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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The colonization of the Remnant system was a breakthrough in humanity's outward expansion. The colonists awoke to discover that the Remnant system was far more than they originally thought: Vast alien ruins tens of thousands of years old were discovered on the surfaces and in the orbits of the third, fourth and seventh planets. Evidence of inhabitation was even found on a few of the moons in the system. A trailer can be seen here

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  • Achron
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  • The colonization of the Remnant system was a breakthrough in humanity's outward expansion. The colonists awoke to discover that the Remnant system was far more than they originally thought: Vast alien ruins tens of thousands of years old were discovered on the surfaces and in the orbits of the third, fourth and seventh planets. Evidence of inhabitation was even found on a few of the moons in the system. A trailer can be seen here
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abstract
  • The colonization of the Remnant system was a breakthrough in humanity's outward expansion. The colonists awoke to discover that the Remnant system was far more than they originally thought: Vast alien ruins tens of thousands of years old were discovered on the surfaces and in the orbits of the third, fourth and seventh planets. Evidence of inhabitation was even found on a few of the moons in the system. Research on the found ruins began immediately, and led to the discovery of the principles of instantaneous teleportation. Very quickly, Remnant became a research and development focus for the best minds in the human empire. In just a few short decades, humanity's colonies were interconnected by a far-reaching network of bi-directional gates. The humans' hopes for discovery of another intelligent race, however, were not fulfilled. Each new world was as barren of intelligent life as the next. Then communications from one of the border colonies winked out... Achron refers to itself as the first "Meta Time Strategy Game" , i.e. it uses Time Travel as a functional game mechanic. It's possible to issue commands to units in the recent past or near future, and even send them to different times. 1. * In additional to the standard real-time strategy user interface, players have access to the Time Window, which lets them track, switch perspective to, and order units to time travel to various points in the game timeline. 2. * Only a small segment of the timeline is actually playable: a range that usually extends from around 6 minutes in the past up to approximately 1 minute in the future. Any events that pass beyond the past edge of the playable timeframe are finalized and cannot be changed. 3. * 'Timewaves' are regularly spawned at the event horizon between the mutable and immutable sections of the timeline. These progress up the timeline at high relative 'speed' (default settings have it at 3.1 seconds / second), carrying changes to the timeline with them. Players also act as ad-hoc timewaves; propagating any changes they observe. A trailer can be seen here Information on the game and ordering can be found at achrongame.com and also on Steam. There is also a helpful wiki. Additionally, there is a small demo version of the game.
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