As one of the survivors and humankind's first “Achronal” being, you must piece together what happened and unravel the mysteries surrounding the alien invasion.
User reviews: Mostly Positive (64 reviews) - 71% of the 64 user reviews for this game are positive.
Release Date: Aug 29, 2011

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Recommended By Curators

"Hard. Unpolished. Unappealing. But damn... if this isnt the most intriguing time travel game mechanic in ANY game ever.Worth checking out for the brave."


“Starcraft, move over. You finally have some competition in the RTS genre...This is sure to become a LAN favorite across the globe.”
8/10 – Gamers Daily News
“This was seriously one of the best games that we have ever played. If you do not pick this up, you are missing out.”
9/10 – RTS Guru
“Hazardous is taking a big risk with Achron... to add something so compelling to an established genre that players would be willing to take a chance on it... they have succeeded.”
4/5 – AVault

About This Game

How would you command your forces if you stood outside of time? Send your units forward and backward through time to the very moment when they're needed most? Double your forces by sending them back to fight side by side with their past selves? Would you execute a feint by executing an attack on their resources, and then change your original orders to target their production facilities? Or would you go deeper...

Achron is the world's first meta-time strategy game, allowing you to dynamically alter your past and future actions, send your units back and forth through time, even engineer temporal paradoxes that work to your advantage. Play through four single player campaigns, or then go online to face off against your friends in a fully dynamic temporal environment!

Key features:

  • The first game to ever feature competitive multiplayer time travel
  • Time travel strategy allows for creative and subversive tactics which can be chained together to protect, undermine, escape, and set traps in nearly infinite combinations
  • Move freely around the timeline to preempt your opponent's strategies, gather intelligence from different time frames, and undo tactical mistakes
  • Send your forces forward and backward through time
  • Up to 15 simultaneous players in a single game
  • Order heirarchies allow for easy management of large groups of units across multiple time frames
  • Unique RTS gameplay mechanics balanced by state-of-the-art mathematical game theory techniques
  • Compelling and thought-provoking story
  • 30+ hour single player experience of four single player campaigns, spanning 35 unique and engaging levels
  • Includes level editor and SDK that allows players to easily create their own maps and game mods
  • Achron's engine tackles classic time travel scenarios, including paradoxes, allowing players to effectively create their own fully fledged time travel stories in battle

System Requirements

    • OS:Windows
    • Processor:Dual
    • Memory:1 GB RAM
    • Graphics:ATI or Nvidia card still supported by manufacturer. Intel GMA chipsets that support OpenGL 2.1 work if drivers are recent.
    • DirectX®:dx50
    • Hard Drive:1 GB HD space
    • Graphics:ATI or Nvidia card still supported by manufacturer.
    • DirectX®:dx50
    • Hard Drive:2 GB HD space
    • Other Requirements:Broadband Internet connection
Helpful customer reviews
28 of 31 people (90%) found this review helpful
1 person found this review funny
8.0 hrs on record
Posted: January 7, 2014
Achron is a very interesting concept for a strategy game. If you like seeing entirely new mechanics for games, Achron is definitely something to pick up. However, obvious pitfalls make this game incredibly...tiresome.

The Good:
The time mechanics in the game are interesting, and mostly intuitive. Travelling throughout a 7 minute time period (5-6 minutes behind, 1-2 minutes ahead), you can see things that have happened, and can actually change the events that have happened. If you have problems with understanding, "What happened with that group?" you can just rewind to see why that occurred. The interface is also intuitive enough so you can understand when some things happen. Movement, orders, and normal actions doesn't deviate from the norm in top-down strategy games, so a player that plays other top-down strategy (Supreme Commander, Command & Conquer, etc.) will not see any kind of problems getting into this game.

The Bad:
The interface needs some serious tweaks to understand your actions, and what your actions in the timeline are affecting. Its also extremely hard to tell when your changes are getting propagated to the present when it has nothing to do with unit on unit combat. If you (or another time traveller) jumps back to the past, makes a change, and you (in the future), could see a change that doesn't exactly make sense (such as a building or unit not getting built). While you do have the ability to jump into the past and see the changes why, the user interface incredibly lacks when, why and how things are getting modified.

Pathing in this game is also a joke. Most games, you can just right-click the location and they will path around obstacles. However, in Achron, if you right click on the right side of the map, and in the center is a one-entrance gully, which they have to go to the North or South to avoid, they will enter the gully, and get stuck on the eastern edge of the gully and stop, without trying to repath. Also, groups have hard times keeping together, since formations do not exist. Friendly "nudging" to get out of the way of a building being built, or a tank trying to get through a line of friendly soldiers, does not exist. Even with this garbage pathing, one unit can only have five orders active at one time.

The unit creation queues are also a joke. You can manage it once its in the queue effectively, and the queue is hard to understand, with health bars on the queue for some odd reason. Its hard to tell if something is made for a purpose or not, and the creation of buildings with the wrong unit mentions "at a higher cost," but fails to tell you how much it costs. Also, if you place down one building, that area is not "reserved" for other friendly units to not build buildings on that spot, so you'll run into the issue that you might build where a building is going to go.

The fact that you can't stop Major characters from moving to repair/help build unless they are leagues away annoys me considerably. I can't count the times in which the main characters (that aren't supposed to die) broke formation to heal a front-line unit, and ended up getting killed, requiring me to go back in time to tell them run away.

Teleporters are also really terrible. Rather than teleporting units as close as possible to the specified point, they are teleported anywhere within a 20 block radius from the chosen point, creating problems that units end up on top of impassible terrain, or in the middle of canyons, unable to get out, even with a nearby teleporter.

The game also takes control too early for major objectives, using the simulated "future time" (1-2 minutes in the future) to determine when an objective is finished. Because of this, it causes major characters to die because the computer takes control of the characters and moves them out of formation, requiring you to go back in time to rectify it after the unskippable cutscene ends. Also, unskippable cutscenes (which doesn't pause the game while doing it) in game.

The Ugly:
Its evident that they worked on the time-manipulation system for 90% of the time. Maps are built incorrectly; they have impassible 85 degree inclines with textures that resemble a rock formation rather than walls that are textured properly. The large walls, which are blended together with the floor patterns, make the inside of ships and buildings look like outside with just really steep walls.

Voice acting and story, I would say that its really dumb. Okay, that's being generous, the storyline is probably one of the weakest things in the game. Game introduces Tyr, an AI, but people talk to it like a person when it comes out, makes it confusing when Tyr is introduced as an AI later on. When you encounter another AI later on, everyone treats that same type of AI as the enemy, despite Tyr being that same type of AI. Events in the game occur in reasonable order, instead things happen that suit what the storyline needs at that point in time. Even when a chapter switches, which makes you go to another race and control it (ala Starcraft), is disjointed, problematic, anti-climactic and dumb. Character moods are inconsistent, and flat. Voice acting is lifeless, and I find myself skipping cutscenes just so I don't have to listen to characters that I don't care about drone on and on, making me more sleepy than when Ben Stein is talking.

Achron is a great and new game element into a game that would be great as a concept game, but fails to excite with lackluster AI, UI, Storyline and Voice Acting. 3/10.
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13 of 16 people (81%) found this review helpful
20.9 hrs on record
Posted: November 26, 2013
This is a very original RTS, the time travel mechanic is very well done and fun to use, but the game could use more polish and there are a few bugs.
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10 of 11 people (91%) found this review helpful
13.0 hrs on record
Posted: September 2, 2014
Used to I thought it couldn't get any better than Star Craft in terms of RTS and certainly C&C made Time Travel look sluggish by comparison - This RTS game has Real-Time Multi-timeline travel. With Archon you can literally see the future or the past of the battlefield in real time and you can actually effect that battlefield in the past or future. Further just because you've been defeated doesn't mean the game is over - if you can travel back in time and alter it you can literally "undo" your defeat. There is a limit to the amount of time you can travel and the number of orders you can give, but overall the battlefields of RTS have never seen this scale of Time Travel. You don't even need a TTC. Lemme go over the Pros and Cons real fast:

+Time Travel on the battlefield like nothing you've ever seen in RTS.
+Easy to pickup, Hard to master - You'll be on the first few levels of the campaign for hours, but you can play "skirismishes" or "multiplayer" in a cinche, most of the campaign's difficulty is in how to overcome the handicaps in the first couple of missions.
+Pause/Slow/Fast Forward The Current Time-line while you issue orders - but don't mistake this for turn-based because the time you can "pause" is limited (excludes full system pause, which cannot give orders) and the time-line continues on in the present.
+ Send your units backwards OR forwards in time using a "Chronoporter". BYOR (Bring your own Reinforcements)

- The Campaign is a poor place to start in this game Your better off playing a few rounds against AIs in Mock-multiplayer rather than trying to start cold-turkey into the main story.
- The "level editor" is like trying to learn "blender" backwards (ie the 3d Studio Program)
- The Game isn't really upto modern Graphics Standards, but for RTS fans the graphics aren't as important as the gameplay.
- I can't really speak for the multi-player experience as I'm not much of a multiplayer kinda person but, if the AI is anything to judge by the time-line can get really warped with Humans going at it.
- There are a few bugs, mostly annoying - less critical more like "I wish that mission objective would stop replaying it's sound/text every 1/2 second" but I've only encountered that one on the second campaign mission.
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8 of 9 people (89%) found this review helpful
26.4 hrs on record
Posted: October 2, 2011
You have to play this to believe it. BUT, if you purchase it, get it from instead. The Steam version has not only been slow to update (still waiting on that update!) but cant get DLC right now either. Not to mention of few steam only issues that have popped up.
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10 of 15 people (67%) found this review helpful
16.9 hrs on record
Posted: September 29, 2014
Cool concept attached to a terrible sub-par RTS. Do not recommend, even if the concept allures you. It did me too, but it wasn't enough to save the game. The pathfinding is gross, the unit animations are practically nonexistent and the units feel no different from each other.
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