Open-Source reimplementation of Westwood’s Command & Conquer: Red Alert game engine, updated to use the hardware acceleration of modern video cards using OpenGL and OpenAL for sound playback. It runs natively on Windows, Linux and Mac OS X. The game was designed with modifiability in mind, but is not identical to the original. Campaigns and mods made for the legacy game won't work out of the box.

Report content RSS feed Playtest 20130316

We are currently pumping out new playtests regularly as we want a proper stable release as soon as all known crashes and glitches are gone. Please help us tracking down the remaining problems.

Posted by Milanium on Mar 16th, 2013


  • Fixed desync when bots fire super weapons.
  • Fixed crash when an engineer tries to capture an exploding building.
  • Fixed ClassicProductionQueue related crashes.
  • Added Construction Yard to build menu when using developer cheats.
  • Added the map title in the lobby (again).
  • Added Unit ranks will now show up in replays, too.
  • Fixed desync crash on win or lose at the end of every game.
  • Fixed missing .desktop file in latest playtests on Linux.
  • Added destructible trees for both CnC and RA mod.
  • Fixed desync issues in AutoTarget trait.
  • Added configurable diagonal scrolling area in viewport corners.
  • Added AI suitable for island maps (will use only navy, aircraft and nukes to attack)



The fine people at DesuraNET allowed us to use their state of the art digital delivery system and pushed a first test release for Windows. Thanks! It should resolve dependencies automatically even for Windows so hopefully no more problems when the Creative Labs website is down again and pulling the OpenAL redistributable installer fails. Please report any problems you encounter in the comments or our bug tracker (no private messages please).



The video editors and replay commentators started off a series on YouTube:

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Released 2010
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