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Achron version 1.7.0.0

Released 2014/11/25

Summary: This release features improved terrain rendering, which both looks better and increases rendering performance drastically in most situations. This release also features changes to cloaking and bug fixes for replays.

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Achron version 1.6.5.0

Released 2014/10/13

Summary: This release contains numerous bug fixes and adds new modding capabilities to Resequence.

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Achron version 1.6.4.0

Released 2014/9/1

Summary: This release contains numerous performance improvements, especially for rendering and multiplayer, as well as numerous bug fixes.

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Achron version 1.6.3.1

Released 2014/5/23

Summary: This release fixes one critical bug and one minor bug.

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Achron version 1.6.3.0

Released 2014/5/22

Summary: This release contains balance improvements, bug fixes, banking animations for flying units, and new modding features.

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Achron version 1.6.2.0

Released 2014/2/26

Summary: This point release fixes two important bugs in the previous release, as well as several additional bugs.

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Achron version 1.6.1.1

Released 2014/1/26

Summary: This point release fixes two important bugs in the previous release, as well as several additional bugs.

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Achron version 1.6.1.0

Released 2014/1/24

Summary: This release includes rendering improvements, new features for mod editing, and numerous bug fixes.

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Achron version 1.6.0.0

Released 2013/10/30

Summary: This release includes precipitation effects such as rain, snow, ash, and sand, a new level editor user interface, and numerous bug fixes, experimental Intel HD Graphics adapter support, and modding SDK improvements.

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Achron version 1.5.3.0

Released 2013/09/24

Summary: This release fixes many bugs and improves balance, especially for early game multiplayer. It also includes new features for sharing control in multiplayer and for creating new types of mods to time manipulation.

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Achron version 1.5.2.0

Released 2013/07/12

Summary: This release features numerous performance improvements, as well as more (optional) timeline statistics, bug fixes, and numerous functional improvements.

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Achron version 1.5.1.0

Released 2013/06/18

Summary: This release adds a continuous sliding timeline position (for single player and high-bandwidth multiplayer), more statistics kept for players for replays, as well as numerous bug fixes.

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Achron version 1.5.0.0

Released 2013/05/21

Summary: This release features a major update to Achron's underlying Resequence engine, enabling many modding improvements. It also features some balance improvements to Achron and additional timewave and chronoenergy gameplay settings.

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Achron version 1.4.0.1

Released 2013/02/23

Summary: This release fixes numerous bugs, especially for assassin mode and single player campaigns, and also features minor balance changes to resource processing and Grekim healing.

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Achron version 1.4.0.0

Released 2013/02/15

Summary: This release contains assassination mode for multiplayer, major improvements to pathfinding performance, increases to unit visibility, improvements to balancing, and numerous minor improvements and bug fixes.

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Achron version 1.3.0.1

Released 2012/11/12

Summary: This release includes a number of map and balance improvements, as well as a number of bug fixes.

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Achron version 1.3.0.0

Released 2012/10/26

Summary: This release includes numerous improvements to graphics, pre-game lobby, game balance, as well as a number of important bug fixes. Special thanks to Dominic "Shadowfury333" Renaud for his coding efforts contributing to this release!

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Achron version 1.2.0.1

Released 2012/5/16

Summary: This patch release fixes an important bug in level 2, as well as two other bugs and includes additional sandbox levels. A video highlighting the changes for 1.2.0.0 can be found here: http://www.youtube.com/watch?v=ny5YRJiwjD0.

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Achron version 1.2.0.0

Released 2012/5/15

Summary: This release improves balance, improves unit aesthetics, and fixes numerous issues including the font loading issue. A video highlighting the changes can be found here: http://www.youtube.com/watch?v=ny5YRJiwjD0.

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Achron version 1.1.1.0

Released 2011/12/15

Summary: This release improves balance and fixes a number of minor bugs in Achron and Resequence Engine.

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Achron Demo and Reduced Price

Tuesday Nov 15, 2011 by Chris Hazard

The public Achron demo is finally out! If you've been waiting to give it a try before you purchase, download the Windows demo here: torrent (fast), http(slow). The demo includes two levels. One is a longer tutorial level that introduces much of the time manipulation mechanics, including a time traveling adversary. In the other, you send units back through time to reinforce their previous selves to destroy a much larger army.

Along with the demo, we're dropping the price of Achron to $19.99, and with your purchase you get a code to give a full copy of Achron to a friend.

 

Achron version 1.1.0.0

Released 2011/11/6

Summary: This release includes a prehosting multiplayer chat, ability to change game and replay speed, a performance improvement for long games, and numerous bug fixes and balance improvements.

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3D Models in DLC

Monday Oct 3, 2011 by Chris Hazard

Today we've released the 3D models, image files, etc. for all the units, terrain objects, and weapon effects in Achron. To create an importable model, follow the instructions in the model compilor document in the Achron release. You'll need to generate a .robj file for all of the 3D modelers before you can import them though (outlined in the instructions); we didn't include them because the intermediary .robj files would have made the download huge and would need to be regenerated anyway for any mod. There are many in the community who want to start making some serious mods to Achron, and we want to enable that as best we can!

We've also released an example mod template which we call "Kinablu". It's perhaps the simplest template for a 2D d-pad like game. There are a lot of things that could be done to improve it, such as making the controls much more responsive by using a set of flags to indicate the movement of the character and having the scripts set and clear those flags (rather than just changing scripts as it does now). We kept it simple for instructive purposes. Remember to extract the XML from kinablu.ocs by dragging and dropping kinablu.ocs onto ResequenceXMLCompiler.

If you already have a copy of Achron, you can download the DLC here.

 

Achron version 1.0.2.0

Released 2011/9/26

Summary: This release significantly improves pathfinding performance and improves a few balance and usability issues.

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DLC and Source Code for 1.0.1.0

Sunday Sep 18, 2011 by Mike Resnick

Summary: The free DLC for 1.0.1.0 is now available or download.

This DLC includes all the source code for Achron unit AI scripts as well as the source code for the original 5 demo tutorial levels and the user interface skins. The ResequenceXMLCompiler that comes with the base release can be used to de-compile the official Achron object set file into the full source XML file (on a command prompt> ResequenceXMLCompiler achron.ocs).

The full XML with the unit AI source code from the DLC provides modders full access to all the source code behind the game enabling creation of total conversion mods. If you already have a copy of Achron, you can download the DLC here.

 

Achron version 1.0.1.0

Released 2011/9/5

Summary: This release improves pathfinding considerably, contains numerous improvements to the single-player campaign, and fixes many bugs.

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Achron version 1.0.0.0

Released 2011/8/29

Summary: Achron!

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Release v0.9.7.0

August 21, 2011 by Chris Hazard

This release fixes some bugs and adds some minor features to the Resequence Engine. Other than Campaign 4 and minor multiplayer coordination improvements, this is a release candidate for 1.0.0.0.

If you have already preordered Achron, you can download it here.

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Release v0.9.6.0

August 14, 2011 by Chris Hazard

This release contains rendering improvements, numerous bug fixes, and improvements to single-player campaigns.

If you have already preordered Achron, you can download it here.

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Release Date, PAX, and Anachronism

August 9, 2011 by Chris Hazard

We have three exciting pieces of news today!

First is we have finalized a release date of August 29th for Achron.

Second is that I will be speaking at PAX on Saturday, August 27th at 9:00pm in the Raven Theatre. I'll be talking on strategic thinking in gaming, from game theory, to foundations of trust and reputation, to strategic revelation of information, to how others' beliefs affect your best strategy.

Finally, we have a new anachronism story up. Check it out!

Are you going to PAX? Thoughts on the new anachronism? Discuss on our forums: http://www.achrongame.com/forums/viewtopic.php?f=73&t=3691.

 

Release v0.9.5.0

August 7, 2011 by Chris Hazard

This release contains campaign 3, bug fixes, decreased jostling during group pathfinding, unit-specific chronoportation costs, and increased range for anti-air units.

If you have already preordered Achron, you can download it here.

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Release v0.9.4.0

July 31, 2011 by Chris Hazard

This release contains a number of unit behavioral improvements, improvements to the single-player campaigns, numerous bug fixes, and new Resequence Engine functions.

If you have already preordered Achron, you can download it here.

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July Tournament

July 31, 2011 by Chris Hazard

The Achron Beta Tournament was a success and a lot of fun. The champion was Kytin, but there were many fascinating strategies employed. Commentated video casts of the final games on July 17th are now all available to watch online here: http://www.youtube.com/playlist?list=FF40C181F3D00A60, courtesy of Shadowfury333.

Also, our winner of the "guess 3/4ths of the average guess in the range of 0 to 100" bonus competition was Neveras, who guessed 32. There were two others who guessed 32 as well, but Neveras was the first. Information about your opponent is a major component to the game Achron, and this challenge was for people to try to figure out what is going on in the heads of other strategic thinkiers.

More Achron tournaments are on their way through the upcoming launch! Check them out on the Achron forums.

 

Release v0.9.3.1

July 22, 2011 by Chris Hazard

This release fixes a few important bugs from the 0.9.3.0 release.

If you have already preordered Achron, you can download it here.

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Release v0.9.3.0: Campaign 2 Beta Preview Released

July 21, 2011 by Chris Hazard

This release contains campaign 2, as well as numerous bug fixes, improvements to campaign 1, and balance improvements.

If you have already preordered Achron, you can download it here.

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Release v0.9.2.0: Campaign 1 Beta Preview Released

July 17, 2011 by Chris Hazard

This release contains a beta version of campaign 1 of single player, improved sound effects, balance improvements, bug fixing, and improved fog of war rendering.

If you have already preordered Achron, you can download it here.

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Release v0.9.1.0

June 30, 2011 by Chris Hazard

This release contains bug fixes and balance improvements, as well as new terrains.

If you have already preordered Achron, you can download it here.

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Release v0.9.0.0

June 19, 2011 by Chris Hazard

This release contains some important bug fixes, balance improvements, general polish, core functionality for in-game scripting, and skin sources.

If you have already preordered Achron, you can download it here.

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Release v0.8.5.1

May 27, 2011 by Chris Hazard

This release contains some important balance improvements, as well as a couple minor rendering and visual improvements.

If you have already preordered Achron, you can download it here.

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Release v0.8.5.0

May 25, 2011 by Chris Hazard

This release contains some important bug fixes, balance improvements, and other unit functionality improvements.

If you have already preordered Achron, you can download it here.

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Achron Beta Tournament Sign-Up

May 23, 2011 by Chris Hazard

Want to participate in our Beta Tournament? Sign up here: http://www.achrongame.com/site/achron-beta-tournament-rules.php

 

Release v0.8.4.2

May 16, 2011 by Chris Hazard

This is a patch release that fixes a critical balance issue for the Vecgir species. It also contains new models for the Human factory and macrofab, and other minor fixes. Note that 0.8.4.1 was released on May 15th and had a flaw from the release process, so we fixed the release and updated it to 0.8.4.2.

If you have already preordered Achron, you can download it here.

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Release v0.8.4.0

May 13, 2011 by Chris Hazard

This is release is primarily to fix balance issues, but also includes a number of bug fixes, the ability to override a command without resetting a command queue, improved unit visible distinguishability with team color pseudo-outlining, and added two new tile sets.

If you have already preordered Achron, you can download it here.

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Balancing Fixes

May 10, 2011 by Chris Hazard

We've really appreciated all the feedback we've gotten on balancing since the 0.8.3.0 release. Performance improvements in the engine allowed us to increase the visibility and attack range, which by itself didn't introduce any new balancing issues, it did emphasize existing issues.

The good news is that this focus on balance has unearthed a number of bugs in our balancing process. One of the many benefits of treating balancing as a scientific process is that once you fix an issue once, it's usually fixed forever (unless you do something to change that part of balancing). Also, it helps us find the root cause of balancing issues. When we hear about the issues, we can then focus on exactly what is wrong rather than try some things and see what happens. This saves us a ton of time balancing the game. Sometimes it is a bug in the balancing algorithms, sometime it is a design flaw that we made when laying out units' strengths, weaknesses, etc.

The Grekim octo was the unit with the biggest balancing issue. When we ran the octo in our balancing tests, we did it in such a way that the octo's extremely short range was downplayed in the validation. The octo appeared far stronger in simulation runs than it really was in practice, which threw off its balance. Whenever there's a mismatch between the model and the actual game, that's an issue that must be addressed. However, because it was a flaw with the evaluation that we tuned the unit to, we didn't notice it until recently. This goes to show how validation is always important. The octo's HP has been bumped up. The Vecgir foundation healing rate was also improved to help early-game balance in the interrelated tangle.

The next biggest issue was the Human lancer. It was a bit too strong for its own good, which was more a design-level issue than a bug in the balancing, but the nuance was between upgraded and nonupgraded lancers. This issue is now fixed as well.

We also found some bugs in the way resources were related economically. There was a mismatch between the model and the actual game as to how quickly a resource processor or importer begins production. The balancing framework had the implicit assumption that a resource was produced instantly upon creation, which was only true for the importer. Now the balancing algorithm is correct and we changed the game so that the importer does not produce an RS immediately. This bug caused some units' prices to be off by about four percent. A four percent error in unit price of many human units may not seem like much, but when you combine it with other balancing bugs, it adds up.

While we are fixing the balance issues, we've also been doing another pass on emphasizing unit roles. For example, the tornade is now weaker versus air units to better fill the role of antiground air unit, and turrets in general are stronger against air units.

Because balance is such an important part of the game, we're planning on releasing a new build, v0.8.4.0, in the next couple days with these balance fixes. Before recently, we'd been spending most of our balancing efforts concentrating on mid and late game economies, because they're tractable for analytical techniques, versus early game where combinatorics is more prominent. Now we're putting more effort into the early game.

We've also noticed that there aren't many big maps out there yet. That affects balance as well, especially when teleprotation becomes important.

We're well aware of the balancing issues mentioned here and those previously mentioned on the forums. Have you seen any other potential balancing issues that haven't been mentioned yet? Discuss on our forums: http://www.achrongame.com/forums/viewtopic.php?f=73&t=2827

 

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» Archived Blog posts

 

News & Game Updates

Release v1.7.0.0

Tue, Nov 25, 2014

Summary: This release features improved terrain rendering, which both looks better and increases rendering performance drastically in most situations. This release also features changes to cloaking and bug fixes for replays.

If you have already ordered Achron, you can download it here.
» Read More & see the Changelog

Release v1.6.5.0

Mon, Oct 13, 2014

Summary: This release contains numerous bug fixes and adds new modding capabilities to Resequence.

If you have already ordered Achron, you can download it here.
» Read More & see the Changelog


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