In Anachrony, players assume the roles of the iconic Leaders of four ideological Paths, striving not only for the supremacy and well-being of their people but also their survival. With the foreknowledge that a large asteroid is heading toward Earth, they will plan for the coming impact and prepare their Path to aid in the evacuation of the World Capital, the last independent city. While each path will prove their resilience after the devastating impact, only one will become the home of the new, re-established World Council and the superior power on New Earth.
Anachrony’s worker management system features four different types of Workers, each with their own strengths and weaknesses. Some action spaces are available to them by default while others are only accessible with a special form of enhancement and protection – the Exosuits. Workers and Exosuits are managed separately, and both are required for each Path’s success.
At the beginning of each Era, players are able to request resources from their own future to boost their progress. In later Eras, by powering up Time Rifts, they can send resources back in order to close the loop. However, by choosing not to do so, players take the risk of gaining temporal anomalies and the negative side effects that come with them.
Anachrony’s gameplay features a strong story arc with a game-altering turning point – an asteroid impact. This event will alter the available Actions, open up new ones, and initiate the countdown to the game’s end. With careful planning and preparation, players can even take advantage of the Impact’s effects.
Fractures of Time introduces a new playable faction, the Path of Unity; a new location with new Action spaces; a new type of worker, the Operator; and a brand-new, gameplay-altering feature: the Blinking mechanism.
Fractures of Time also includes two solo modes, an improved version of the Chronobot for the base game, and the Chronossus, which is compatible with almost every expansion and module.
Future Imperfect is a modular expansion to Anachrony, introducing four new gameplay modules:
Neutronide Buildings: offers a set of 4 new buildings that become increasingly effective the more Power Plants you have.
Playing the Doomsday module, players can truly take humanity’s fate into their own hands. By conducting various Experiments, they can actively influence the time of the Impact or even completely avoid it. However, it’s not beneficial for all Paths to save Earth; others see the cataclysm as a way to overcome their rival Paths and aim to force it to happen sooner.
As the Paths developed new methods to improve their Exosuit models, even the most hazardous areas of the Outback became reachable, granting access to a vast amount of salvageable materials, forgotten relics of the Old World, and, of course, new dangers to face.
When the Time Rifts opened up once again, an army of gigantic, self-propelled Exosuits slowly marched through it. The Guardians, as it turned out, were the parting gift of a dying World Council from an alternate future, where the impact resulted in a fatal catastrophe. They left behind their doomed world to help us save ours.