About

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 feed Articles

Release-20160508

News 4 comments

OpenRA Release 20160508

Development for this release started about six months ago, and in this time 50 developers contributed a total of 1,232 commits that added more than 14,000 lines of code.

So what has changed?

A lot of work went into fixing minor bugs and omissions to make the game experience more pleasant:

  • Nod units in the Tiberian Dawn campaign finally use their original silver coloring.
  • Starting a game after installing a map no longer causes the player to be kicked from the server.
  • The lobby color validator will no longer complain as much as it used to.
  • Walls now reliably stop bullets.
  • Husks blocking refineries can now be targeted and destroyed.

We have also added the much-requested feature to restart missions and skirmish games, but this does not yet extend to multi-player games. Furthermore, the minimap radar will now also make use of team colors if those are enabled. Health bars can be set to only appear when the unit is damaged. Finally, the “Fragile Diplomacy” option has been removed.

UI-wise, issues with the left-click orders have been fixed. Additionally, it is now possible to zoom using Ctrl/Cmd+Scrollwheel (the spectator view and map editor offer two additional zoom levels). Two new modifier keys allow disabling line-building of walls (hold Shift during placement) and canceling an entire build queue (hold Ctrl when clicking).

But besides all of that, the biggest changes have been under the hood of OpenRA. We already addressed these topics in the playtest news posts [1] [2], and wiki pages covering them have been updated or written from scratch, but to summarize them again:

  1. The dedicated server is now a stand-alone executable, and dedicated servers no longer need to synchronize maps with the resource center. See the dedicated server wiki page for details.

  2. The map format has been updated, and the way that the game handles map upgrades has been changed. A wiki page has been created to describe the current map format.

  3. In order to allow for packaging mods into single “.oramod” files, it was necessary to introduce a number of changes to the mod.yaml metadata file. These changes, and the layout of the mod.yaml file in general, are now documented on the wiki as well.

If you are interested, the wiki also has the full changelog which lists all of the changes included in this release.

You can find the installer for your operating system on our download page.

We hope you will enjoy this latest installment of OpenRA!

Crystallized Doom Live Stream announcement!

Crystallized Doom Live Stream announcement!

C&C Tiberian Sun Crystallized Doom 4 comments

Crystallized Doom first livestream will take place on the 7th May!

Enigma - News and Progress

Enigma - News and Progress

Enigma (SC) 22 comments

First impressions of the super engine (OpenRA) and a conceptual idea for a no lineal campaign, like total war or 40k dawn of war dark crusade... screenshots...

Dev Blog #1

Dev Blog #1

Shattered Paradise 5 comments

First full dev blog. We cover the closed beta, voicing units and more.

Playtest 20160403

Playtest 20160403

News 9 comments

We are pleased to announce the first playtest leading up to our next stable release!

RSS feed Related Files
Red Alert- World at War 1.3

Red Alert- World at War 1.3

OpenRA- Red Alert: World at War Full Version 0 comments

Changes are in readme. Sorry, have been focusing on other things, so there wasn't an update for a while.

anti rush

anti rush

Tibirian Dawn: Anti Rush Demo 0 comments

For installation unzip to mods folder in openra folder.

Tiberian Dawn Advanced v.2.6 Updated

Tiberian Dawn Advanced v.2.6 Updated

C&C Tiberian Dawn Advanced Full Version 0 comments

This modification Tiberian Dawn Advanced v.2.6 ( TDA 2.6 ) on OpenRA engine, release 20160508, does not bring anything fundamentally new, neither graphics...

Tiberian Dawn Advanced v.2.5

Tiberian Dawn Advanced v.2.5

C&C Tiberian Dawn Advanced Full Version 1 comment

This modification Tiberian Dawn Advanced v.2.5 ( TDA 2.5 ) on OpenRA engine, release 20160508, does not bring anything fundamentally new, neither graphics...

Red Alert- World at War V 1.2

Red Alert- World at War V 1.2

OpenRA- Red Alert: World at War Full Version 0 comments

Version 1.2 update with bug fixes, some sprite and nation changes, and one new unit for Cuba.

Red Alert- World at War V 1.1

Red Alert- World at War V 1.1

OpenRA- Red Alert: World at War Full Version 4 comments

Update for World at War: Peruvian unique units added. Italy, Angola, and Bolivia added, along with their unique units. I would appreciate feedback on...

Comments  (0 - 10 of 458)
Ichiman94
Ichiman94

Even if the original game is old, it still kicks my *** :D

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リーフ
リーフ

Does anyone else have their mouse disappear on the menu screen? I'm able to fix it by entering the mod selection page and choosing something, but it's a serious pain trying to get the invisible mouse to land on the menu items.

I recall a fix for disappearing mice was mentioned some time ago so I don't know why I keep experience it.

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Milanium Creator
Milanium

Sounds like something you should report to Bugs.openra.net with some details on your operating system, graphics driver etc.

Reply Good karma+2 votes
Nolt
Nolt

I use ORA in window mode due to this bug, I haven't figured how to fix it yet.

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Milanium Creator
Milanium

Try disabling hardware cursors and report your findings to Github.com

Reply Good karma+1 vote
ThatWasLeftHanded
ThatWasLeftHanded

Can someone tell me why the hell I can't find the damn map type for the map editor in the Christmas release? I keep going back to this page: Github.com whenever I try looking it up...

All I can see is MissionSelector, that's it. as far as I can tell there is no flipping way anyone can make a campaign map anymore...

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Milanium Creator
Milanium

MissionSelector is the right choice for campaign maps. It will then only appear in Singleplayer - Missions. You have to edit the mod's mission.yaml though to add it.

Reply Good karma+1 vote
Isaac_The_Madd
Isaac_The_Madd

Can we get traits that activate based on the current cargo of an actor?

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Milanium Creator
Milanium

We already have. That is how the RA2 mod IFV works. See Github.com for reference.

Reply Good karma+1 vote
Isaac_The_Madd
Isaac_The_Madd

I just need externalcaptures to be affected by upgrades to make transports capture buildings when an engineer is in them. That is the only advantage of transfromonpassenger over the upgrades system, not ever trait is affected by it.

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Jan 18 2012 by Torpedo1986

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