
A hardcore sci-fi first-person role-playing experience. Explore, talk, fight and/or sneak through The Churchill Tower in 2042! Play an active role in the ongoing narrative. Every choice counts.
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About
Inspired by both the original CONSORTIUM and old-school sci-fi first-person shooters, Consortium: The Tower is a role-playing experience with an unparalleled degree of player freedom.
We here at iDGi have invented a satellite capable of opening a rift through time and space. Travel with us through this rift to the year 2042, and take first-person control of Consortium agent Bishop Six on his first official mission. The result is a highly unique, fourth-wall shattering role-playing experience where you essentially play YOURSELF in full control of another human being.
While the game presents you with a seemingly straightforward mission to rescue hostages, you have complete freedom to approach all situations as you see fit. Decisions are remembered, and can drastically change the outcome of the story. Follow the Consortium mandate and work with your team to accomplish their goals, choose to work directly against them, even fully joining the other side, or skirt the line and play both sides for as long as you can. Both sides have their own truths, and it’s your job to sort them out and decide for yourself who to believe and why. In the middle are a host of characters from all sides of the conflict, each complete with hundreds of lines of dialogue, as well as interconnected backstories and motivations.
We aim for Consortium: The Tower to become the ultimate sci-fi action immersive simulation. Absolutely everything in this game has a narrative or world-building explanation behind it, including all of the game mechanics. In other words our goal from the very beginning was to ensure there are no “gamey” elements, allowing for maximum immersion.

(The 3D automap, revealing all of Act 1)
London, England, December 21st 2042. Terrorists have seized control of the Churchill Tower Power Facility, located in the center of the 1.5 km high Churchill Tower, and taken all of its civilian employees hostage. The global para-military police agency, The Consortium are being brought in to subdue the terrorists and rescue the hostages, and YOU are the principal agent in charge of the mission.
In the weeks prior to this incident industrial nanites, the primary workforce behind the construction of vast sections of The Churchill Tower, have mysteriously gone haywire. The building’s construction was ground to a halt just days before your arrival. Vast sections of the Tower are unfinished and reshaped, making navigating to where the hostages are a serious challenge.
Due to the unusual nature of the situation, this highly connected society of 2042 quickly become enamoured by your actions. Within hours billions are glued to their VR-decks, hanging off every move you make. Watch as news reports alter based on your actions, and an ever present “public opinion meter” determines your overall standing in their eyes.
Besides the specific story unfolding on the tower, the Consortium Universe is extremely vast, encompassing over ten years of development and worldbuilding. Every nook and cranny of every character and event has been meticulously planned, and allows for a completely optional rabbit hole to delve into for those looking to get lost in an alternate future from our own.
Play this game entirely on its own or import your universe from CONSORTIUM and continue your story seamlessly! Playing the first game is NOT required to fully understand the narrative.
Imported games include alternate dialogue and situations stemming from your choices in CONSORTIUM.
New Players unfamiliar with CONSORTIUM will also be given unique dialogue and situations based on having NOT played the first game!
Explore hundreds of pages of optional backstory and lore through an in-game Information Console (our version of a codex)
A semi-realtime element allows for events to trigger based on playtime, and for world events outside of The Tower to pop periodically. Keep an eye out on these events, and piece together an interconnected narrative that spans well past the confines of The Tower.
The Churchill Tower is a highly dangerous environment, with extreme temperatures, security turrets, potentially hostile soldiers, great heights, deadly air vents and more making simple survival a real challenge.
Utilize a classic drag and drop RPG inventory system and manage a wide variety of gear and ammunition that turns you into the world’s ultimate super soldier - a Consortium Bishop. Make deals with combatant squad leaders for better gear, or take them down and loot their bodies.
All of your technology requires Utility Energy to function. Get more Utility Energy by “recycling” dozens of everyday objects scattered throughout the world. Even garbage and litter can yield you vital Utility Energy! If it’s a loose object in the world, it can be recycled.
Find and unlock the Engineering System and gain the ability to upgrade all of your gear to suit your playing style. More than 50 currently available upgrades, with more to come.
Choose to talk your way through most of the story, and never even raise your weapon.
Every single NPC found in Consortium: The Tower, including all of the “bad guys,” are there for a narrative reason. You have the choice to try and strike up a conversation with everyone you can find using our realistic, and heavily upgraded waterfall dialog system.
All combatant squad leaders include full backstories along with believable motivations for their actions, and a path toward alliance. You can also speak to the members of the various squads… some may not want to speak with you, but many will and may offer up useful information for your mission.
Non-linear storytelling. Most of the narrative moments can be triggered in any order, and the game will remember what you've done previously and customize your encounters to account for what you've actually done so far in the story. This seamlessly allows for a ridiculous level of replayability.
As of Early Access Alpha 1.0, there is already over 2,500 lines of fully voiced interactive dialog to discover. Our characters are portrayed by top notch voice talent, including Mark Meer (Commander Shepard from the Mass Effect trilogy) as “The Voice”.
Dialog choices truly matter and can cause major changes to occur. Be aware of who you’re talking to, learn their particular biases, and always be careful what you choose to say, or not say!
Forge friendships with individuals and alliances with various factions and decide for yourself who is to be trusted. There is no “right and wrong,” only differing perspectives.
Manage incoming messages and conversation requests from your colleagues and advisors (Consortium or otherwise!) with your Conversation Manager.
Choose to pit yourself against AI driven mercenaries and soldiers that will flank you, take cover and have a genuine sense of self-preservation - they will surrender to you if they are clearly losing. They can also fall unconscious, but be sure to inject them with incapacitating nanites or they will eventually wake up and re-join the fight!
Battle against a variety of deadly security turrets that are challenging to destroy
Utilize SIX different weapons and a total of TEN different fire-modes with differing tactical value. Your equipment will take damage from incoming fire, so you’ll have to deploy repair nanites to keep your gear in working order.
Multiple lethal and non-lethal solutions to resolving combat. If you want to avoid being kicked from the Consortium, you’ll need to try for non-lethal solutions when you can.
Learn to switch between the Freefall Suit and Battle Utility Suit, and understand the pros and cons to each.
Deep and realistic player damage system. Manage shields and armor to avoid taking any damage. If you let your defenses down you may start bleeding out or incur serious organ damage, meaning you’ll have to deploy expensive medical nanites to stay alive.
You have complete freedom to explore the completely non-linear and interconnected sections of the Churchill Tower as you see fit. Early Access Alpha 1.0 includes roughly half of the finished gameworld at a minimum, with plenty of space to expand the scope of the environment in the future:
the roof with currently 6 different ways into the Tower interior you can find.
a massive park entombed by construction nanites and transparent titanium
multiple vent mazes and elevator shafts
multiple floors of the hotel
large mysterious water filled pipes and multiple industrial areas
the spacious and open Hotel Lobby
No movement restrictions and no invisible walls! Use your freefall suit to FLY anywhere you can see as long as you have enough utility energy.
Seamless first-person parkour. Super jump and ledge grab your way into dozens of hidden areas and secret ways into and around the building.
Use a fully 3D automap to keep track of where you are in the Tower.
The more AI sees you, the more agitated they get which in turn increases their chance of engaging in combat with you. If you wish to avoid gunfights, you will need to manage how much the AI sees and hears you.
Use the engineering system to upgrade your gear’s acoustics and become a truly silent prowler!
Use the Tactical View to see potential combatants and recyclables through solid surfaces and plan your approaches.
Sneak up behind combatants and use your Taser to take them down without drawing the attention of their squadmates.
Find and use the Stealth Shield node to make yourself completely invisible to pass in front of turrets and enemies with ease. Beware that you will still make sound, which can be mitigated through engineering upgrades!
When sneaking around potential combatants, listen in on their conversations to learn more about the world and situation you find yourself in.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Well, the game is quiet nice. I liked to play it. I cold recommend it, but there is one issue. The last REAL update was, like, in December 2019! The game is effectively dead, and devs for some reason (ok, UPD: for the reason of lacking budget) are developing another game and a port to VR for their previous game. And in it's current state it's too rough and empty to be played. There is only Act I now - quiet big and with horrendous level design, the one you can run in circles forever! UPD about developer reply: Well, I DO understand that the game is actually just on hold and you want to resume updating the game as much as I want to play these updates. Unfortunately, this changes nothing for me as a player, since it was four long years and who knows how many more will pass until you actually resume development.
The first Consortium game was great. The graphics were practically PS2 levels, but it made up for it with interesting characters, detailed dialogue trees, and good voice acting. The combat felt like low level source engine, but you never actually needed to fire a single shot to get through it. The entire game took place on an airplane that often felt claustrophobic, but every inch had something important, something to interact with or see. It was exactly as large as it needed to be. This game however...the graphics have been upgraded, it's notably better, but it's mostly the scenery that looks good. The character models still look like they came straight out of the PS2 era, problem is, there's less of the amazing dialogue to distract from it. The voice acting is still on point, the old VAs are still doing good work, there's just a lot less of it. Also, not all of them have done all of their lines, leaving several to be done by a very hard to understand robot voice. Presumably they'll get that fixed later but it should still be mentioned. Moving on to the combat. Dear lord, the combat. It's still as bad as before, but while you can walk past quite a bunch of enemies with little more than a "Hey, how's it going" (not kidding, you can totally do that) if you do get into a firefight then you'll be up against Far Cry 1 type enemies. Complete with binocular vision and laser accuracy. The turrets are particularly annoying as the only way to destroy them, is to expose yourself to their fire, soak up some rounds while you get a few off, drop back into cover for your shields to recharge, and then restart that process. If you're lucky you can destroy them without them dropping back into the floor. If they do, then you're playing the waiting game. The last game had multiple points where you could recharge your energy, but you could also recycle random objects in the world to get some in an emergency. Although you never had a need for most of the energy you got in the last game. Jumping from an overabundance to scrounging for scraps to recycle in this game was a massive shift. Which doesn't help as you need that energy to do pretty much anything with your suit. It heals you, repairs your suit and items, charges your shields, and powers some weapons and items. You're constantly looking for stuff to recycle, it feels like that's half of my play time, just looking for stuff to recharge my suit. Finally, the world. Honestly, this might be the biggest problem for the devs. The world is huge. Not anything like GTA5 huge, but a major increase than the Zenlil of the first game. Big enough that you can free fall for several seconds in a few parts of the game. But with that hugeness is a need to fill it up, or risk leaving it feeling empty. That's exactly what this game feels like at the moment, empty. Even with all the enemy AI walking around, the game feels like a bunch of interconnected football fields with one or two small table's worth of interesting or relevant stuff. One last quick nitpick. You can only save at save points now, and you only get one save slot. No more multiple saves in a single universe. If you messed up and saved, you're staying messed up. The game is still in early access so much of this will (hopefully) be improved. When, or if, it does I'll change my review as necessary. I still have hope for this game. TL:DR Feels like the devs bit off more than they could chew. Wait for a decrease in price or an increase in content/quality.
Imagine Deus Ex taking place in one very large tower. That's pretty much this game with a much deeper lore and branching narrative. Only Act 1 of 3 is available right now and there's still stuff in this game I haven't seen yet in what is already available.
I backed this on Fig ages ago, and it's been updated twice in the last four years as I write this. All the while, the developer went back to their first game in order to make a VR version. I guess we know where our backer money went. Shame, this looked really promising.
Dead game, abandoned by devs
It's been well over 2 years since the last game update. This is now abandonware. Be wary of early access.
It'll never be finished.
Bought it when it first came out 4 years later, still waiting for it to come out of what was apparently VERY early access Wasted so much time playing but just running into game breaking bugs Now afraid to play again because it's just gonna be more time wasted since it still isn't released Definitely do not buy until it is fully released
Four years with no updates, and they're still acting like it's actively being developed while releasing other new games... Oof I think I wasted my money on this one.
The game has great ideas, but each and every one is in poor execution. Want over hear a guard talk to his family, who're begging him to come home? Great idea. Sit down and listen to that conversation loop and reactivate whenever you move. Want to talk to your team mates and find out what that voice is in your head? Sure! Just don't get tired of the conversation not having a conclusion and looping on itself. Want to stealth? Well... No. Walking somewhere where there are no guards can trigger them to know where you are, and cause your team to yell at you. The game so far feels like a mess. I can't reliably go anywhere because the design is so cramped and confusing, especially with how the bright blue nanites doesn't really help you know where you're at. I bought this game because I saw a video from their creators on an approach you can do through 3 different ways. I was a sucker to believe that could be true, because if I went in and tried that, the game would break on me through each one of those choices.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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