CONSORTIUM Remastered

CONSORTIUM Remastered

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Thrie  [developer] Apr 21, 2023 @ 8:13pm
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A short history of iDGi and our plans moving forward
( If you prefer, this same post is found here: https://www.idgi1.ca/blog/remastered-v-r-the-tower-and-the-future-of-idgi )

After four years of dedicated work from Greg, Ryan, and Steve, we proudly announce today's release of Consortium Remastered and its V.R. counterpart. We hope this post will address any confusion or misconceptions about our motivations and reasoning behind this Remaster while serving as a brief company history lesson.

Specifically, if you are wondering why we decided to remaster Consortium, what our plans for the future are, and, most importantly, what this means for The Tower's development, this post is for you. Consider this an official statement from the company in our tradition of being as transparent as possible.

Consortium's 2014 Release:

A small team of six core people, a handful of contractors, and more voice actors than both combined initially developed Consortium. It was released in 2014. At that time, we severely underestimated how deeply complicated the process of playtesting a replayable choice-based game like ours truly was. Our team of six hammered away on the game for months leading up to launch. When we launched, we thought the game was in good shape and were excited to get it out to the world finally. Still, we did not anticipate the difference between SIX people playtesting and suddenly having THOUSANDS playing it across every computer setup imaginable.

Within an hour after launch, the comments and reviews started: "The game seems great so far, but it's too bug-ridden!" This was mirrored in early professional reviews we received in places like "Rock, Paper, Shotgun" back in the days when such reviews carried a lot more weight. People enjoyed the game overall, and we received many very kind responses, but folks kept getting hit with game-wrecking bugs. Since maximizing immersion is the most critical aspect of our core concept, this ruined many people's first experience and tainted their opinion of us.

So... we spent every waking hour for months after launch fixing as much as possible. This was primarily thanks to a handful of folks who helped us expand our pool of playtesters. We made the game stable and playable, but it was generally too late. Sales stopped dead due to the initial storm of reviews highlighting the bugginess, which meant momentum was dead, and no amount of screaming, "But we fixed it!" could help.

The Source Engine was our engine of choice then, and quite frankly, we beat the living ♥♥♥♥ out of that thing. We did stuff that stretched it beyond its limits, which showed clearly with many performance/loading issues and other engine-side bugs we were powerless to fix. Yes, we fixed everything we could, but we simultaneously regretted some of the decisions we made to twist the engine in ways it wasn't made to be twisted.

Much of the above detail and a lot more was written about in a post-mortem from Greg (C.E.O.), which can be found HERE: https://www.gamedeveloper.com/business/consortium-official-post-mortem

The Tower's Initial Development:

After Consortium's premature launch effectively screwed its potential, but we had fixed it to the best of our ability, we decided to power forward into developing a much more ambitious sequel: The Tower. This was to be built using the Unreal Engine, a powerful game engine that is leaps and bounds better than Source for our purposes.

We had barely scratched the surface of a story we had spent more than a decade developing, and it would have been a tragedy to end it all, not because people didn't like our work but because of a buggy launch. We ended up with a solid version of Consortium, a team ready to keep going, and years of plans for Tower development that we couldn't wait to move forward on.

Itchy to get working in the Unreal engine, we (see: Ryan) manually ported much of Consortium's core systems, and we got to work. After we managed a big chunk of the current demo, amounting to the rooftop level, we launched a successful crowdfunding campaign to build as much of a budget as possible and to keep the team chugging. This allowed production to continue, and we got deeper into the Tower and its story while simultaneously realizing there was so much more we wanted to do than we originally envisioned. The story drives production with iDGi projects, and we were writing the script alongside production, which proved rather tricky when you have a full team of people with a high burn rate.

Much of the criticism we have received about Remastered/V.R. comes from our Tower crowdfunding backers. This usually amounts to thinking we have no intention of finishing the Tower and only want to milk Consortium for all we can. This implies we will eventually disappear after becoming stinking rich? I guess? Frankly, this unfortunate narrative hurts our collective feelings quite a bit, but it's also understandable considering the state of the video game industry. All we can do is remain transparent and TRY to reach as many people as possible.

We have always intended the Tower to be a massive open-world environment where you can choose to do whatever you want in whatever order. We realized there was a LOT more we wanted to do but could not accomplish with the budget we had generated through crowdfunding and Consortium sales. This partly drove our decision to go the Early Access route on Steam, hoping we could get enough people to jump on board to help us test what we had and keep the project going.

Unfortunately, this did not work out, and we were forced to disband much of our team. Ryan, Greg and Steve remained, and they did all they could on their own, keeping production going for over two years almost entirely in their free time while doing other jobs to keep the lights on. During this time, they tried their damndest to find anybody willing to invest in iDGi so we could bring back full development. Most found our game "too risky" or "too weird," and the flubbed release of our first game certainly didn't help matters. We did get a bite or two, but these usually amounted to deals where we would lose control of our company or be forced to change our vision, which we refuse on principle.

V.O.I.C.E. + Consortium Remastered / V.R.:

V.O.I.C.E. was initially developed to work exclusively for the Tower (thank you, Unreal Engine), while adding it to Consortium's Source Engine was impossible. We worked with another company to develop an initial version (though the current version is entirely our own using open sourced software), which allows players to speak lines out loud using a microphone in real time without an internet connection. Considering our concept of players being able to speak as themselves, we knew this would be a uniquely fitting addition to the game. As it turned out, V.O.I.C.E. or not, convincing folks to play a story-based game in early access was incredibly challenging. "I'll wait until it's finished before I play" is a common sentiment we have heard countless times.

Fast-forward to when Ryan said to Greg: "You know, I could probably port all of Consortium to the Unreal Engine in my spare time." This idea swiftly snowballed into realizing that a complete port to Unreal would simultaneously allow us to put V.O.I.C.E. into Consortium, create a V.R. version, and open the door to further ports for Xbox, Playstation, Steam Deck, etc.

Once we got going with the Remaster, we knew we were onto something and kept going. At first, all three of us were working in our spare time while doing other jobs, and once again, our passion project had a hold of us.

The new game engine instantly fixed all of our performance/graphical issues. It also meant we could adequately connect Consortium to the Tower and have a seamless playing experience between the two. We have more plans for this transition in the future, such as beginning the Tower on Zenlil (Consortium's setting), something only made possible by the Unreal port.

Ryan (our resident wizard) is responsible for so much insane wizardly in this Remaster that it would take an hour and about fifteen paragraphs to explain. Let's just say he accomplished by himself what SHOULD have taken a huge team to pull off.

Greg (jack of all trades) worked with our fan base and hammered away on bugs while doing everything he'd always wanted to do with Consortium in hindsight. This includes a lot of added detail, multiple choreography passes, a reimagined ending, scripting improvements, etc.

Steve (writer guy?) overhauled the game's "player dialogue" to work better with V.O.I.C.E., committed to multiple passes over 200+ Information Console documents, and helped Greg with the ending changes and writing/producing the new King conversation. During this time, he also worked on Whispers From the Rift, a nearly finished text-based prequel game (which will be available here on Stream and as a mobile app).

For detailed production updates and release notes for Remastered/V.R., see our Discord: https://discord.com/invite/idgi
Last edited by Thrie; May 31, 2024 @ 7:54am
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Showing 1-15 of 19 comments
CrumbleCat Apr 22, 2023 @ 6:13am 
Quite exciting, but can you reveal what version of unreal you'll be porting it to. 3, 4, maybe even 5? Or is that a blog post for another day.
nian Apr 22, 2023 @ 4:56pm 
Originally posted by CrumbleCat:
Quite exciting, but can you reveal what version of unreal you'll be porting it to. 3, 4, maybe even 5? Or is that a blog post for another day.
They said on the news post that they're switching from UE4 4.15 to UE4 4.27 in order to potentially upgrade it to UE5 without much problems.
nian Apr 22, 2023 @ 4:59pm 
knuddelholic Apr 25, 2023 @ 9:52pm 
Originally posted by nian:
This was the news post I was referring to:
https://store.steampowered.com/news/app/626250/view/3686801719520422225

Thank you for the link. I was always intrigued by the background story of the games and be glad to see that there's new life coming back into them to allows us one day to dive into the interesting story which got teased by what I saw so far. :happymeat:
ClearSkyEternal May 11, 2023 @ 12:35pm 
I felt that Consortium was way to short of a game. It has some replay value, but not that much really. I would like to see a game with a way longer story, a story that has a huge arc and has several plot twists. The mechanics of the game are nice, but it felt more like a demo then a fully fledged game to be honest.
Squid5 Jun 9, 2023 @ 2:55am 
Hey thanks for the update, here is wishing you luck!
AttackCommander Jun 18, 2023 @ 1:38am 
This was one of the first games I ever played on Steam. Might have to give this a try.
AdamM Jun 18, 2023 @ 2:12pm 
I bought Consortium in December and haven't got around to playing it - so really appreciate you gifting this remaster to existing owners. I'll wait to experience it the way it was meant to be played :)
Originally posted by CrumbleCat:
Quite exciting, but can you reveal what version of unreal you'll be porting it to. 3, 4, maybe even 5? Or is that a blog post for another day.

id be wary of using unreal , games on latest versions turns really blurry , i got few unplayable indie games who got blurry and devs dont know how to fix it since its "forced by the engine itself"

Nemesis is literally unplayable on steam due how blurry is after "engine update"

borderlands 3 looks worse on high details then medium (game gets really blurry)

Dead island 2 also has this (most noticable on signs and objects who have text)
diesoon Sep 19, 2023 @ 9:38am 
You would finish The Tower by now, if you actually worked and not jerked around for so many years. And you didn't money for 1 dev working in his spare time.
specialghost Oct 15, 2023 @ 2:09am 
Is this ever coming out?
iDGi  [developer] Nov 1, 2023 @ 1:07pm 
Oh yes.
Geldieb Jan 3, 2024 @ 7:56pm 
It seems from this head movement I saw in the most recent trailer that this will be in VR, yes/no?
Skdursh Jun 8, 2024 @ 8:34pm 
I wish you guys all the luck I can and I get the personal and artistic reasons for why you wanted to update OG Consortium, but what I don't understand is how this remaster is meant to make completing The Tower a reality, especially considering this project seems to have had absolutely no advertising/marketing. I mean, I was not aware whatsoever that the remastered version actually got released until just now, right before posting this comment and that's only because I happened to be going through my wishlist looking at what has come out over the past few months and by chance saw that it was actually for sale now. So, if me, a person who owns the original (on GOG) and has the remaster on their wishlist didn't even know it released, I don't really know how then those people out there who have never even heard of the original game let alone this remaster are going to be aware of its existence. What I'm saying is I'm not sure if you were banking on sales of the remaster to fund completion of The Tower or if there is some other angle you're going to try to use to get more funding, but without a proper marketing blitz, by at the very least getting some coverage by popular streamers and YouTubers or something (And maybe you have? But I've seen absolutely no mention of the remaster from anyone on YouTube and I don't watch streamers), I still can't really see how this is going to be beneficial to actually completing The Tower. Like, yeah I guess it's maybe easier in some way to connect the two games (though it's completely unnecessary to do so), but it still doesn't really mean anything for The Tower itself.

I don't want to come across entirely negative, I really am a fan of the original game and when I heard about it - like almost a decade ago - I was excited at the idea that you were creating a follow up to it and the original (and I guess now this remaster) is definitely something I would (and in the past have) recommend to someone looking for a unique and intelligent RPG/Adventure experience, but I still don't see how any of this gets your team any closer to releasing The Tower. I really do wish you luck though and I hope whatever plan you guys have works out. If the game ever does actually get released (and I actually hear about it) I'll be certain to buy it.
Last edited by Skdursh; Jun 8, 2024 @ 8:35pm
Mongoloid Mike Jun 11, 2024 @ 10:20am 
Originally posted by Skdursh:
this project seems to have had absolutely no advertising/marketing. I mean, I was not aware whatsoever that the remastered version actually got released until just now, right before posting this comment and that's only because I happened to be going through my wishlist looking at what has come out over the past few months and by chance saw that it was actually for sale now.

The original was given away for free on Steam in 2016, back when you still got Steam trading cards on free game giveaways. I have the game on all 15 of my Steam accounts, and now all 15 suddenly had the remastered version pop up for free in their Steam libraries. Steam Spy says up to 500,000 people on Steam own the original, so up to 500,000 people had this remaster show up in their library. The crazy thing is how that many people got the game, and almost NO ONE has bothered to play it. There are still only 5 reviews. Steamcharts says there are currenly 0 people playing it worldwide. Daily average players has been 2. Highest number of concurrent players has been 7. There is basically zero interest in this game, which the developers ought to take a hard lesson from and reassess whatever their plans are trying to continue with the franchise.
Last edited by Mongoloid Mike; Jun 11, 2024 @ 10:21am
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