I Shall Remain: Open World Squad Combat

by Jake

Jake wants some feedback on this project. What do you like? What could be better? Anything missing?

    1. Zf-3907-85882-2-001.small

      Creator Jake on August 12, 2013

      Whats up Tank Boy!

      The Kickstarter is just about ready, I'm just working now to get some better rewards under the $100 dollar mark and getting our ducks in a row with our marketing. Thanks for following our development!

      Jake

    2. Missing_small

      Creator TankBoy on August 8, 2013

      Hello,
      I played the demo last year and was wondering what became this game .... not finished ? a Kickstarter campain ? gooood !
      What are you wainting for ?

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      Creator Jake on July 13, 2013

      Hi S.D. Man I wish I had some good news for the Linux crew but I'm afraid all of our attention is on multiplayer at this point. This is the most important thing for us to do now.

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      Creator S.D. on July 11, 2013

      Will there be porting on the horizon? I know some Linux fans who might be interested in pledging & promoting the project :-)

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      Creator Jake on July 9, 2013

      Ben! Thanks for following the building of our KS page! The feedback was great for us.

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      Creator Ben Zmuda on July 8, 2013

      This looks just about perfect, well done!

    7. Fb_profile_picture.small

      Creator Liviu on May 31, 2013

      a ETA of the full game will be nice :)

    8. Fb_profile_picture.small

      Creator Ben Zmuda on May 29, 2013

      Description is getting better, still feels a bit short, not sure if telling people to go to another site for more information is wise. Need to make the reader do as little work as possible.

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      Creator Ben Zmuda on May 27, 2013

      Looks like a good start. Obviously get more game descriptions but other than that good job.

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This is not a live project. This is a draft shared by Jake for feedback.

Note that all projects must comply with the Kickstarter Project Guidelines to launch. Jake may disable this link at any time.

I Shall Remain: Open World Squad Combat

by Jake

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THIS PROJECT IS NOT LIVE This is only a draft that the creator has chosen to share.

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A playable action RPG thats ready to break the market with a multiplayer expansion and completion of its single player campaign.

Game Rundown:

Multiple game modes: From Story driven (networked co-op in the near future) to survive, defend areas and skirmish, multiple game types allow the user to play the game mode they enjoy the most.

Current game type menu (Alpha)
Current game type menu (Alpha)

Real-time character development: Your character has attributes and skills which are tightly related. Each attribute will influence one or more skill. For example, your attribute of accuracy will influence your small arms, rifles or heavy weapons skills. Your attribute of strength, will effect your hand-to-hand combat. How you play the game is what decides how your character's skills and attributes will increase. Carry a heavy pack, your character will become strong. Carry a light pack, and run.. your character will become quick over time.

For level one, you can choose either the MCRD San Diego or Parris Island skill bonus.
For level one, you can choose either the MCRD San Diego or Parris Island skill bonus.

Fire team building & management: As you build your character's ability to lead, he will be able to recruit and equip fighters. These fighters can be managed in the same way as the main character. Over time their attributes and skills will increase and you will have to arrange your team in a way that makes the best use of everyone's abilities. For example, leave your heavy machine-gunner at a position with cover near the entrance of a building while you take the rest of the team inside to scavenge. Be responsible, in this game.. if you lose your teammates, you will be overwhelmed. Lone wolves are the first to be swallowed by the horrors of this new world. 

Yogscast's Hannah's Playthrough and Review of our Game!

An incredible city sandbox: The city is a compilation of several game maps that are completely unique from one to the next. Each of these maps is accessible by the city's subway system.

Press 'M' to view the game map, this is one of many.
Press 'M' to view the game map, this is one of many.

Explorable buildings: The map is covered with unique buildings. Each one you can use in a different way. You can fortify them, find cover or if you're lucky some more loot. There's a level of risk associated with entering an unknown building so do be careful. Know where all the entrances are and make sure to have someone in your team covering each one. 

In Sanctuary's (the name of the safe haven) church that serves as a hospital.
In Sanctuary's (the name of the safe haven) church that serves as a hospital.

Day/Night System: The time of day will become a key factor in your decision making. During the day, the city is more tranquil. At night, the hordes of zombies will overwhelm you if you're not careful to bring the right equipment, people and determination into the fight.

In-game economy: Everything in the game costs "Serum," a chemical that fights of infection, and is the most precious commodity in the city. Any weapon or item can be sold or bought from dealers, traded or parted out to repair other items.

An ISR Trade Window
An ISR Trade Window

NPCs: Enemy zombies, monsters and teammates aren't the only people in the city. There's a great number of other survivors who are trying to make it just like you. Interact with them, trade, take on quests and drive the story forward. Some of them might not be so friendly to you so having a plan to kill everyone you meet goes without saying.

In the tiny home of NPCs Carrie and Megan Laukland.
In the tiny home of NPCs Carrie and Megan Laukland.

Durability and repair: The constant search of weapons and items is a requirement, not a choice. The weapons you have now will wear down over time as they are used. There's also the option of repairing them either by yourself using parts from other weapons or with the help of Dealers for a specific amount of serum. 

Further customization: 100+ doctrines to customize your character and make it unique. This way every play-through of the game is different and every character is special.

Trading doctrine bonuses in Sanctuary.
Trading doctrine bonuses in Sanctuary.

ETA to Completion: January 2014 we'll have multiplayer up and running. Until then, ISRs alpha version will be available to our backers. Unlike many games on Kickstarter, our game is playable throughout the length of development.

What's this? You're on Steam Greenlight?

Absolutely. Our ability to sell on Steam is a determining factor of how successful we will be in the future. It will connect us with an immense audience from which we can find the players who will really enjoy playing ISR. Please support us by voting for us on Steam Greenlight. Click the image below to get to our competition page.

Who are you, and where did you come from? 

It was 2010 September and Jake was deployed over in the Philippines. During his off-duty hours he put together the original ideas that would drive the development of I Shall Remain. During this time he communicated with programmers, artists and animators and by the end of the year a team was assembled. Then it was the time to decide. The biggest risk of his life to date, Jake went all-in.

Jake in the Philippines, where it all started!
Jake in the Philippines, where it all started!

The "I Shall Remain" team has five men, all are both gamers and developers. Brothers Eugen and Florin Udrea are behind the code, Tuser Virgil is the man behind the art and Gabriel Liviu Dinu. Separated by two oceans, the team worked day-in and day-out collaborating remotely and within 6 months, "I Shall Remain" had a working prototype running off of an in-house game engine called 'Stem Cell.'

(Left to right, top to bottom) Eugen, Liviu, Virgil and Florin.
(Left to right, top to bottom) Eugen, Liviu, Virgil and Florin.

It's been almost 3 years now, and the team has been through it all: marketing struggles, vicious critics, unforeseen coding challenges and funding problems. Despite this, I Shall Remain has grown into a beautiful game that's loved all around the world. 

Why are we on Kickstarter? 

Similar to many other indie titles, I Shall Remain ran out of steam before its time. Rarely, do we see indie developers rise from the ashes and deliver games built upon their raw, beautiful and original visions. We've been down at the curb a few times, each time we've pressed on with development. 

Now, at the peak of our creation, We turn to You, fellow gamer and game development enthusiast. We're asking you for a helping nudge that will allow us to close the distance on the finish line. 

Being a part of this Kickstarter campaign will help our team fulfill its dream of delivering the best possible experience I Shall Remain has to offer to the world. Help the remaining survivors shape the future of the human race in the free roam story campaign and defend against waves of the meanest mutated monsters in a race for mere survival.

Use of Kickstarter Funds: 

At ISR, it's very important for us to clearly and transparently communicate the use of funds. All of our development and funding goals have been carefully considered bearing in mind marketing costs, the certainty of delay, and the need to adjust individual features based on user demand. Each goal builds upon the last, each enhancing the multiplayer experience. We are not here with an idea and a promise, we're here with a product and a team that works. We will deliver.  

Main Goal, "I Shall Remain, Open World SQD Combat," $45,000.00 

Single player campaign is finished, local survival map co-op is implemented. Connect with players in the game forum and access games over IP.  ETA January 2014. 

Stretch Goal (SG) 1, "Brothers at Arms." Main Goal (MG) + $10K

A lobby server with chat support is created. ETA March 2014. 

SG2, "Carry me Forward." MG + $15K

Gameplay expansion. New cross-skill doctrines that invest in multiple character skills. Additional single-player board quests, capabilities for enemy combatants and single-player achievements. A new GUI paintjob. If time allows, additional weapons as well. ETA April 2014.   

SG3, "Medal on Chest, I am Buried." MG + $20K

Score, scoreboard and multiplayer achievements. People will now know who is stacking bodies, and who is getting killed off. ETA May 2014.  

SG4, "The Cities Beneath," MG + $30K

The quick travel through the subway is removed as we will replace it with a new sewer and subway game environment. This will likely be the location of a new safe haven as well. A pair of subway/sewer multiplayer survival maps will be created. ETA July 2014.  

SG5, "Another Dusk before Dawn," MG + $35K

A rigorous expansion of game maps and enemy combatants. ETA August 2014.  

SG6, "Kane and Abel," MG + $45K

You now will face down other players in the multiplayer maps, with the choice of including or excluding regular enemy NPCs in the firefight. ETA October 2014.  

SG7, "Hashmarks," MG + $50K

A global ranking system that will place players into teams based on their game statistics. ETA November 2014.  

SG8, "The Combustion of Shell and Piston." MG + $60K 

For the first time, any of the vehicles that littler the map can be fired up and taken to war. Vehicle combat will also take place in the multiplayer games. ETA January 2015.  

SG9, "The Persistence of Forever." MG + $75K

The ultimate realization of what ISR can be. The massive single-player map is opened up for multiplayer. Game states can be saved, to make this ISR's first steps in becoming an MMORPG. ETA March 2015. 

Kickstarter Rewards:

Did you say become a character in the game? We sure did! Check out Airik from Zombies Everywhere!

Photo to Character Rendition
Photo to Character Rendition
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    WALKER SUNDAY ----------------------------------------------------------------------------- You get to name one of the city's zombies. Name it after yourself, or someone you "love." The name will appear when it engages a player. ----------------------------------------------------------------------------- Thanks for the tip and helping us bring our dream to fruition.

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    The BOOT package: Copy of the finished game upon release (DRM-free), access to the alpha version TODAY + insider's access.

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    The AEROSOL Package: The boot package, PLUS tag a wall or street with a message. "Johnny was here, don't eat the gray ones.."

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    The TALISMAN Package: The BOOT + AEROSOL package, PLUS a personal message from Jake with a unique backer's only challenge coin.

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    The EXPEDITIONARY Package: The BOOT, AEROSOL and TALISMAN packages, PLUS naming rights for a neighborhood, street block or landmark on the ISR game map!

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    The REGAL Package: The BOOT, AEROSOL and TALISMAN packages, PLUS the portrait of an allied survivor will be made in your likeness or that of a fallen hero. You also get to write the bio-data and back story.

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    The ARCHITECT Package: The BOOT, TALISMAN and EXPEDITIONARY packages, PLUS design and write the story for an in-game quest to be played and loved by the ISR community. (If desired, you may add your own associated artwork & music within reason. Game credits will reflect.)

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    The ASSOCIATE Package: BOOT, TALISMAN and EXPEDITIONARY packages, PLUS create your own ISR video tutorial that will be our official for the subject you desire, and will link directly from the game, our website and social media pages to your Youtube channel. A great way to for your channel to find a greater audience.

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    The COMMANDER Package: BOOT, TALISMAN AND EXPEDITIONARY packages PLUS we will use your submitted images to create a character from scratch in your or a fallen hero's likeness. If you desire, we will include in the game your submitted voice cuts, bio-data and back story. You will also receive a print of your glorious character.

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    The PRODIGY Package: BOOT, TALISMAN and REGAL packages PLUS Jake will spend 25 hours over 2-3 weeks (using Skype and Team Viewer) with your child, introducing them to programming. A wonderful and fun introduction to the world of programming and creative logic.

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