Prologue, Story and Survive UI buttons
- Fixed animation issues with carrying objects
- Fixed position for carried objects in hands (the object is far from character's face)
- Teammates are shooting over obstacles now (player controlled or not)
- Fixed Christopher was too small sometimes
- Teammates follow you if you get too far from them while they attack
- John Carry from Beth Israel map will help with killing infected there
- Fixes for teammates won't attack while in hold position mode
- Adjusted Realdead Man trigger's position and size.
- Achievements are not enabled in Debug version
- Minimum engage distance is AI Wake Distance for each teammate (which is about 8m) (so unarmed teammates still get engaged to a certain distance)
- Flamethrower adjusted into teammate's hands (flamethrower flame close to the weapon)
- Fixed disabled animations offscreen for Infected when they were in an animation based state (leg kick, Ram). Made the Infected stay there until on-screen again and not follow you
- Fixed baby infected not getting fire when exploding
- Added weapons and doctrines for traders in all Safes (now they show on table the things you can buy, was empty before)
- Chainsaw smoke added when the chainsaw is started
- Adjust traders icons.
- Fixed traders in Lower Manhattan, was using by mistake the ones from Upper east side safe
- Added a bit more information about pre-loaded and unloaded textures in log (in debug version)

I Shall Remain 0.9.3.7 Hot Fix

A new beta hotfix is here. In the light of the upcoming release, multiple fixes have been applied to remove the crashes and overall maps/logic adjustments have been made based on players feedback.

Thank you all again for playing and giving us feedback!

- Fixed screwed animations in Prologue/Survive when the player picked up the first weapon while running/walking
- Fixed the screwed animation with strafing right after putting down a barrel
- Fixed "buy more scraps than it suppose" issue
- New infected ragdolls have corrected starting positions
- Remove bazooka projectile info from main character and NPC inventory.
- We unload meshes (the ones that are not animated) and textures when we load a new map (will take a bit longer for the game to load but will have a steady memory consumption throughout the game session). This fixes some of the crashing issues. This should help with the overall performance of the game in later stages as well.
- Animation sliding removed when running diagonal (the character will turn to that direction if it doesn't attack). The same happens when we go backwards.
- Fixed crash in maps which used Defend the Area missions with the new unloading materials/meshes code
- Music for each map has a second delay so it won't pause (sounds ugly) until after the initial meshes load
- Trainer icons updated
- Fixed initial camera/player translation on map load (which made sometime the player to start from another place than the one it has been designed for that map). This might have created issues on low end machines or machines with bad hdd's or slow CPU's
- Adjust some of the QE names
- Do not show "Get available quests" button for Stanley
- Fixed all issues with non-generated tangents for newly loaded meshes (zombies, ragdolls, weapons, items)
- Possible fix for a crash that happen when a die effect (with animation) crashes
- SS officers respawn after a while
- Adjusted Dismiss tooltip.
- Correctly reloading flamethrower
- Adjusted Infection Kit's price.
- Walking speed increased a bit
- Baby aberration area adjusted so there's more space around it
- Shotgun animation replaced
- Fixed the last issues with unloading for meshes part of static geometries
- Fixed the issue with carrying barrels and screwed animation (finally)
- Main character turns in the diagonal direction when running
- Walking back and diagonal makes the character go diagonal as well
- achievements are not taken into account in Survive! game mode
- Adjusted Murthog and Gobber bosses
- Polish on how the music/background sound starts when we load a new map
- Made Unarmed doctrines learn-able by teammates (this wasn't active ever since we had the teammates not work with unarmed fighting)
- Shake hard when ram or marauder hits us
- Noise factor didn't applied for second controller when walking
- Small adjustment to how we update the camera in-game
- All resources now pre-load when the map starts and unload when exiting (there should be no frame drops with this and still keep the memory constant)
- Mutations values increased (to make them more prominent and important in late game)
- Aura/crowd distance increased based on infected type (normal, leader, boss - up to twice it was before)
- Maps adjustments

I Shall Remain release date

We are thrilled to announce that

I Shall Remain (version 1.0) will be released on 24th of August, 2015!



We've had a great year as part of the Early Access program and we've learned a lot about our development, our community and what people expected from the game we were making.

Special thanks go to 'hnom', 'DedZedNub', 'Alexandru Popa', 'xemplate', 'Steve Blanner' and 'Realdead Man' who gave constant valuable feedback and shown tremendous support during the Alpha and Beta versions of the game.

Thank you all for participating and helping I Shall Remain become the game it is today. Without you, this wouldn't have been possible!

I Shall Remain 0.9.3.6 Hot Fix

A new Hot Fix is in. The prologue character has the same behavior and animations as the one in the story now, fixed crashes in certain maps and dealt with the issue the game not starting because of bad resolution setup. Infected characteristics have been adjusted to have a more engaging game second half as well.

Thanks everybody for playing and giving feedback, greatly appreciated!

- Adjusted weapon sounds to take the overall volume into account as well (shooting/reloading)
- Changed the perk for main character in prologue to Agent instead of Civilian
- Fixed setting the appropriate keys for pickup item and drink actions when set keys to default
- Weapons adjusted so they look better when hold in idle
- Made selection item in Journal lists more visible
- Adjusted the contextual menus position with current resolution in inventory window
- Updated CJ character in prologue and added all new animations (the prologue map main character behaves similar to the one in the Story)
- Fixed wire fences in Bayonne streets
- Removed CJ's hat in prologue
- Adjusted High Caliber Death doctrine
- Fixed infected female ragdoll/infected fat mesh and skeleton (this should fix the crashing in the three maps we had issues with)
- Increased katana damage
- Small text correction in quest names
- Shotgun reload/shoot issue fixed (the player can shoot once at least one bullet is loaded)
- Initial screen resolution taken from the system in a different manner (always takes the desktop window size from primary monitor). Should work better in multi monitor setups
- Fix for rifle/snipe rifle weapon angle (was too wide and unrealistic)
- Rifle/ranged weapons orientation adjusted for the newer models/animations
- Fixed "cannot upgrade weapon level even when you have the scraps requirement" issue.
- Flamethrower effect adjusted so it starts at the weapon tip
- Removed the obvious spots on CJs jacket
- Idle melee is simple idle for main character now
- Linger spawner quick event location adjusted (so it is synchronized with the quick event)
- Prologue boss and text appear at the same time now
- Main character translation in some of the maps (visible when rotating, would rotate to a center that wasn't the mesh center but somewhere in front of him)
- Unique weapons always have 5 weapon bonuses
- Fixed UI elements showing when selecting "Last Safe" option to respawn and the game reloaded
- Fixed for having the cursor show correctly when disappearing as a result of AltTab
- Added Gunner in Infected window
- Adjust Mortal Strike doctrine
- Fixed animation glitch when started reloading but had no ammo to reload (if we don't have ammo we don't try to reload at all)
- Gunner/marauder infected UI text changes
- Increased the effectiveness of infected at higher levels (this should make the second half a bit more engaging)
- Extra set to check for fullscreen resolutions. If the game wants to start in resolution that is not supported it will revert to windowed (which works for any resolution) and overrides the main.ini so next time it will start with this setting
- Debt experience description added
- Reduced the attack speed bonus of Fist of Kowlaq from 25% to 20%.
- House bases fixed throughout the maps
- Maps adjustments and fixes

I Shall Remain 0.9.3.5 Hot Fix

A new Hotfix (0.9.3.5) is here. More player animations are in (for Story mode only yet, weapon reload, idle/walking /running with each weapon) and a bunch of crashes were fixed. Adjustments made in many maps and z-fighting issues removed from the new building bases.

This Hotfix resets options as well, so everyone who changed the default should go ahead and adjust them once more.

Thanks everybody for playing!

- Fixed the Andrea's discussion after we found the ****
- Change unique chainsaw name to The Obituary.
- Fixed particle systems that caused exceptions in debug mode
- Adjustments to how we are storing fire fx on rag-dolls (prone to issues and possible crashes)
- Beth-Israel map map adjusted for a possible crash
- Fixed wrong base buildings throughout
- When we press space we cannot talk to controlled teammates anymore (we can only start a discussion with them from within their UI)
- Fixed the way the machine gun sound has been activated
- Wrong physics material setup for Holland Train Station for the ground shape
- Fixed 'enemy trying to ram from behind fences'
- Reload weapon animation added for player (per weapon type)
- The weapon starts shooting automatically after reloading if the shooting buttons are pressed already
- Fixed reload issue with second controller
- Idle animations per weapon type, added for the player
- Adjusted Sally dialog text conditions
- Decreased the pathfinder step for straight directions for zombies (should minimize zombies getting stuck)
- Fix "reload time is reduced with each use when bonuses exists" issue.
- One basic infected won't use the rag-doll anymore (there's a crash related to that rag-doll it seems)
- Walk/run animations per weapon type for main character are in
- Sub-machine gun reload sound adjusted
- Added sound noise reduction to flamethrower
- Fixed not having Andrea cycle in revive animation after a revive action
- Adjustments for z fighting buildings
- Infected growl happening percentage decreased by 30%
- Adjusted Staten Island, removed reinforced building versions (couldn't use a base for them)
- Fixed for weapon sounds (or sounds of any kind) which gone mute after a while
- All discussions adjusted to have good titles in Journal
- Adjusted loading and game over screens with proper translation
- Fixed not starting Kramer quick event
- Fixed small spawner issue in Staten Island
- Adjust CJ's name in discussions to be used to get the right icon.
- Fixes to have the prologue work correctly with the new player animations (the animations are not yet showing in prologue, will be in the next update)
- Fatigue note text was too big, shorten it
- Adjusted the title of final storyboards.
- Changed bld_fire_exit meshes
- Fixed brick fence stretching textures
- Changed some fire exit positions in starting story map
- support to override full-screen default by parameter in the ini file (should allow people to overcome the issue with wrong desktop resolution report)

I Shall Remain 0.9.3.4 Hot Fix

A new hotfix (0.9.3.4) is here. We are adding visible unarmed weapons, redefine-able primary fire support and a lot of fixes. But maybe most importantly, all story teammates are hire-able in Survive game mode for the players to take them in their party. They all have the same characteristics they have in the story.

This hotfix resets the control custom assignments so anyone who redefined the controls should do it again (sorry for that but it was needed to have redefine-able fire support).

Thanks everybody for playing!

- Adjusted flashlight appearance a bit (using a 3rd cone makes it hard to fight melee at night)
- Restored a part of AI logic which made the teammates that weren't controlled by you shoot correctly
- Some missing sounds related to teammates were fixed (the game crashed during combat because of that)
- Small change to the tips window
- Wire fences not correctly used in Holland Tunnel's first map
- Added additional protection to the boundaries of units secondary attributes
- Adjusted Staten island from hnom reports
- Newlyborn bosses named newborn
- Adjusted Civilian, Policeman and Agent perks.
- Adjusted Delia's Persistence and James Cagney doctrines.
- Adjusted Massacre and Lumberjack doctrines.
- Created Katar, Claw and Bracer meshes (Bracer MUST be attached to bone "forearm" or we can't use it). When we equip the weapons we can see them now.
- Changed standard game mode icon so the character won't look like Kratos
- Unarmed weapons meshes added (for both teammates and main char)
- Fixed the issue with the minimap fog of war remaining undiscovered if when you enter a new map you start running/walking as soon as possible (it wouldn't start to discover until you stopped once which wasn't OK)
- Fixed reset player position when dying (this has been broken for a while now and would have allowed people continue the game from the place where they died instead of the end game choice)
- When we die in Survive mode we always continue from the map center now
- All teammates are hire-able in the Survive game mode now (from the NPCs building). You can play with any of them (including Pajota)
- Adjusted the infected level in survive mode based on squad size and levels
- Adjusted teammates commands UI controls position and size.
- Infected melee animations sync with attack time (when the animation shows it should hit you that's when you get damage)
- Safe scene should reset correctly now when we start a new game (it was broken, you could restart from your latest safe you were in a previous game)
- Survive NPC house adjusted so there's room for all teammates
- Fixed some issue with teammates UI when dismiss teammates.
- Fixed "teammates will not be taken into consideration in survival game mode if they are not in your team" issue
- Fixed shooting while reviving (we won't be able to do that anymore)
- Enable Fire button in key config window.
- Survive map Fog of war shown by default (similar to safe maps in story mode)
- Teammate spawners moved in the center of the map to get teammates created when the game starts (so there's no hiccup when we approach the teammate building)
- Support for redefining fire and secondary fire actions added (keyboard or mouse)
- Adjusted "Of bullets and men" doctrine
- Building foundations added to all buildings (when we are behind a building, the building is made transparent but its foundation doesn't)
- Fixed an issue with auto-equip button and teammates.
- Reduced snipe rifle range.
- Updated minimap for survival to take into account the new teammate buildings
- Base buildings only stay hidden until we show them once, then they will be shown at all times (because there is a delay from when we hide the building to showing the base and it looks bad if we do this each time we hide the building). Will see if we can improve this but should be fine
- Fixed zombies not attacking non-controlled teammates in survival mode
- Adjusted Holland Train Yard map, hopefully will fix the issue with the crash that sometimes happens in this map
- Allow to assign LMB and RMB to game actions' (they were excluded to be re-definable until now)