If i'd judge it by concept alone it would be awesome, sadly in the age of 2011 this game is the saddest excuse of an RTS I ever played.
AI War uses sprite graphics exactly because doing it all 3D'ish and flashy would detract from the gameplay, for no real gain or benefit. Achron should have done the same, do really nice sprite graphics and make 2D maps, or make it a space-game, really anything to get it of those butt-ugly planets.
Now as i am 3D Artist i judge it on this basis, and the 3D part of this game is terrible. I don't really mean the units, i mean the effects, the maps, the textures, the engine itself. The lighting particularly is horrible and there ain't any "CPU" excuse for that, the GPU does all these things, and its pure laziness NOT do a proper graphics engine when the game is a 3D-ground-rts. The graphics API's all support EASY access to light and dynamic light routines ... even a first year student can code an half-way working OpenGL engine and the coders working on Achron clearly are superbly skilled.. which begs the question.. WTF?
Now the game also is fundamentally flawed because of the TERRIBLE unit AI, which makes it a micro-management hell when your units are in the past or in the future (and you are in the past ,p) (and i want to say, this is what i said even in the Alpha) comes Release, and the pathfinding and unit AI is still the worst of any RTS ever made. The "grouping" system is also one of the silliest things ever developed and is basically only in the game because pathfinding and unit AI are broken. the last thing you want in this game is for all units to move slow when in combat.
So this comes to a saddening conclusion, as a RTS Achron sucks. As an "proof of concept" its awesome.