Consortium - All News
Tuesday - December 03, 2013
Consortium - Impression @ Rock, Paper, Shotgun
Rock, Paper, Shotgun has posted a impression article for Consortium.
There are surface similarities with Mass Effect ,and the interaction with crew and the layout of the craft with the pilot in his isolated cockpit, support the comparison. I initially thought of the game as ‘the best parts of Mass Effect’ but that’s unfair to both games. Consortium has more in common with The Last Express or even a recent Telltale release than Bioware’s space opera, and the stories it tells are both far stranger and far more believable than I’ve come to expect from sci-fi games.
Sunday - December 01, 2013
Consortium - Post-Funding Updates #33 &34
Interdimensional Games has a few more short updates for Consortium with news about rewards, and shares a new gameplay trailer.
Full Gameplay Trailer...
We're just going to leave this right here...
THANK-YOU to those of you who posted comments on our Greenlight page. We're in the top 50's out of 1400 games. While that's not bad, lets shoot to get to the 20's by the end of this month!! To do this, we need a LOT more traffic....if you have a Steam account, please visit and drop a comment...
Please share this video with your friends, social networks, etc and help us spread the word!
Think of all the poor sci-fi RPG gamers who have still never heard of us... :-)
Back to the bug killin' and game polishin' grindstone for us!
Some of you may be wondering when the rewards will start being sent out. Well, the creative contribution rewards have all been fulfilled. Many of you fine folks have contributed your awesome ideas to our lore, and it has become much richer because of it. THANK-YOU! Those of you esteemed backers who contributed your photo to be included in the game...you have something new to hunt for when playing, because you are in there now.
As for the non-game contribution rewards, it should be noted that we need to launch the game first before the team is able to start working in earnest on this stuff. That said, the ZENLIL poster / HD wallpaper is almost done. The digital soundtrack won't be released until after the game is publicly available. As for the physical rewards (posters, T-shirts, etc) they will also be given our full attention as soon as the game is released.
Cheers everybody, and on-wards to getting successfully greenlit on STEAM!
-The iDGi team
Friday - November 15, 2013
Consortium - Post-Funding Update #32
Interdimensional Games has a new post-funding update for Consortium with a new teaser video, and talks about Steam Grennlight.
New teaser video! Definitive date for V1.0! Steam Greenlight...again.
The above is a new teaser we've produced to try to generate more awareness of the existence of our game!
Next week we will be releasing a full gameplay trailer...
For all backers who have been waiting patiently for the "final version", we are pleased to announce that v1.0 of CONSORTIUM will be released to you on December 2nd!
That is 3 1/2 weeks from now. So that means that ALL of you will finally get access to the game at that time!
Not to repeat ourselves too much...but we still need a LOT more traffic to our Greenlight page. CONSORTIUM takes place on December 21st, 2042....the holidays...and we would very much like to be able to launch on Steam in early December!
At this time, we invite all beta testers to feel free to start making gameplay videos of CONSORTIUM. Create "lets play" videos. Create and share screenshots. Tell anyone anything you would like about the game!
All we ask is to either avoid extreme spoilers, or at least warn people about any obvious spoilers beforehand.
Finally, we'll leave you with a new image we made for Greenlight.
Take care everyone, it's back to stomping bugs and applying those final vital fixes and polish for us...
Wednesday - October 30, 2013
Consortium - Post-Funding Update #31
Consortium has a new post-funding update with news the story beta is now available, and talks about Steam Greenlight.
We are now at version 0.975 of Consortium. Everything is in place. There are but a handful of content/feature related polish items remaining that we want to make sure make it into the game before we can safely label the build as "V1.0".
- Sound FX and music passes are 95% complete.
- All choreography has been 100% completed. We are now firmly in the editing stage! (lots of magic happening here right now in the storytelling department....)
- We are still tying up various content "loose threads", such as some of the fallout issues stemming from our "Extreme Zenlil Simulation" stretch goal features and other little unfinished bits here and there.
- We've been discovering and working on fixes to all sorts of technical issues related to making sure the game can run on a myriad of hardware configurations that exist out there. For instance, the game will now run on 32 bit OS machines, and various optimizations have been made to make the game load faster and improve the general frame-rate. This process continues...
- We're working on things like the release trailer and the credits!
Generally though, we are largely in the cycle of testing/fixing. Testing reveals issues and bugs, then we fix them. Repeat, repeat, repeat....repeat. We've said this before, but with a game like this it's exceedingly difficult to accurately guess how long this process will ultimately take. We're a small team that's capable of a lot, but there's only so much that can be done each day! However...it is looking *extremely* likely that v1.0 will be available for you all by mid November or perhaps a little earlier.
We readily admit that our original estimates were simply incorrect. The last parts of our game have been very challenging to pull off, with plenty of unforeseen problems that we've had to solve.
We need ALL of your help! Even if you count yourself in the camp of wanting to wait until the game is done and polished before playing it.... PLEASE, grab the latest beta version, install it, and just play it for 15 minutes. That is all we ask. We want to get the game running on all sorts of different machine configurations. Tell us if you encounter basic technical issues. The first few hours of gameplay are largely completely finished as well, so you would not be ruining your final experience if you kept playing for a little longer... ;-)
So, if you haven't already done so, claim your FULL STORY BETA BUILD now at Humble Bundle: Go here https://www.humblebundle.com/store/keyresender and enter in the email you used to back us here on Kickstarter.
Play it, then jump onto the dev forums and talk about your experience!
Friday - September 20, 2013
Consortium - Post-Funding Update #30
Consortium has a new post-funding update with a new video simulation, and news of a new stoty beta.
Extreme Zenlil Simulation
Remember that stretch goal we achieved just in time for the campaign deadline? Well we've got non-scripted decompression events working in-game now.... Here's a quick glimpse of it. (spoiler alert!) :
Digital Rewards and Story Beta #2
We have partnered up with the extremely cool folks over at Humble Bundle, and they will be helping us out with delivering all the digital pledge rewards to you as they become available.
To get access to your custom Consortium backer digital reward page, head on over to https://www.humblebundle.com/store/keyresender and enter in the email address you used to back us here on Kickstarter.
Saturday - September 07, 2013
Consortium - Post-Funding Update #29
Interdimensional Games has a new post-funding update for Consortium. The last update promised the game was close to completion, but it looks like it will take a little more time.
Well, as you may have noticed, the end of August, our original estimated completion date has passed us and CONSORTIUM still isn't quite fully cooked just yet. However, we are REALLY close at this point... It just needs a little more time in the oven, just a bit more TLC...
It's widely known just how difficult it is to predict with certainty how long it takes to "finish" a videogame. What comes to mind is a Leonardo da Vinci quote: "Art is never finished, it's just abandoned". It's definitely the game we set out to make 7 years ago (!), and we have all of you amazing backers to thank for helping us reach this point. We are working extremely hard to make sure that everything is tuned and polished to just the right degree. The amount of depth and detail we've packed into this game kind of blows me away personally, and we all hope that you're going to enjoy the final experience!
Friday - July 26, 2013
Consortium - Development Update
Interdimensional Games has updated their kickstarter webpage with an update on the progress of Consortium.
Where we are at:
CONSORTIUM is now sitting at approximately 95% content complete! If all goes well, by the end of August CONSORTIUM v1.0 will be finished!
- Almost all voice acting is now in the game. Only two recording sessions remain. One session is for the Consortium King, and the other is a special ensemble scene we're waiting as late as possible to record, so we can include all "pick-ups" that have come up through testing and the last bits of content
- Animation work continues at a rapid pace, and we are now very close to having all the core story scenes animated.
- Choreography continues at a similarly fast pace. Still lots to go, but luckily choreography is very low-risk content, so we'll be adding new choreography the day before we launch...
- Gameplay scripting has made a ton of progress - within a week or two of today, principal gameplay scripting will be completed.
- The core mechanics have undergone significant polish, tuning and improvements based on all the great feedback we received from our first two beta builds.
- Music and Sound FX: Work has begun on the final passes for both of these, but much work remains to be done.
In general, we're very quickly reaching the point where we will be spending all our time playtesting, debugging, tuning and polishing.....speaking of which...
For Beta Testers ($20 tiers and higher...)
The first STORY beta build is here! We have released a custom build just for you, and download instructions can be found in our Development Forums. As before, everyone who downloads the game and sends us feedback (or simply emails us statistics files...) will get an official credit as a CONSORTIUM tester.
For those of you worried about "ruining" the final game. We have tried to help this problem by only including the introductory Zenlil freeroam in this demo...which is almost entirely finished. You could think of it as the first chapter of CONSORTIUM.
We really do need as many people to play the game and send us statistics files so that we can properly tune and balance the changing NPC Alignment values....so please, come and get the build and shoot us any and all feedback that you may have - we're listening!
Once we're able to ease up on the crunch a little and we are finally sitting at 100% content complete, we will begin the process of getting all the physical tier rewards put together and shipped off to you.
In addition, we will start the process of promoting CONSORTIUM to support it's launch, so you will be hearing much more from us.
Thursday - April 18, 2013
Consortium - Update #23 Kickstarter Funded
Consortium sends news on there kickstarter page that the project is now officially funded. Congratulations to Interdimensional Games, and any of the Watchers that helped with pledges.
So here we are....the final few hours....WE HAVE SUCCEEDED!!! The whole team is feeling charged, inspired and more excited than ever to finish and deliver to you all an awesome experience!
We have a special video update for you today. The following is a rough, visual history of the CONSORTIUM project, from pre-pre-production all the way to the present.
Other than documentation and concept art, the first bit of work done for CONSORTIUM was an early prototype of Zenlil, which was initially built by Gregory as a rough "proof of concept". Being a very old-school game designer, Gregory built the entire level with only brushes in the Source engine tool HAMMER.
In each of the three sections of the video, we are showing you various sections of Zenlil in 4 different stages of production: early prototype v0.01, v0.3 first playable, v0.6 alpha, and the present build, v0.8 late alpha. Enjoy!
Wednesday - April 17, 2013
Consortium - Update #22, 32 More Hours and an Interview
The Consortium Kickstarter has only 32 hours to go and would like to reach their $70K stretch goal (currently at $61K).
In addition they also mention an interview at iGR.
5. The RPG elements are wide open in CONSORTIUM. Most of the time gamers nowadays attribute RPG to character leveling and customization, forgetting many of the aspects that make the genre great. What was the motivation for iDGi to focus so heavily on the more in-depth aspects of the RPG?
Yeah, we’re getting a little tired of those very old and overused game mechanics, to be honest (levels, experience points, skills and attributes, etc). They certainly work, and they do create a sense of ownership and value towards player characters. However, we are creating an RPG that focuses largely on ROLE PLAYING. We do also have elaborate and unique inventory and resource management systems as well that will allow players to customize themselves. But yeah, one of our principal goals with CONSORTIUM is to attempt to bring to a CRPG the one key element where table-top RPGs have always had the edge: real human interaction.
Tuesday - April 16, 2013
Consortium - Update #21 Meet the writers: The Story and Characters
Consortium brings another update for the successfully funded kickstarter. This time we meet the writers.
Hey all, Steve here:
I thought it would make sense for me to introduce this update video. You’ll find myself, my fiancée/co-writer/company editor Deanne, and the newest member of our team, Bob Edwards, content writer extraordinaire. Each of us talk about a different aspect of the CONSORTIUM story/characters, and then intermixed are various fitting game play clips.
In addition: Everything we have shown through the course of this campaign has been from the first 40% of the game, and mostly focuses around the Homeless Mercenaries storyline – which is only one story thread in the game. We are keeping the rest of the game under wraps intentionally so as not to spoil all the BIG twists and turns. Kiril and his Homeless Mercs are only the tip of the iceberg... the “setup.” It’s how you deal with them and the consequences/choices which follow that really matters most.
Before we get to the video, I thought it would be fun to give you a list of “facts” regarding our characters and the story:
- There is an estimated 3,300-3,500 total lines of dialogue in CONSORTIUM, split between 21 characters.
- There is not a single character (NPC) within the game of whom you cannot speak to. That is A LOT for a game almost entirely based in a single location; CONSORTIUM really will feel like "Interactive Die Hard on a plane."
- Every single character in CONSORTIUM (including the “generic enemy”) have at least 100 lines of dialogue, some of the more main characters have 300+. The vast majority of these lines come from direct conversation with the player.
Play-time: 20-40 hours
Regions & platforms
· Platform: PC
· To be announced
· Publisher: Unknown