Use this space to cheer the creator along, ask questions, and talk to your fellow backers. Please remember to be respectful and considerate. Thanks!
I have to say this was the best project I have ever backed, you guess we're professional the hole time and I would gladly back any projects by you guys. I love this game I do wish it was on consoles too
Karsten: Major bummer to hear that. We wrapped all of the DVDs the same way, with bubble wrap DVD mailing packages and this is the first and only report of it arriving damaged. So, clearly, something bad happened to it on its journey to you.
If it's just the plastic case that's damaged, then it's not a big deal, as the valuable stuff is what's inside. A replacement case would be very cheap...
damn, this needs an edit function. It's so broken, that I don't want to touch it again, because it would just disintegrate into base ingredients.... Sadface.
Just got the dvds for the game, but the pack is so brocken that dread to touchh it again for fear it all breaking down. Please make sure that you wrap those better in the future. Thanks :)
Other than "coming soon", no. But we're working hard on it. :-)
I take it thats a no? ;)
Any update on the 2nd kickstarter?
Erik: YES, it is coming, we want this as well for our own Steam builds. The one bug you refer to was dealt with and we did already ship the backer special edition 2 months ago - the DRM free version. You can get it now via Humble Bundle. Please let us know if you have trouble getting access to it... Once we have finished and shipped off all the officially promised rewards (as detailed in the reward tiers), we will work on getting the special edition working with Steam - it is far more involved than we realized, but it will be done before starting any new campaign.
Jon: We're working on trying to get you an update for the OS X version. The folks we have working on it stumbled on a fairly major technical hurdle that's taking far longer than anticipated, but we're 100% committed to getting it done no matter what.
We're in July now, and still no Steam edition of the Special edition. You guys said it was done and ready except for one bug, but that was just under 2 months ago, and now you're announcing your next game. Is the special edition key for steam coming, or not?
Any update on the OS X version of the game?
I would be happy with a full refund + the $30 Paypal for "physical copy of the game," as I'm no longer interested in the game
A real quick update, especially for those of you who saw the Steam announcement and expected a full update this week: All of the content for the Kickstarter Special Edition of the game is done, tested and ready to ship, except: there is ONE bug remaining, having to do with saved games being broken for the DRM-Free version (for Humble, GOG and the initial version of the Special Edition, also what will be burned to the DVD). So this is delaying our launch. We're working on it, please stay tuned...
Yep, it's in the works! Not to start until all of the rewards for the previous campaign are delivered....
Hey guys , werent you doing a followup kickstarter for part 2?
Adam M: Just a couple of comments I wanted to make in response to your message. Sorry for the length, but I figured a full and proper reply is in order to cover the things you’ve said. First of all it’s unfortunate you feel we were misleading in our campaign as to the length of the game because we feel we were nothing but straight forward and honest across the board. Any time we were asked about the estimated length, the answer was around 4-8 hours. This is a WIDE birth of time because of the nature of the game’s wildly different variations, and based on our own experience with it. We have since-launch (and since receiving proper feedback) realized it’s honestly closer to 3-7 hours (if you BURN through the objectives and don’t talk to anyone and don’t explore it CAN be done in 3 hours, but that’s the nature of the game letting you do whatever you want, or nothing at all).
On top of this we made it abundantly clear that the game was going to be entirely aboard Zenlil, and that the story revolved around a murder mystery + the handling of the mercenary attack. These story threads can be fully resolved (if you take it there), ending in a complete game. We do not remotely regret the cliffhanger ending, but we DO regret having as much lead-in to the next game as we do (in particular the drawn out mission briefing we have come to realize was a mistake).
The thing about our game is that it focuses on replayability more than any game I can personally think of. While we don’t expect anyone to play it more than once, the fact is that in a single playthrough you will undoubtedly miss A LOT of story – including being able to finish the game without solving the primary murder mystery – and can understandably come away thinking it’s too short. This is because the length is frankly in the replayability. This is honestly one of the reasons why we ensured that a single playthrough can be completed in one sitting: so as-to better encourage a replay. If it was a 15-20 hour game then nobody would replay and the “point” of what we were trying to create would be missed.
I won’t go into too many specific responses to the timeline you colourfully peppered with negative comments, but I will re-iterate that we never once were dishonest with our backers. You mentioned perhaps we are amateurs, well with running Kickstarter campaigns we WERE. Internally we set goals that may have been unrealistic, but we still set them and killed ourselves trying to make them...and all of our backers were privy to these internal decisions; we did not spin or make stuff up for you to read, you were witnessing the reality of those current moments in time as best as we understood them.
We admittedly made a bunch of mistakes along the way which we have since learned a great deal from – in particular judgement errors were made around launch when we were drained beyond belief and not seeing straight. Our company of 6-regular employees had never shipped a game before entirely on our own, and we were besieged by setbacks and the like about which we were honest with backers every step of the way. We broke our backs in an effort to bring the game to its current state as fast as humanly possible. We were not only producing the game, but were also the primary testers (along with very little, though extremely helpful testing from a couple key backers!) … and we seriously underestimated the level of testing that was truly required for a game with as many story paths and “this-leads-to-this-which-leads-to-this” variations. In particular we absolutely should have launched using Steam's "Early Access", and the fact we did NOT + how badly this has hurt us in the long run, is a testament to how much we simply were dying to get the game into the hands of our backers because of all the delays. Mistakes were made and we are the first to admit this. But we have learned and grown from these mistakes.
I really want to make this abundantly clear: the information console is not even *REMOTELY* required to solve the murder mystery. I’m not sure why you believe so strongly otherwise. There are a ton of smaller hints and one MAJOR tell (a secondary objective) which point directly to the traitor within the game. We estimate that *at most* about 10-15% of players even spend more than 10 minutes within the console and manage to solve the murder just fine. The console is extremely optional, always has been, and is merely meant to give the option of learning more about the world and its characters if you so choose.
As to the contest we are currently running, please refer to my reply on the Update’s comments.
Thank you for reading,
C.E.O. of iDGi
While ChrisBee is obviously exaggerating. There have been far worse projects on Kickstarter. CONSORTIUM did eventually release something and it was kind of like what we'd been lead to expect, so I have to count it as a modest success. Plus, it's possible that they'll go on to do better things in the future, having got their start from Kickstarter.
But I have to agree that the whole thing was poorly managed, and I too was a bit disappointed with the end result. The game was so short and it just ended with a plug for their next game. I think they deliberately mislead us on how short the game would be and how little of the story would actually be in it. It would be far more honest to call it a piece of an episodic game, not the first game in a series. The timeline as I remember it:
July 22, 2013: "Consortium is 95% complete and should be out by the end of August!" (Great!)
September 4, 2013: "Okay, we're REALLY close. Production is complete! We're 100% in post-production now! We only need to do sound effects, music, choreography, animations, scripting, debugging, and optimization!" (Uhh, that sounds like production to me, and these guys must be either amateurs or lying if they think they're going to get all that done anytime soon.)
October 29, 2013: "Well, we're late again, but it's *extremely* likely that we'll be done by mid-November or earlier." (Okay...)
November 7, 2013: "Okay, we're definitely releasing on December 2nd!" (I've heard that before.)
December 2, 2013: "Well, we're late again but it'll be just a few more *days* here! Really!" (This is getting amusing. Do they're think we're dumb, or do they actually believe that?)
December 18, 2013: "Okay, it'll absolutely, positively be done on January 6th!" (...)
January 8, 2014: "It's totally done!" (I doubt it.)
January 10, 2014: "Whoops, it wasn't done. Please don't play it yet. But it'll be in GREAT shape by the end of January!"
February 4, 2014: "Okay, the game is completely done!"
February 7, 2014: "Well, I guess it's still not done. We're sorry. But we're going to fix all the problems and release the polished, finished product on April 29th."
April 29, 2014: "Get the Master Edition! We've addressed every single known problem with the game! The Spanish localization will be done in May!" (May? Let's see.)
June 13, 2014: "Turns out there were a lot more problems. But we've fixed them!" (Okay, I'll try it now. Wow, this game is so short... That's it? It's not even a complete game!)
December 22, 2014: "I know we're 18 months late on the rewards, and they're still not done yet. We'll definitely finish them all before the CONSORTIUM 2 crowdfunding campaign. Except for the digital manual. We just decided we're not going to do that one." (Let's see if they really finish all the rewards before starting the crowdfunding campaign, as promised.)
January 11, 2015: "Okay, there was a huge list of problems with that last release. But we fixed them! And the Spanish localization is done! Except for all the stuff in the information console, which is a vital part of the game that's important in solving the mystery, but oh well..." (So, the Spanish translation is not done, then?)
February 16, 2015: "Mac release in April. Oh, and we'll give you a chance of winning a T-shirt or poster if you surreptitiously advertise on social media for us." (So now they're trying to bribe people to spam their friends with sponsored posts that aren't marked as such. Great.)
The "full" Spanish translation? Including all those articles in the in-game database that are so important to solving the mystery?
exitido: The full Spanish translation launched in January and is now available on Steam...
Y lo de sacarlo en español que? MENUDOS ESTAFADORES, TIMADORES
Just want to quickly post that a new update is coming soon, but to give you a real quick version: The missing T-shirts have now shipped, so those of you still waiting for them, watch your mail, they are coming! Also, the special edition is STILL in production. We're juggling working on The Tower Prophecy at the same time, and time is flying by much faster than we would like. Dablue: We haven't set a firm date yet.........stay tuned....
When Will the kickstarter start for the next project?
Great article on RPS: http://www.rockpapershotgun.com/2014/12/30/consortium-retrospective/
Any news on support for the Oculus Rift?
Watch for an update coming before xmas. Short answer: YES it is still coming....
a news on the mac port? I'm still waiting to play it on OSX.
Chris Brown: Speak for yourself. I'm not feeling smacked. And about apologizing... man, we're not in Japan here.
Chris Brown, dude. Done beating up on Rihanna and thought, hey, I’m going to go beat up on IDGI!? Sorry, I couldn’t resist. I too actually played the game today, Easter’ish, for the third time, after seeing today’s update. I was going to post on the update my kudos to the team for the improvements... but I want to now also respond to Chris Brown, so I am posting here.
I am curious where you get this “become the banner for KS failures” nonsense, first of all, as I would call projects which never even released anything to be this. And second, the game itself is exactly as described/advertised so I am not sure what you were expecting. Maybe you were expecting a triple-A game for $70,000? Also, based on everything the company have said since the game’s release, they too are well aware there is nobody to blame but themselves for the buggy state of the game. They have since done a great deal to try and fix this in the eyes of john-q-public, and I for one applaud them for the efforts. It would have been far easier to deny the bugs, take our money and disappear, like every other company in existence who has ever released a bugged game.
Two questions for you, Mr. Brown: 1> how long did you play the game before determining it to be a disaster? And 2> how about a detail or two on what was so disastrous you needed to come on here and bleat off like a spoiled kid?
Anyway. Like I said, third time playing from start to finish today and it’s looking truly fabulous. I only encountered one minor bug with the elevator which only happened because I tried too hard to break it. Looking forward to playing once more (this time I want to try killing the Russian AND discovering the traitor!) once the master edition is out.
I regret funding this disaster, and the fact that it has now become the banner for Kickstarter failures. You released a broken sub par game and you have no one to blame but yourselves. I waited until Easter to play this, and I am disgusted at the appalling low rent game I was presented. You should have taken the time to make a game with content and polish worthy of release, instead you rushed this out the door and smacked each and every one of your backers in the face. I know which developer I will not ever be spending my money on. You should apologize to every KS project that has to wear the tarnish your game has left on them.
Thank you! I've played v1.1 so that wasn't in yet.
ThomasN: We actually reduced the difficulty of the traitor fight in the latest patch now available on Steam (and to be included in a patch on Humble soon). Included are also performance fixes which should at least partially address the "laggy" issue. http://steamcommunity.com/games/264240/announcements/detail/1298464161108032727
Played it to the credits.
You gotta work on the assassin, I took medium difficulty and he oneshot-kills you using the grenade, and 3second-kills you if in line of fire.
The mouse seems to be slaved to the engine, not the other way around, giving a laggy FPS experience.
The game kinda assumes you know a lot of context (one guy even saying "go read the library"). For that, the library is not beginner friendly enough. You can't sort chronologically and have to wade through countless articles unrelated to the gameplay. Two filters would have fixed that.
This all sounds all overly harsh, but please let me stress: This is an ambitious game well worth my pledge, and I was quite hard immersed. My reactions to all characters, like Knight15, or "Anti-Picard" I like to call her (I don't respect her AT ALL), were very powerful, and only a handful of games achieve that.
Now that I have my new PC, I can frigging finally play the game!! There goes my Friday (and probably Saturday).
Cool, thx for the tip!
Ok it's understandable.
When you come to deciding where to store the savegames in Linux, if the files are not too heavy I advise to use ~/.config/Consortium/. There is no better standard at the moment.
Xod: Yes, though with the work already done in getting the Rift working with Source games it is theoretically a relatively short project. Porting to Linux is a much more involved project. I am happy to say, though, that we're already working on in-roads for the Linux port, It will happen, but a lot of patience is required. :-)
never mind. something wrong with my memory. thanks.
no key for me as well.
I finally had some time to play this.
It's GREAT. Exactly what I wished for. I feel like O'Brian repairing chips in Jeffrey's Tubes or Worf guiding ridiculous amounts of missiles, or doing a little diplomacy tango with the aggressor ^_^
It's a little rough around the edges with cropping some pixels left and right of a 4:3 monitor or mouse-lagging in huge areas, but nothing the FOV slider or getting accustomed to it by just doing more diplomacy (which i prefer anyways) doesen't fix.
Great well rounded concept, creating a believable world, I'm glad to return to, tomorrow :-)
"Then Oculus Rift support. THEN we will be looking at Linux support."
The other priorities sounded reasonable but supporting a non-released piece of hardware before the promised Linux port? The Rift is cool but... it's still a developer kit. Until the consumer version is out you'll get more sales by doing a Linux port than supporting the Rift. And you promised the Linux port and I'm waiting for it because the game doesn't work through Wine.
It doesn't get more complicated than making a game. A non-pixelart 3D one nonetheless. Thank you for trusting me with a DRM free release, that alone is very cool of you.
RE Linux port. It's still on the radar, but we have no choice but to prioritize our efforts based on demand. The Mac port will be first, because the engine makes porting to Mac relatively easy and the market is the second biggest next to the PC. We are also keen on localizing the game to other languages, Spanish being first. Then Oculus Rift support. THEN we will be looking at Linux support.
Yes, it's true we have been pretty bad with dates. That said, the patch WAS made available on Steam on the night of the 31st, and more than 98% of all backers requested a Steam key. We also found and fixed bugs with the version yesterday, and patching the Steam version is infinitely easier than a stand-alone build that is disconnected from networks.
That said, we will be packaging up the DRM free version and will be sending it to HB for posting ...imminently. A KS update is pending, and when that update arrives in your in-boxes, the brand new DRM free build will be available for downloading on your HB page.
And yeah, for the next game, we're more partial to "when it's done" at this point. Dates are very restricting, especially when you're making a highly experimental game.
31st come and gone. 1.1 is not on humblebundle. Interdimensional Games Inc (and about every game company I know): You're not good with dates. Don't use them. Replace them with "soon" :-)
Hello, you still look a little overwhelmed by the launch issues, but have you started working on the Linux port ?
31st already.. wow. that patch list sure looks big. Thanks for the confirmation of the 1.1 patch being on HumbleBundle when released.
Your key has been sent Kyle! I don't know how, but you were somehow missed. ALL backers who have responded to our survey should have your keys. Please drop us a note if we missed you and we'll get you one immediately.
These guys never sent me my Steam key at the $10 tier, then release a patch unavailable to the game download they -do- provide. Give me my key, please.
This had a pretty rough launch, but I'm really glad I backed it and, three playthroughs later, I think it's been my favourite kickstarter game so far. Can't wait for the next chapter.
Thank you for the reply, I'm looking forward to that date then.
Yes! A fully patched version of the DRM free version downloadable from HB is going to happen for V1.1, due out on the 31st January...