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.
Data de lançamento: 29 Ago 2011
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“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

Sobre o jogo

Como você comandaria suas forças se você não estivesse sob influência do tempo? Faria suas unidades avançarem e voltarem no tempo até o momento em que são mais necessárias? Duplicaria suas forças mandando suas tropas para lutar ao lado dela mesma no passado? Simularia simular um ataque aos recursos de seus inimigos e então mudaria suas ordens originais para atacarem seus complexos de produção? Ou iria mais fundo...

Achron é o primeiro jogo de estratégia metatemporal do mundo, permitindo a você mudar dinamicamente suas ações passadas e futuras, fazer suas unidades avançarem e voltarem no tempo e até mesmo executar paradoxos temporais que trazem vantagens para você. Jogue através de quatro campanhas ou então jogue online para enfrentar seus amigos em um ambiente temporal completamente dinâmico!

Características principais:

  • O primeiro jogo a possuir viagens no tempo em multijogador competitivo
  • Estratégias com viagens no tempo permitem táticas criativas e subversivas que podem ser ligadas para proteger, emboscar, escapar e criar armadilhas em quase infinitas combinações
  • Mova-se livremente pela linha do tempo para prever as estratégias de seu oponente, obter inteligência de vários espaços de tempo diferentes e desfazer erros táticos
  • Faça suas forças avançarem e voltarem no tempo
  • Suporta até 15 jogadores simultâneos em uma única partida
  • Ordene hierarquias para fácil controle de grandes unidades através de vários momentos do tempo
  • Mecânicas de RTS únicas balanceadas por técnicas matemáticas de teorias de jogos
  • História criativa e perturbadora
  • Mais de 30 horas de experiência de um jogador composta de 4 campanhas, através de 35 únicos e desafiadores níveis
  • Inclui um editor de níveis e SDK que permitem a jogadores facilmente criar seus próprios mapas e modos de jogo
  • O motor Achron mexe com cenários clássicos sobre viagens no tempo, incluindo paradoxos, permitindo aos jogadores efetivamente criarem suas próprias histórias com viagens no tempo na batalha

Requisitos de sistema


    • 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
Análises úteis de usuários
3 de 3 pessoas (100%) acharam esta análise útil
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This game is great.... so much so, that the featured a quote from my review on the store page.

That review can be found at the link or below.
(note... logged 30+ hours oustide of steam)

First, there was 2D. Then 3D. We even have 2.5D (3D models in a 2D world). Could it get any better? Achron thinks so, and they have added a new dimension to gaming. The 4th Dimension.... Time.Achron - Adding the fourth dimension to real-time strategies

That’s right, Achron is the first game that allows you play in the past, present, and future.... simultaneously. Self-described as a "meta-time strategy", Achron is essentially a mix of a Real Time Strategy game and a Stephen Hawking book. Now I know that sounds complicated, but surprisingly you pick up on the gameplay and strategy rather quickly.

Achron: Time Travel

Let’s be honest. Nothing I say about this game will be understood, until you first understand the time travel mechanics in the game. Like most RTS games you have the same basic controls. Unlike other RTSs, the bottom of your screen is filled with a time line and an energy meter. The time line allows you to see when a skirmish is taking place. Any changes that you make to the time line in the past require Chrono-energy. The bigger the change, the more energy required. This keeps things balanced by keeping people from exercising God-like power, and encourages good strategizing in the present.

When changes are made in the past, a time ripple will pass by and you will see the battle shift on the timeline before your eyes. But be careful that you don’t move units into an occupied location in the past. The result is what the developer calls "chronofragging", where only the strong units survive (though with substantial damage)

Achron Single Player

The single player campaign tells the story of the human race. As they explore space, they are faced with an enemy that seems to be unstoppable. That is, until scientists stumble on technology that allows you to not only teleport units spatially, but also chronoport them through time. Equipped with this newfound technology, it is your job as an Achron (someone who can see the whole timeline and make changes to the past) to lead your Marines to victory against an enemy who seeks to destroy you.

When I started playing the SP campaign, I have to admit, gameplay felt incredibly slow. I am primarily an FPS gamer and the reduction in pace tested my patience. That said, I fully understand the reasoning for the initially slow gameplay. Hazardous Software is introducing an entirely new concept to games, and this slow introduction was necessary to prevent a steep learning curve.

All in all, the SP campaign was solid. At times, I had the feeling that I couldn’t lose because of my time manipulation abilities, but the developers compensated for this by making your allies self-centered and self-preserving.

I would venture to say that it is necessary for everyone who tries this game to play an hour or so in the SP campaign to familiarize yourself with time manipulation and tactics.

Achron requires careful thought and time line tracking

Achron Multiplayer

Starcraft, move over. You finally have some competition in the RTS genre. After familiarizing myself with the 4th dimension, it was time to play some multiplayer. Everyone knows that multiplayer is what makes or breaks an RTS game, and Hazardous Software has delivered a winner.

Starting out on a multiplayer map, the only learning curve that you start with is learning the new names of some traditional units you have in all RTS games (like the resource collecting unit, building to research new technologies, etc). Within 45 minutes, I had it nailed down.

When I felt like I had enough of an army built up, I proceeded to attack my opponents. Boy was I wrong. My enemy had massive forces built up and proceeded to destroy me. In most RTS games, the match would have been over quickly. But don’t forget, time is on our side. Before it was too late, I chronoported my forces back in time, and stopped them from attacking an enemy that was too powerful. Laughter ensued as I heard my friend on team speak shout "What the? Your guys are disappearing!?!"

The only logical response was for my opponent to go back in time as well. Which I responded to by moved into the future. The rest of the match was cat and mouse until squad by squad, my death became unavoidable.

Hanging on to my last 10 units, I ran for my life, back and forth through time. Upon going back in time, I noticed that I had about double the units. Excited, but seeing my inevitable demise, I pushed for one final assault. As I began to attack, I noticed different characters disappearing suddenly. Then it all became clear to me!!!! The units that I thought were extra were actually the same ones that I already had! They were disappearing because I moved them into the past. I had become a victim of a TIME PARADOX!

Achron Final Thoughts

Achron is a game that will keep you begging for more. This is sure to become a LAN favorite across the globe. Plenty of thought, plenty of laughs, plenty of head scratching as players disappear and reappear before your eyes.

This game is a must buy for any fan of the RTS genre, anyone intrigued by time travel, and everyone with a keyboard.

GDN Silver award
Publicada: 19 junho 2014
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1 de 2 pessoas (50%) acharam esta análise útil
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Unplayable due to bugs. Avoid.
Publicada: 5 julho 2014
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The overall mechanic of traveling through time seemed like a no-brainer for a really cool RTS title. Achron just seems overall really boring to me.

If I could get my money back, I would.
Publicada: 12 março 2014
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Are you looking for a strategy game which involves intense tactical action across time? If you are, then you can keep looking, because this isn't it.

Interestingly enough, the main issue with Achron is the time travel mechanics themselves. In theory it sounds about right: Use future knowledge to plan your strategy, or fix past mistakes. It worked well enough for Prince of Persia. Where could it possibly go wrong?

Time waves. That's where it first starts going horribly wrong. In theory, you should be able to jump to the past, make a few fixes, and then jump back to the present and see the results, right? Wrong. You have to wait for the "time wave" to hit, and erase the incorrect present. And how long would that take? Well, as long as you've jumped back. The time waves only move at double speed compared to normal playing. During that time, you have to play in the past, at double speed, or at least re-watch it.
You can't keep playing in the present, because as soon as the time-wave hits, many of your orders will actually be wrong for the situation, if they remain valid at all. And that's assuming that the units to whichyou need to give orders even exist in the present. You can't just wait, either, because the present doesn't stop, and by the time the time wave reaches that "future event" to which you were reacting, it is already, itself, far in the past. So, even if you only make one change, and let everything else play out without interaction, you still have to play in the past just to continue from the same spot that was previously the present. It probably wouldn't be so bad if time waves moved at 5 or 10 times the speed of normal play.

Most of the time, it's best to just play in the present, or even a bit in the future. If you need to "undo past mistakes", save games work much better than time travel. Of course, this all goes flying out the window once you have an achronal enemy. The AI seems to thrive on playing in the past. And every time the enemy makes a change, you have to go back and re-watch the whole thing, because it's enough that one of your units moved 3 inches left for most of your future commands to not work. And there's nothing more annoying than taking out the last of your enemy units, only for a time-wave to hit and suddenly your whole army is gone and you don't know why. Be prepared to watch the timeline UI VERY closely, because it's not too obvious when major changes occur. And, of course, if you notice it only when it hits the present, then it is far too late to go back and fix things, since, as said before, time waves are VERY slow.

Once you get past the idea of having to replay or at least review the same section of time over and over, you're hit with chrono-energy. In a time when most RTS players pride themselves on their click-rate, you get a game that actually tells you that the number of clicks you have is limited, and horribly so. Forget micro-managed tactics, it'd be too easy for the enemy to screw them all up by changing one tiny thing, and it would cost too much chrono-energy to undo and redo them when that happens.
It probably wouldn't be so bad if you were just limited to not making too many CHANGES to the past. But, as noted above, you are often forced to play completely in the past, unable to jump back to the present, so you're actually being limited on the number of actual practical things you can do throughout play.

But the worst part isn't in how little control you're allowed, but rather how the game tries to compensate for it. It seems like decades of RTS evolution were thrown down the drain, and instead you get a control scheme that is worse than what Dune 2 had. Since group commands cost as much chrono-energy as individual commands, you're supposed to organize units into "hierarchies", where giving orders to "the leader" gives that order to the rest of the group. As tedious as it is to arrange these heirarchies, it becomes even worse to control them. Beside having to keep track of "whose the leader", be sure that a command asking them all to move to one place will send them all scattering in all directions.
And yeah, by the way, if going up against an achronal enemy, you can be sure your leader will be targetted back in time, rendering all of your commands invalid. Sure would have been easier to spot major time waves if the "advanced timeline UI" had an indicator for "given a command to a dead unit".
The units also have individual AIs so that you won't have to give them commands to do every little thing. Too bad the AI is horrible, forcing you to waste tons of chrono-energy trying to tell your units NOT to move. Too bad there's no "stop" command. There's an "idle" command, which basically means "stop doing what I say, and go commit suicide instead". I'm not asking for Supreme Commander level of unit AI and control here, I'd just settle for my units following orders.
And all that is AFTER you've the "undo" command - the command you are going to be using the most, as you repeatedly replay the same section of events.

Once you take away the utterly broken time mechanics, what you're left with is a rather poorly balanced strategy game, with really poor controls. There are a few units which are clearly more powerful than anything else, and they aren't significantly more expensive to create. In fact, some of them are actually cheaper than other units. A group of 5 octoligos or twin MARs can take out most anything. Except for an army of MCBs or black birds. Units with self-repair tend to have the most broken balance, as they are neigh-invincible, so long as you can convince them not to move too far from each other (See: Horrible controls). I guess that's the reason only the humans have them. I spent most of chapter 3 just making sure the one MCB I had was free to join the fight, since it was usually a game-breaker. Oddly enough, I got an achievement for it, even though it was the most obvious thing to do.
If you're thinking of creating mixed armies of aerial and ground units with anti-air and anti-ground, you can forget it. It would require too much micro-management to use these properly, and that, as noted before, gets screwed over fast, thanks to the time mechanics. You'd think the per-unit AI, given that it's probably intended to reduce the need for micro-management, would do something useful, like targetting aerial units with anti-air and ground units with anti-ground, but it seems to more often do the exact opposite. Fact is, it's better to just have a large enough all-purpose army, which can simply be told to go from point A to point B and destroy everything in its path. That tactic works WAY better than it should. Probably because, no matter how many times the enemy replays the battle with the overly large army, there is nothing it can do to prevent the resulting annihilation.

The main counter-measure the game offers to the "large enough army of all the same unit" is limited resources. And most maps sure do limit resources. Of course, there's nothing like using every last resource to build a huge army, destroying all of the enemy's units, and then getting a surprise mission to "build this and that" with resources you no longer have.

So, having covered how bad the game is all on its own, let's get started on the bugs. And this game sure is rife with them.

Let's start with the simplest one: Windowed mode does not work. I mean, it works, but the graphics are scaled based on the total window size, including the title. This makes the top of the screen be cut off. Too bad that's exactly where your resources are shown. The thing is, this should have been the first thing that should have shown up on even the simplest QA. It's like no one even tested if the game manages to go to windowed mode.

There's more I'd like to say, but it seems I'm out of room in this review (Why is this limited?). Suffice to say, there are worse bugs, but not enough space left. You have been warned.
Publicada: 7 maio 2014
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its bad. real bad.
Publicada: 16 junho 2014
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A four-dimensional RTS game. That's Real-Time Strategy if you don't know. You should.

It is the most satisfying thing to do ever, to defeat an enemy commanding their army in the past, present, and a little into the future. It is epic to teleport your soldiers and tanks through time (or 'chronoport') and into some point where it was before chronoporting, allowing the same one twice or more. It is really challenging having to think in four dimensions while time is still moving on and battles are still happening.

It is so so sad that the actual RTS part of the game is so terrible. I don't care for graphics. But the gameplay is so clunky. It is as though the game has gathered its RTS gameplay from the past decades. Tiny units walk slowly. Buildings are built so plainly. Battles are fought with pixelated miniature explosions. Unit death animations are forgettable. Units lack variety and functionality. Unit AIs are really, really ironic. It does not feel at all like war in four dimensions when the first, second, and third are not properly depicted. Saying that, you can only edit the fourth dimension within 10 minutes of game time. When an event has gone into the past further than that, it is history.

The reason I purchased this (disproportionately expensive O.o) game was to enjoy the time manipulation, and I am complaining about something else. I guess the game is built this way just so that it can cope with the complexity of changing past events and updating them into the present. But I do enjoy the fourth dimension part of the game, just not enough to compensate for the rest of it.
Publicada: 26 novembro 2013
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