THIS PROJECT IS NOT LIVE
This is only a draft that the creator has chosen to share.
This is only a draft that the creator has chosen to share.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.'
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.
Did you say become a character in the game? We sure did! Check out Airik from Zombies Everywhere!