
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
Unfortunately not updated anymore. I don't know where money went, it looked promising, but nothing was achieved. Do not buy, it is not going to get made.
There's some nice ideas and concepts in the game, but at the moment it seems to be abandonware.
This game is still Early access after how long come on devs stop hiding behind the EA title constantly sick of seeing games do this.
The concept is intriguing, but the current gameplay is atrocious. There is no real tutorial, you are litterally dropped into the world and told to use W and S to control your hoverpack. Now you would assume thats back and forward or thrust and brake right? nope, seems to just randomly switch between the two. oh and you can immediately die from the fall or from landing infornt of a guard. No problem if i miss the landing ill just use my jump pack to get back up right? yeh good luck with that, u have to hold space to charge jump, having no indicaton of how far, high or fast your going to jump, then if your extremley lucky your char will grab a ledge and not get stuck in an infite limb ledge animation loop. I couldn't get the talk button to do anything past the first group of guards, whose diologue made no sense and your handlers are just cracking bin laden jokes in your earpiece for the whole conversation, its bewildering. No matter what you do the guards will slowly become more suspicious and eventually attack you, despite already saying they don't give a damn about you and their boss wants you alive. The game doesn't explain anything beyond keybinds and the basic functionality of your inventory. you will quickly pick up a new shield addon, except all the item and weapon descriptions are just flavour text and make it imppossible to compare most things. This might be an interesting game to watch somone else play, but currently the controls, jumping and general design are consantly dragging you down and making it impossible to play any way besides tanking and spraying.
games are a marriage of tech and design. if you focus too much on one or the other your game will have a weird feel, more like its not ready. this is the problem here. while the concept is good, it still lacks something, and i would say it sadly is both the design and the tech. play their plane version instead if you want something that feels finished and well rounded. this one shoulve been more, but it feels kinda strange
Consortium 1 : Hidden Gem fun well driven story. Source engine was cool Consortium The Tower: Broken mess, if you dont die in the first 5 mins of gameplay to like, falling through the map, aimbotted by the first guy you see i applaud you, you will be rewarded with well? An unfinished game. That sucks
When a game is in early access, one knows the experience might be a bit rough. But surely the developer would only release a game that is playable, right? Well, that's debatable here. The game is as exciting as the first one, if not more. We are given a much bigger world, and with that comes more freedom, more discoveries, more dialogues, more mysteries... The thing is, it's harder than ever to find a way to the objectives on the map. There is just no obvious way to get where I need to get. On top of that, I might get distracted when I find secondary objectives. On paper, they're great and exciting, until I realise I can't quite figure out how to complete them either. When you combine that with the bugs and quirks and the fact you can't save at any time, anywhere, you are left with a frustrating experience. You see, I don't feel like I'm ever guided in the right, or one of the right directions. Maybe there has been a bug and I'm not supposed to be here. Or I've accessed an area which I was clearly not supposed to access given how utterly empty it looks. On top of that, when I explore vents or pipes, I can get killed very, very easily because of one misstep. And because I can't save all that often, I end up loosing quite a bit of progress. This doesn't encourage me to take risks and explore the world. Worse yet, I don't understand the enemies. They seem to get upset by the fact I'm walking around them, as I'm exploring the tower and picking up supplies. This further reinforces my feeling of "am I not supposed to be here?" and makes me feel more and more lost as time goes on. You do get a map that is revealed as you go along... but how do I know if I'm going in the right direction? Also, why, oh why, does it have to get wiped every time I start a new game? At least keep the save spheres I've found on there! The game isn't missing much to be enjoyable. 1: more explanations, guides, or tips so that I can complete objectives. 2: exploration must be easier. This could be done with a save history, and by keeping the map revealed across saves, so that I can literally go down rabbit holes and explore the world without having to fear bugs or being killed because of a small misstep. Unfortunately though, the game hasn't changed all that much since I bought it almost two years ago...
It's been more than 4 years and there's been no updates that made this game at least seem finished. The developer seems to be interested in other things like VR and short stories and might have "outscoped" himself with this project.
Bought this game when it first came out in 2017, looks like the same game when i played it last in like 2018. Feels abandoned. Shame, decent premise and pretty good voice acting. Zero tutorial also, had no idea what all the systems did. I'll check on it again in like 3 more years to see if any progress has been made.
An awesome mess of a game, at the moment. Took me a good hour and a half of bumbling around before I even knew what I was supposed to do or where to go. While there is some fun to be had here, in it's current version (EA v1.6) I can't wholeheartedly recommend it unless you're a HUGE immersive sim fan and want to see where this is headed, but I'll be watching this with a keen interest.
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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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