OpenRA is a highly moddable RTS game engine for classic Westwood 2D games. In fact Red Alert, Command & Conquer and Dune 2000 are implemented purely as mods on it. Tools are provided that allow you to add new units, maps and tilesets even create your own mod. Have a look at the wiki.

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Built-In Mods

Red Alert

sovietsThe RA mod for OpenRA is a reimagining of Command & Conquer: Red Alert. It is not just a clone of the original but has improved and rebalanced gameplay. The UI is modernised for higher resolutions and better usabiltiy. It has fully working multiplayer support for both internet and local play (via direct connect).

Tiberian Dawn

Tiberian Dawn The CNC mod for OpenRA is a reimagining of the original Command & Conquer: Tiberian Dawn game. As with Red Alert modern networking and rendering technology is used. Also new features are implemented such as snow terrain, neutral tech buildings and many glitches from the original have been fixed.

Dune 2000

ArrakisThe D2k mod for OpenRA is a reimagining of Dune 2000. A remake of the remake so to speak. It separates itself from the rest of the C&C series in terms of lore, certain game mechanics and file formats, but also shares a lot of technology with it's spiritual successors. Avoid the sandworms and build your base on stable foundations. The spice must flow!

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RSS Articles

We’re pleased to finally announce playtest-20170722, the first release candidate for what will be the biggest OpenRA release in many years. Core development has focused on three areas, and we have included many other great improvements contributed by our open source community.

You’ll notice the first major change before you even start the playtest: the “OpenRA” launcher is no more, and has been replaced with individual launchers for Red Alert, Tiberian Dawn, and Dune 2000. This is part of a major reorganisation of the project structure to improve backwards compatibility and modding support.

New launchers

Individual mods are now launched directly from your Desktop / Application Launcher.

The in-game mod chooser has been removed, but it is still possible to switch mods when joining a server from the Multiplayer list. Even better, if you have multiple versions installed (e.g. Playtest and Release, which now install to different locations on Windows) the server list will show games from all versions, and will switch to the correct version when you try to connect.

The second focus area relates to how you control your units on the battlefield. For many years we have supported features like Attack Move, unit stances and queuing orders using hotkeys, but these have not always been obvious or intuitive to use. We have added a long-planned command bar interface for these, and made some adjustments and bug fixes to make them better and behave more like the original games.

Unit command bar

A new bottom command bar is now available for issuing common orders and changing unit stances.

The final focus area fundamentally changes the way that buildings occupy space and receive damage, taking inspiration from the original Dune 2000, which was more advanced than the earlier (and some later!) games.

Building hit boxes

New building physics improves the way that structures are targeted and take damage.

Some of the smaller but still important new features include:

  • Automatic discovery of LAN games in the Multiplayer browser.
  • Improvements to the Global Chat UI.
  • New search and filtering options in the Map editor.
  • Another 9 campaign missions for D2K, which is now half way complete!
  • Missing maps can now be installed directly from the Replay browser.
  • Significant performance and memory improvements when playing music.

Please see the full changelog for information on many more improvements that we have not mentioned here.

New D2K missions

It is now possible to search and filter actors and tiles in the map editor.

This playtest includes big changes which may have broken your favourite feature, and which have definitely affected the game balance in all three mods. This makes it more important than ever to play games on this and future playtests and let us know of any issues via our forum, our GitHub issue tracker, or in the comments below.

Don’t forget, if you’re on Windows or macOS you can have playtest-20170722 and release-20170527 installed at the same time, and switch between the two when joining servers with other players. So head over to our download page and give it a try!

And now for a special note to our modding community:

As OpenRA modding grew in popularity it became clear that requiring players to manually install mods on top of our OpenRA releases, with the in-game mod chooser to switch between mods, was more of a burden than a benefit. We have listened to the feedback from both players and modders, and have spent the last few months working on a comprehensive solution.

We have done this by decoupling the game engine (OpenRA.Game.exe and support files) from our default mods, and have put the mod in charge. Mods now manage their own engine files, which means that they can exist alongside our official mods with no dependencies between them.

Our new mod SDK provides a development environment that simplifies the engine and dependency management, and allows you to generate proper installers for players to install your game. Games built with the mod SDK will not be affected when the player upgrades or even uninstalls other OpenRA-based games.

The mod SDK is still a new project, and our documentation is still rough. We encourage modders who want to port their projects over to the SDK to file issues if you have any problems, or visit our development IRC channel (webchat) if you have any questions during european-timezone evenings.

The Red Alliance

The Red Alliance

C&C - Fanwars 2 comments

An overview of the Red Alliance, one of the mod's main playable faction, created by Antoku and MartinMb.

New update to MW

New update to MW

Medieval Warfare 2 comments

A new update formed around giving the players the ability face the undead and play as the Sultan faction.

AI development effort

AI development effort

Over Powered Mod 9 comments

AI development: pathfinding and unit selection with reinforcement learning.

A New Beginning

A New Beginning

C&C - Fanwars

Fanwars has returned! Full universe reboot, brand-new units, updated graphic assets and much more to come!

RSS Related Files
Over Powered Mod r017 (for Playtest-20170722)

Over Powered Mod r017 (for Playtest-20170722)

Over Powered Mod Full Version

Doge Lord added. Conscript (squad) added. Carrier spawns MiG AND Yaks.

Combined Arms Alpha 0.40 for OpenRA 20170527

Combined Arms Alpha 0.40 for OpenRA 20170527

Command & Conquer - Combined Arms Full Version

New Jungle & Winter terrain, Allied Grand Cannon unit, Enchanced/Classic modes, Bug fixes, Faction Balancing, New artwork. I need feedback on bugs & faction...

Combined Arms Alpha 0.31 for OpenRA 20170527

Combined Arms Alpha 0.31 for OpenRA 20170527

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Hotfix for 0.30 - Bug fixes, Faction Balancing, New sounds & artwork. I need feedback on bugs & faction balance. General feedback also welcome. Only works...

Combined Arms Alpha 0.30 fixed for OpenRA 20170527

Combined Arms Alpha 0.30 fixed for OpenRA 20170527

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Bug fixes, Faction Balancing, New sounds & artwork. I need feedback on bugs & faction balance. General feedback also welcome. Only works on OpenRA 20170527...

Over Powered Mod r016+1 (for Playtest-20170722)

Over Powered Mod r016+1 (for Playtest-20170722)

Over Powered Mod Full Version 6 comments

New ant superweapon to kill enemy structures, slowly but surely.



Medieval Warfare Music 1 comment

Music for Medieval Warfare. This contains ONLY the music.

Comments  (0 - 10 of 479)

I never properly praised you for this game. I spent lots days playing it for years, and it's really nice to see some enthusiast creating a game this good. Keep up with the good work!

By the way, I just have some tips/questions:
1 You should reintroduce the Power-Off button for Tiberian Dawn
2 The construction range for Red Alert should be extended, currently it is only one cell, forcing me to positionate buildings to close and base defenses uncomfortably
3 Are you going to add Volkov as the Soviet Commando in skirmish mode?
4 AIs on Dune 2k never build concrete slabs. It makes indeed the work easier for me in skirmsh mode, but I don't really like unfair advantages :)
5 I personally see Snipers and Hijackers more as Allied Units for Red Alert, since they fit more with guerilla combat and sneaky strategies.

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Great! ;)

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Wanted to ask if it's in a draft Russian text, or audio?

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Any possibility you guys might make Generals Zero Hour with OpenRA's pixel graphics?

Reply Good karma Bad karma+4 votes

I'm working on a Generals mod with RA/TD Graphics for OpenRA. Just Generals tho, not Zero Hour. Here are some videos: Youtube.com

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There is actually a WIP open source Generals Zero Hour

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OpenRA Red Alert Livestream tonight @ 18:00 GMT on Twitch.tv

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What's the easiest way to update to the the newest version? Do I have to uninstall the previous one?

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I want to back one or more issues of the Tiberian Sun build:

Which issues are most crucial to get the mod done?

Reply Good karma Bad karma+2 votes

Auto deploy attacks, I think. Well, to attack, it needs to deploy, that's quite obvious. However, the timing of undeploy is not very simple.

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Ratings closed.

Highest Rated (13 agree) 10/10

This game should get more praise.

Jan 18 2012 by Torpedo1986


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