Consortium - All News
Thursday - April 10, 2014
Consortium - Master Edition Announced
Interdimensional Games has a new update for Consortium about a new version of the game called The Master Edition, and talks about the baker awards.
CONSORTIUM: The Master Edition
Lately, we've had our heads down once again, working on polishing, fixing and optimizing our game to a very high degree. Our goal? Essentially we are gearing up to re-launch the game on April 29th, as "CONSORTIUM: The Master Edition".
Polished and improved combat gameplay, greatly optimized and bug fixed, greatly polished choreography, and much more. All backers at the $10 (gimme the game) + level and everyone who owns the game will get this version for free. We will also be launching the game on GOG.COM and the Humble Store.
You heard it here first. This version has the benefit of thousands of players playing it for a few months, and we've been working to address every single issue that has been posted to the Steam discussion forums.
Backer Rewards Update
As per our last update about this, we did hope to largely be completely finished with the rewards at this point. Our focus has shifted since then a little bit, as we've gone back to the dev grindstone to get the Master Edition completed. HOWEVER...real progress has been made, and here's proof:
- T-shirts and Posters. As you can see above, they have all been created. We are now working through the process of shipping everything. U.S backers will be receiving T-shirts first...watch for them arriving within the next few weeks! The rest will follow soon...
- Kickstarter Special Edition and DVD: This version will be built on top of the Master Edition described above. The core development team spent three days in March, playing through the whole game together. During these sessions, we had a room microphone hooked up and we were all encouraged to just talk out loud about memories from the production, funny development stories, etc. Steve and Gregory will be getting together soon to compile all of this into "sound bytes", create additional commentary AND place developer commentary triggers into the game itself.
- iDGi-1 Discoveries: This has taken us much longer to produce than we anticipated, but I am pleased to announce Steve has completed work on it and it is currently in the polish and edit stage. It's shaping up to be a very dense 130 pages long and is just an awesome read into the deep back-story of CONSORTIUM, specifically through the lens of our early quantum stream explorations (the A.R.G.)
We all really appreciate your continued patience with getting your goodies, and hope that the quality level that we're aiming for with all of it will be well worth the wait.
Finally, we would also like to mention that after we ship the Master Edition, work will resume on our Mac and Linux ports - so for those of you in the "Other Platforms" tier, there is definitely light at the end of the tunnel!
Wish us luck with finishing up the Master Edition - we'll be updating more this month as we approach April 29th....
Tuesday - March 18, 2014
Consortium - Patch 1.15 Released
Well another week and Interdimensional Games once again posts information a new patch is now available for their kickstarter game Consortium. Here are the details.
V1.15 is here
Wednesday - March 12, 2014
Consortium - New Patch Available
Interdimensional Games once again posted information that a new patch is now available for their kickstarter game Consortium. Here are the details.
V1.14 is here
We are finished with performance optimizations...the game now runs as it should on minimum spec machines and higher.
In two weeks, on March 24th, we have decided that we will be once again updating the maps of the game with a variety of fixes and improvements based on all the feedback we have received since January 31st. This WILL mean that any on-going saves will be invalidated. Remember, however, that all completed universes will not be affected!
This is the third and possibly last time that we will have to do this, but what it means is that your game will become more polished and immersive in a variety of ways.
MAJOR FIXES AND IMPROVEMENTS
- DX9Ex upgrade is now up, but requires opting into a new beta. This fixes the game crashing when alt-tabbing and allows you to make changes to the video settings while the game is running. To opt into the beta, right-click on Consortium, go to properties, click on the betas tab, then select "beta_4 - Direct X 9 EX Test".
- The games script parser and script tree hierarchy walker which originally was written in python has been replaced with a C++ version. Not only is the C++ version far quicker, it also eradicates the serious issues we have seen with the python interpreter on some machines.
- The "white line" that was appearing across the screen for many folks has been fixed.
- Kiril Angelov related Steam achievements are once again firing when they should.
- Fixed a rare crash that could occur when loading certain saved games.
MINOR FIXES AND IMPROVEMENTS
- Zenlil defense minigame: tuning work that increases the player energy recharge rate on easy and medium difficulties. In addition, a bug was fixed that was causing far too much camera shake and iDGi-1 distortion.
- Music polish. Various tracks throughout the story have been fixed and improved.
IN PROGRESS STUFF / ISSUES WE ARE FOCUSSING ON
- We are deep into porting the game to the Mac (OSX) and Linux platforms.
- A few system configurations out there are still having trouble with the IGGY controlled HUD. Crashing when closing the inventory screen is one of the rare symptom of this. We are working to track down the cause.
- We are working to uncover a rare issue late in the game that can sometimes occur, involving most of Zenlil's lights being off in addition to various doors remaining locked.
- Spanish localization. Lots of progress made, working on it...
- Doubling sub-titles. This is an annoying issue that is still at large, because we're still having trouble reliably replicating the issue to debug it. We will get to the bottom of it though...
Thursday - February 27, 2014
Consortium - Patch 1.11 Released
Interdimensional Games has once again posted information that a new patch is now available for their kickstarter game Consortium.
V1.11 is hereFIXES AND IMPROVEMENTS
- Performance: Optimizations were made to ensure that only 1 light that casts shadows can be on at any time. For machines with mid-low end CPUs, this will boost your frame-rate.
- Fixed chipbanks not accepting chips sometimes. This was due to the entity responsible for "eating" the chips being "killable" (by punching or shooting them). If this has occured for you, load a game that is just after the Zenlil defense minigame and continue from that point.
- Fixes ability to "kill" invisible entities in the briefing room, causing issues.IN PROGRESS STUFF / ISSUES WE ARE FOCUSSING ON
- Rare python related non-responsive characters / crashing update: We are now working on a fairly hefty guaranteed solution to this issue.
- Performance. We're continuing to look for ways to further improve the game's performance.
- Game has been upgraded to DX9Ex. This solves the alt-tabbing crash issue, changing video settings in-game, etc. Still working on making sure this works across many configurations before updating everyone's build.
- Spanish localization. Lots of progress made, working on it...
- Doubling sub-titles. Still trying to track down the cause of this, as it seems to only happen on rare occassions with certain configurations.
Wednesday - February 19, 2014
Consortium - Patch 1.107 Released
Interdimensional Games has posted information that patch V1.107 is now available.
V1.107 is hereMAJOR FIXES AND IMPROVEMENTS
- Performance: The deferred lighting shaders were optimized, boosting frame-rate across the board.
- Fixed Merc A.I "stopping" after dealing with Kiril.
- Game updated with latest version of IGGY (Many Flash HUD stability and performance improvements)
- Controller support now working. We intend to polish this more in the future.
MINOR FIXES AND IMPROVEMENTS
- Reduced player utility energy drain for CEAR laser
- Dramatically reduced the damage the CEAR laser does to the player over time.
- Lowered shield recharge rate.
- Reduced difficulty of traitor fight
IN PROGRESS STUFF / ISSUES WE ARE FOCUSSING ON
- Non-responsive characters. This is very rare, but the cause is possibly related to the python code that controls the conversation system breaking on certain configurations. We have added additional debug information to help us in these cases. Working on it...
- Performance. We're continuing to look for ways to further improve the game's performance.
- Game is being upgraded to DX9Ex. This solves the alt-tabbing crash issue, changing settings in-game, etc. However, after testing it we uncovered that some configuations were unable to start the game at all, so it was removed for now. Working on it...
- Chip replacement issues. We're still working on isolating the precise cause of the rare issue of the chips not being fixable in a few spots in the game.
- Spanish localization. In progress...
- Doubling sub-titles.
- Issues with some achievements not firing when they should.
Finally, here is a special note from us , the developer/publisher of CONSORTIUM, to you, our treasured gamers who are supporting us through buying and playing our game (THANK-YOU!)
-The iDGi and CONSORTIUM team
Monday - February 17, 2014
Consortium - Review @ IGR
I Game Responsibly reviews Consortium and awards the game a low score of 2/5.
Consortium is a game with a lot of good ideas, but lacking the time and budget to realize them. The game is pitched as a fully immersive world with full player freedom and choices that matter. It delivers on, at most, one of those promises.
Saturday - February 08, 2014
Consortium - Two More Reviews
I have two more reviews for the recently released Consortium.
Softpedia - 8/10
Consortium is a really immersive role-playing experience that plays like an adventure game set in the early days of the Star Trek universe. It is similar to what a modern incarnation of the classic point-and-click adventures of old should be like, complete with diplomacy and multiple choices with different consequences and end results.
The most disappointing thing about it is how short it is. You can easily go through it in around 3 to 4 hours, and while it is exciting and it ends in a well-executed cliffhanger, you're still left with the feeling that it's only an episode, and not an entire game.
Consortium is a valiant effort in the end, not a revolutionary force but a solid game experience from an unknown developer that shows a lot of potential, and offers a better written but watered down and much shorter Mass Effect style of encounter.
Die Hard Game Fan - No Score
Consortium takes the interesting premise of a gamer being in charge of someone from a future time and gives you options on how to handle everything and really delivering an interesting roleplaying experience. Some great dialogue options, really well done world-building given that you’re stuck on a plane the whole time, decent replay value and the promise of future entries helps this game immensely. But at the same time some strange glitches, a lack of controller support at launch, and some really weird slowdowns and other detractors bring the experience down quite a bit. While the game is getting patched up, it can be a rocky playthrough, but the short overall play time can help. If you’re interested in the premise it’s worth the look, but if you’re on the fence about the price or length, let the developers iron it out a bit more.
Sunday - February 02, 2014
Consortium - Patch 1.1 Now Available
Interdimensional Games has posted information that patch version 1.1 is now available.
V1.1 Patch NOW LIVE
As promised for nearly a month now, we’ve just upped our V1.1 patch of CONSORTIUM. This patch WILL KILL ALL INCOMPLETE SAVE GAMES.
If you’ve been holding off before digging in, now is the time. We are extremely confident in the maps in their current state and hope this will be the very last time in many months that we’ll need to wipe incomplete save games for the purposes of a patch. As always any *completed* games have been permanently saved and can actually now be viewed from the main menu.
The number of improvements that have been made is rather staggering and thanks to the support and help of so many of you, we’ve turned what was admittedly a fairly embarrassing release version into something we can now be proud of on all levels. Thank you!
To anyone reading this that has played the game in a previous state, we highly encourage you to jump in for another spin. Here is a broad overview of some of the major changes outside of general improvements and bug fixes.
Thursday - January 30, 2014
Consortium - Review Roundup
Here are two new reviews for the recently released Kickstarter Consortium.
Escapist Magazine - 4/5
Consortium is an ingeniously subversive gem, containing enough backstory to fill a Triple-A trilogy while focusing exclusively on an airship crew in distress. The execution is a little clunky at times, but Consortium still has the charm and depth to encourage multiple playthroughs as we wait for the sequel.
Videogamer - 6/10
Ambitious ideas define its best qualities, but also visibly leave Consortium crippled, crushed under the weight of a creative vision that – as a player – I desperately wanted to see it achieve. Unfortunately, the result is mess: a spider-web of variables that can’t reliably hold itself together, despite restricting itself to telling a very short story.
Wednesday - January 29, 2014
Consortium - New Patch on The Way
Interdimensional Games has posted information about a new patch for Consortium.
V1.1 Patch will be here in 4 days
Just a quick update: we are hard at work on the patch to 1.1, and it's on track for release on Friday!
A reminder: All on-going save-games WILL be wiped at that time. This should be the last time this will have to happen for many months.
However, all games you have finished are safe. Also, with this patch, we are introducing a feature where you will be able to browse all your finished games so you can rest assured that all your game states are ready for importing into the sequel.
Sunday - January 26, 2014
Consortium - Review @ The Digital Fix
The Digital Fix has a new review of Consortium, and gives the game a score of 8/10.
Consortium is a short adventure but with a lot of flexibility in how you can play it and with your choices and actions leading to very different stories. With fairly limited, and entirely optional combat, this is definitely a game for those looking for a good story rather than action. The game has a great cast of well-voiced characters and intriguing plots with plenty of mystery. Whilst the launch was set back by technical issues, these should now be largely resolved by patches.
Tuesday - January 21, 2014
Consortium - Video Review @ Gamespot
Gamespot has posted a new video review for Consortium.
Does this unique small-scale open world game force a checkmate? Find out in our review.
Monday - January 20, 2014
Consortium - Review @ Gamespot
Gamespot has the first review for Consortium that I could find this week, and they give the game a final score 6/10.
Consortium delivers a uniquely enjoyable RPG experience despite its rather disappointing running time of around four to five hours. That's not as bad as it initially sounds, however, since you discover remarkable differences in gameplay depending on how you make your decisions throughout the game (and on whether you decide to shoot up the place), thus lending Consortium a dose of replay value. For now, at least, it's best to wait. Consortium has a fascinating story to tell that leads you down some bizarre narrative pathways that break the fourth wall, and it's likely best experienced when you can get it to play without crashing or bugging out. Considering that it's partly a game about time travel, a couple of weeks isn't that long to hold out.
Sunday - January 19, 2014
Consortium - Update 1.03 Available
Interdimensional Games has finally released the new update for Consortium.
V1.03 has landed. We now invite EVERYONE to dig in...
Over the past 9 days, we've worked extremely hard and have cleaned all game-breaking bugs from the game. We've also polished many parts of the experience.
We still do plan on patching the game again on the 31st, but it's clear to us now that this version is what we *should* have launched with on the 8th.MAJOR STUFF FIXED IN THIS VERSION
(NOTE: there's a lot more than this that has been fixed, but these are the big things; we ran out of room in the annoucement text to list everything).
Friday - January 17, 2014
Consortium - Patch Update
Interdimensional Games has released an update about the upcoming mega patch. I'm guessing they need more time as it's the 17th , and no patch is out yet.
January 16th Patch
One more day and the patch goes live, and all of your on-going saved games will be wiped.
We apologize for this in advance, but as expressed before it is completely out of our control as the changes we'll be making to the maps are significant.
We’ve nailed every game stopper, made a significant step forward in frame rate improvements for at least middle-range video cards, and made a slew of smaller tweaks here and there to improve the experience as a whole. We want to be sure that when this patch inevitably (and unavoidably) wipes your save games, playing a new game will feel like the first time.
Tomorrow evening, January 16th, between 6-9pm EST, we will be uploading an automatic patch that will invalidate all of your save games EXCEPT for those in which you successfully completed the game...those will always be saved for Game Two.
We encourage everyone to play this version and let us know about your redux experience on the forums, or comment below! We promise a significantly improved experience across the board.
Right now anyone linked into the optional Beta can get access to the latest improvements and fixes, which are all listed here (keeping in mind all save games are invalidated daily while using the optional Beta).
Sunday - January 12, 2014
Consortium - Status Update
After the botched release of Consortium Interdimensional Games has released a status update on Steam about the state of the game, and their future plans.
We deeply apologize to those of you who found yourself engrossed in the game, only to be thrown out of it due to a crash or other game breaking issue. Firstly, this is inexcusable and we will be working around the clock to clear out all of these major game breaking bugs.
The truth is that we honestly felt the game was ready, and in hindsight didn't realize or anticipate the full range of systems we've not even remotely tested on and how many frankly strange performance issues folks are having on really solid machines. Our experimental renderer is largely the culprit for many of the crashes and slowdowns being experienced, and was something we were honestly worried about though we did not expect such a rash of issues tied to it after seeing it run smoothly on a number of different setups. Without the renderer the game would look far more static and much of the atmosphere in key scenes would be lost.
Performance issues aside for a moment, the whole game is one logic check after another and it’s a FACT we should have been smarter and realized we needed far more people playing the game and all its “paths,” before we could call it finished. Even our limited Beta testing through Kickstarter (which was our “closed beta”) resulted in only a handful of people willing to test with us (quite literally under 20 people) BUT this we understood because it’s a heavy story driven game! Who wants to be spoiled in a story driven game by a Beta build?! So we forged on and for months beat on the game until it ran well and smooth on all of OUR machines.
In the end, our confidence in the game being bug free was misplaced. While we truly *hoped* that the version we launched yesterday was going to hold up against the onslaught of thousands of players around the world playing it with their own play style AND their own unique system configurations, it was clearly an unrealistic hope.
Thursday - January 09, 2014
Consortium - Now Available
Update- Here is the latest news in the games latest post-funding update.
CONSORTIUM IS HERE
As of right now, CONSORTIUM v1.0 is available for all "Gimme the Game" backers and higher.
The game is available on your own personal Humble Bundle page: Go HERE and enter in the email you used to back us here on Kickstarter to get access!
We are offering Steam keys to all backers at the $10 level and higher. We have sent out surveys to you all, and we have started sending out keys. However we chose the wrong method to get you keys (individually pasting a key into an email to each and every one of you...), and it's taking forever. We also just ran out of keys and requested a ton more (we underestimated how many of you have Steam accounts!).
Anyways, we are looking into getting the rest of you keys who want one via Humble's page, BUT will continue the individual method if necessary. Either way, we promise to get you a Steam key if you want one before the week is out. Thanks so much for your patience!
What about all the other rewards?
So now that the game is "done" (we're still working on it and will be patching it post launch!), we will shifting our focus to all the goodies we promised you last year. We are actually very excited about the posters, t-shirts, soundtrack, the Kickstarter only Special Edition AND the iDGi-1 Discoveries PDF that we have in the works. Generally speaking, we are aiming to wrap up production and complete and ship all the remaining rewards before the end of February. We care very deeply about these things, and though they are coming very late, we promise that you won't be disappointed with the quality of the stuff.
Tuesday - January 07, 2014
Consortium - New Release Date
Consortium has been delayed by two days according to a new post by Interdimensional Games on the games kickstarter webpage.
Short answer: Yes. Watch for an update on Wednesday....in addition to launching on Steam, the game will be made available on Humble Bundle for all $10 Gimme the Game backers and higher! Steam keys will also be made available for those backers that use Steam...
Thank you Morrandir for the links.
Friday - December 20, 2013
Consortium - Post-Funding Update #37
Interdimensional Games announces the release date for Consortium in the games latest post-funding kickstarter update.
Consortium Release Date
I realize we've been telling you all that the game is just a few days away from being done. We WERE planning on launching just before Christmas, but we've been informed by Valve that launching new games during the big Steam holiday sale is a bad idea...
In addition, the simple reality is that all the ongoing testing being done continues to reveal bugs that need fixing, so we are deciding to take the next two 2 1/2 weeks to debug and polish our experience. This means that...
CONSORTIUM will be available for downloading by all "Gimme the Game" Kickstarter backers and higher via Humble Bundle, in addition to being available on STEAM on:
MONDAY, JANUARY 6th, 2014
We would also like to offer a sincere THANK-YOU for all the beta backers that have banged on the latest build and sent us .CAI files and written bug reports. We can't begin to explain how invaluable this has been for us.
We will be providing a patch to the "final" Beta just before Xmas (watch for it this coming Monday) that will include well over 100 bug fixes and polish items...
That's all for right now...back to the bug fixing and polishing grindstone for us!
-The iDGi team
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
· Released at 2014-01-08
· Publisher: Unknown