Como um dos sobreviventes e um dos primeiros seres da humanidade “Achronal”, tem de reconstruir tudo o que aconteceu e resolver os mistérios em torno da invasão alienígena.
Análises de utilizadores:
No geral:
Neutras (73 análises) - 69% das 73 análises de utilizadores sobre este jogo são positivas.
Data de lançamento: 29 Ago, 2011

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“Starcraft, finalmente já tens alguma competição no género RTS... É certo que este jogo se vai tornar num favorito de LANs por todo o mundo.”
8/10 – Gamers Daily News
“Este é certamente um dos melhores jogos que já jogámos. Se não o apanhares, ficas a perder.”
9/10 – RTS Guru
“A Hazardous está a assumir um grande risco com o Achron... ao adicionar algo tão atraente a um estabelecido género de jogo em que os jogadores estariam dispostos a arriscar e jogar... eles foram bem sucedidos.”
4/5 – AVault

Acerca deste jogo

Como comandaria as suas tropas, se estivesse fora do seu tempo? Enviaria as suas unidades para a frente e para trás no tempo para o momento exato no qual elas são necessárias? Reforçaria as suas tropas enviando-as para o passado para lutar ao lado de elas próprias? Iria executar uma simulação de ataque nos recursos inimigos, e depois alterar as ordens originais para que o seu alvo fosse as estruturas inimigas? Ou iria mais longe...

Achron é o primeiro jogo de estratégia em meta-tempo, que deixa o jogador mudar dinamicamente as suas ações passadas e futuras, enviar as suas unidades para trás e para a frente no tempo, e até criar paradoxos temporais que funcionarão para sua vantagem. Jogue através de 4 campanhas para um jogador (single-player), ou jogue online contra os seus amigos num ambiente completamente dinâmico e temporal!

Características Principais:

  • O primeiro jogo de sempre que contém modo multi-jogador competitivo de viagens no tempo
  • O jogo de estratégia de viagens no tempo permite táticas criativas e subversivas que podem ser combinadas para proteger, prejudicar, escapar, e organizar armadilhas em quase combinações infinitas
  • Mova livremente as suas tropas na linha do tempo adequando-se às estratégias inimigas, recolha informação de diferentes espaços de tempo, e corrija erros tácticos
  • Envie as suas tropas para a frente e para trás no tempo
  • Jogos até 15 jogadores em simultâneo
  • Ordena hierarquias que permitem uma fácil gestão de grandes grupos de unidades através dos diferentes espaços de tempo
  • Estratégia em tempo real original, com mecânicas equilibradas por teorias técnicas de matemática de jogos
  • História desafiante e interessante
  • Mais de 30 horas de experiência de jogo single-player com quatro campanhas para um jogador, que se estendem ao longo de 35 níveis únicos e envolventes
  • Inclui um editor de níveis e SDK que permite os jogadores criarem facilmente os seus próprios mapas e modificações do jogo
  • O motor de jogo de Achron enfrenta clássicos cenários de viagens no tempo, incluindo paradoxos, permitindo aos jogadores efectivamente criarem completamente as suas próprias histórias de viagens no tempo nas batalhas

Requisitos do Sistema

    • SO: Windows
    • Processador: Dual
    • Memória: 1 GB de RAM
    • Gráfica: Placa ATI ou Nvidia ainda suportada pelo fabricante. Os chipsets Intel GMA que suportam OpenGL 2.1 funcionam se os controladores forem recentes.
    • DirectX®: dx50
    • Disco Rígido: 1 GB de espaço livre
    • Gráfica: Placas ATI ou Nvidia ainda suportadas pelo fabricante.
    • DirectX®: dx50
    • Disco Rígido: 2 GB de espaço livre
    • Outros Requerimentos: Ligação Banda Larga à Internet
Análises úteis de clientes
6 de 7 pessoas (86%) acharam esta análise útil
3 pessoas acharam esta análise engraçada
4.5 hrs em registo
Publicada: 2 Janeiro
How to describe Achron?

It is is a pseudo-religious experience where you play the part of Kronos, the ancient greek titan with control of time. In this game you try to do things that mere mortals cannot comprehend while affecting the past, present and future without knowing what exactly you are doing.

Such an experience is a marvel and a privelige to play, leaving me in a near comotose state of realisation and wonder.

I would highly recommend adderall and migraleve to be left next to your computer while you undergo the life affecting powers of this game.

11/10, actually posted this 2 years ago aiming for it to be posted now.
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4 de 5 pessoas (80%) acharam esta análise útil
6.2 hrs em registo
Publicada: 4 de Dezembro de 2015
This game shows a highly innovative, I'd even say genius mechanic of time travel in a real-time strategy - something no one has done before or since (up to 2015). In short, you can give orders to units in the past and in the future, and there are "update waves" which travel at about 3x faster than normal time. Also you can teleport units across the battlefield with teleporters and into the past/future with chronoporters. So, basically, you can do tricks by sending units into the past to help their older doubles and so on - use your imagination. This sounds like an amazing game decades ahead of its time, but sadly its poorly designed tutorial and heavily scripted missions will turn off most players and make them drop the game in frustration. I heard good things about multiplayer but you won't find anyone thru the lobby, only thru forums of this game's fans, which are in short supply.

I could endure only the demo and 3 missions, even restarted the game and played them once again to understand the mechanics better. And though I did understand how this game works with some effort, I doubt many gamers even would.

Too many units are introduced too fast. The tutorial popups ask you to do stuff but don't let you do it before you press OK which actually hides the instructions about what you need to do. The scripted events take control off from you unexpectedly, place new units and give orders to other units, creating even more confusion than the already complex time-traveling system. While the control is taken away from you, characters are talking and the battle goes on. This feels like a nuthouse. Sometimes you aren't even sure if what has just happened is a bug, a scripted event or a game mechanic in action.

I found the story trashy, though if you have nostalgic feelings for Star Wars (I don't), you may find it ok, as even the main character has the name "Luke". The 2D art is amateurish and, together with this Star Wars-like setting gives this game a "trashy" feel, like it was a school project done by teenagers - while the ingenuous combat system of this game deserved so much more. The 3D units are hard to tell from each other. The ground is covered with big uniform textures taken from some free online libraries, with strange lighting and huge, almost unit-sized bumps and long black shades in which smaller units get lost. The huge low-polygonal terrain objects look ugly next to tiny, much more detailed units. The air units hover so high above that you can't see where exactly they are located in relation to ground units (and their shades are shifted) - and where you need to bring your anti-air units so that they could fire at those air units. The controls are clumsy, the GUI is poor, with too few tips. The music is pretty good though.

The game introduces an interesting mechanic of grouping units with hierarchies of command - which also allows you to save on orders while giving orders in the past or the future (the number of orders you can give is limited by "chronoenergy"). But hierarichies don't work well, as units following a leader don't have a fixed formation, tend to spread and walk in ever expanding crowds which leads to edge units getting killed with no one helping them because the rest of the formation is out of range and won't come to assist other units in the formation.

Save files get corrupted and don't load, so if you fail (e.g. in the very first mission 8+ marines must survive in a fight which comes unexpectedly) you may have to restart the whole mission. Missions are long and heavily scripted, sometimes the instructions are given while you are busy fighting and fail to concentrate.

Voice acting is amateurish and lifeless, as if the actors were bored/annoyed with the story as much as I did. When you click on the timeline (an innovative tool to show the battlefield's states up to 5 mins ago and after), it takes the game 1-2 seconds to load the state of the battlefield at that time point which makes the whole thing feel clumsy, especially when you are already stressed by struggling with this complex game and its heavily script-influenced mission objectives.

Btw I bought the game some time in 2014 and it had all graphics glitched on my laptop (AMD Radeon HD 7670M video card), but it finally ran on my new desktop computer which has GeForce GTX 970. I think the devs need to try a Kickstarter campaign to get funding for Achron 2 and make a proper game on the same concept this time.
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2 de 2 pessoas (100%) acharam esta análise útil
1.8 hrs em registo
Publicada: 22 Abril
Achron is a RTS game that introduces a whole new mechanic to the genre: time travel in real time. This can be quite promising for RTS fans like me, which is the reason I took a look at this game.
Indeed, the experience is unique, and can be hard to master in the beginning, which is something good, to be honest. Afterall, games that are a little more challenging can truly make you a strategist, with no room for moves like building the same overpowered units that are good against everything and throw them at your enemies.
Achron still follows the classic RTS kind of play: collect resources, expand and defend your base, train your army and finally attack your foes.
Now, let us take a look at the main elements of the game.

The Economy:
There are two resources in this game that are common to the three factions: L - Crystals and Q - Plasma, used for base and unit construction. The first faction, the Humans (CESO), also needs Reserves, which enable them to maintain the army. The second faction, the Vecgir, uses Energy, in a similar way that Humans use Reserves. While L - Crystals and Q - Plasma are harvested by Resource Processors from boxes placed around the maps, Reserves and Energy are generated automatically by specific structures for each faction. Also, units with special abilities have Energy, so that they can use such abilities. At last, Secondary Energy, or Ammo, stands for Super Weapons usage; Vecgir also uses it for its Teleportation abilities and the Grekim (the third faction) uses it in some structures.

The Factions:
There are three factions in the game: the Humans (CESO), the Vecgir and the Grekim.

Humans: this faction uses Reserves as additional resource to maintain its forces. They build units in two tiers; Marines build the basic units, while Mechs build their most advanced units. Their main trait are their offensive capabilities.

Vecgir: this faction uses Energy as a additional resource, similar to the Humans. Their units are slow but they can teleport themselves. Their units also have the ability to hover, giving them more mobility. There are three kinds of units for the Vecgir: Zayin (ground units effective against other ground units), Teth (strong against aerial foes) and Shin (air units). These can also belong to one of four classes of Vecgir units: Vir (infantry), Pulser (light vehicles), Tercher (medium vehicles) and Halcyon (heavy vehicles). Their main trait is their ability to teleport their forces.

Grekim (my favorites): while the Vecgir excel at teleporting, the Grekim are masters of Chronoportation - time travel - for their units can do so without any structure, like Humans and Vecgir do. Their units are more mobile than their Human and Vecgir counterparts, and their buildings can fly. They have three types of units: Octo, Sepi and Pharo, which can be of three other classes, namely Basic, Pod or Ligo. They produce units by combining them to form a new one, more advanced, in a process named Progeneration. Their main trait, as said, is the more efficient way they use the Chronoportation for their units.

All the three factions have a unique gameplay, which makes this game more appealing and less repetitive than those with symmetric factions.


All factions have access to a Time Window, which displays several information about Chronoportation. It shows time events, like battles, and you are free to travel back and forth in time if you have enough Chronoenergy to do so. There are several elements in this part of the game, some difficult to master in the beggining, and describe them here would be a little hard; you have to play the game to understand them. The important thing is that Chronoportation is the key to any strategy in this game, and often means the difference between a successful defense of your base or your complete annihilation. It also makes a huge difference in your attacks: your first offense may find too much resistance, with units effective against your forces. Try going back in time but with a new configuration of your army, attacking in other part of the enemy base...

Now, the pros and cons of this game.

1) A unique element to the RTS genre - time travel - that actually works in tanden with the real time strategy classic features;
2) Asymmetric factions, with their own strengths and weakenesses, balancing the game;
3) Multiplayer mode with a huge potential; Chronoportation plays a key role for great Cooperative or Player versus Player games;
4) Nice soundtrack, gives a good ambience to the game;
5) The option of chosing a master unit among your forces can help the management of large armies.

1) The graphics could have been better. It sometimes affects the gameplay when you mistake an unit for another, since they look similar. Special effects are poor: the units explosions are bad to look at, their animations are somewhat clunky and the enviroments could have a way better presentation. But, for me, the greatest downside are the campaign's cutscenes: they are awful, childish like and boring - sometimes too long. The Main Menu could also have better looking.
2) Voice acting is bad, even though the units do not speak in the game, in the Campaign you will feel like in a dialogue with sleepy persons;
4) The Campaign itself shows us a story hard to like;
5) The units do not muster in effective formations, but in a erratic layout.

I did not have any problems with pathfinding in this game so far, for it seems that the original pathfinding problems were corrected with the latest patches.

The final verdict: 7/10.

Even though it has its flaws, some with menacing powers (like those awful cutscenes), I thing Achron is a welcome addition to the RTS genre, for its innovative Chronoportation mechanics. Multiplayer games can provide a lot of fun as well. This game is capable of standing on its own for its unique features, the developers just need polish some remaining issues (mainly in the game's graphics) to make this game even better. Overall, for those who favorite RTS games above any other game type, Achron definitely worth a try.
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3 de 4 pessoas (75%) acharam esta análise útil
2 pessoas acharam esta análise engraçada
4.0 hrs em registo
Publicada: 19 de Dezembro de 2015
This game isnt for mortal minds, it is too awesome and should be played in a century or so. It was soo amazing that lan play wasnt considered until me and a friend asked the developer to patch it in
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37 de 40 pessoas (93%) acharam esta análise útil
2 pessoas acharam esta análise engraçada
8.0 hrs em registo
Publicada: 7 de Janeiro de 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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