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.

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). A single player campaign is currently being worked on.

Command & Conquer

GDI 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. The mod tries to optimize balancing and gameplay. Currently in early stages of development, but already playable. The spice must flow!

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Blog RSS Feed Report abuse Latest News: Playtest 20150329

17 comments by Milanium on Mar 29th, 2015

The next release is drawing closer as we enter the feature freeze phase of the development cycle with this new playtest.

You can help our efforts to create a stable and balanced release by testing and reporting bugs or giving feedback on our various social media sites and forums, or simply in the comments section below.Since the last playtest, we have continued our focus on the Dune 2000 mod, which has received a brand new sidebar. The sandworms feature has been polished, and harvester insurance has been added, so if you lose your only harvester to a sandworm, it will be replaced automatically, for free!

Those players that mourned the loss of the left-click orders option will be glad to hear that is has returned, better than ever. A new contributor took it upon himself to re-implement it in a way that avoided the numerous problems the earlier implementation had.

Other highlights include:

  • In sell mode, a structure’s tooltip will show the expected refund value.
  • Spy planes in Red Alert will no longer lure your anti-air capable units across the map.
  • Airplanes will now fly higher and not push helicopters out of their way anymore.
  • Harvester logic has been improved to make use of all available refineries and to avoid blockages.
  • New missions: Allies03b and Allies05a for Red Alert, and GDI05a, Nod02a and Nod02b for Tiberian Dawn.
  • More memory usage and performance improvements.
  • On Linux, the .orarep file extension will be associated with OpenRA so that replays can be started from a file manager with a simple double-click.

The changelog has the full list of fixes, changes and new features.

Head over to our download section to find the playtest installers.

A note on map compatibility: already with the last playtest a new map format was introduced which is not backward-compatible with last October’s release-20141029. This means that if you have downloaded custom maps from the Resource Center or elsewhere, these maps will have been automatically updated to the new map format once you have run this or the previous playtest. If you later go back to the release version, it will not be able to parse the new map format and crash. You can avoid the problem by either deleting the contents of your map folder, or by making backups of the map folder and restoring that when you switch back to release-20141029. We should have mentioned that in the news post for the last playtest already, and apologize for any inconvenience that omission caused.

Random Countries
It is now possible to select a random country from among each side in Red Alert, Allies or Soviets.

Refund value in tooltipTooltips now show the refund value when sell mode is activated.

Dune 2000 sidebarThe new Dune 2000 sidebar.

Tiberian Sun Snow PreviewBehind the scenes, the work on the Tiberian Sun mod reached another milestone

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Post comment Comments  (150 - 160 of 363)
Evulant Sep 3 2013, 1:05pm says:

Why is the online mode so deserted? :|

+1 vote     reply to comment
Milanium Creator
Milanium Sep 3 2013, 1:22pm replied:

Because this project is not very popular yet. Openra.ipdx.ru Go spread the word to change that :P

+3 votes   reply to comment
Evulant Sep 3 2013, 6:30pm replied:

Btw. when will you implement units being transferred to an ally if he / she disconnects / surrenders?

+2 votes     reply to comment
Milanium Creator
Milanium Sep 4 2013, 1:11am replied:

No one has started to work on that so there is no ETA for the feature. You can speed things up by putting some bucks on it via Bountysource.com or send a patch yourself.

+2 votes   reply to comment
Evulant Sep 3 2013, 3:50pm replied:

Ah I see, I'll see what I can do!
Right after I posted that, I met a lot of players. I've been in four 4vs4, one 1vs1 and one ffa today. I can absolutely confirm that it was awesome! :]

+1 vote     reply to comment
PUOjACKz Sep 1 2013, 8:01pm says:

Hi! Sorry for the question, maybe someone has already asked it before. There's some planning for a single-player campaign system, like the original C&C TD/RA/TS games?

I'm talking about something more direct than the "solo-player" map version available now, in the OpenRA engine.


+1 vote     reply to comment
Milanium Creator
Milanium Sep 2 2013, 5:36pm replied:

We talked about that in IRC as it is stupid to reveal the mini-map in the lobby for single player missions. Post a feature request at Github.com

+1 vote   reply to comment
PUOjACKz Sep 4 2013, 8:40pm replied:

If you ask me, I have to say that I have the "single player" mode present now, in OpenRA, pretty... "un-usual".

To not mention that, if there's a related part to it, maybe someone could be, *invited* to create new maps or to import the original C&C ones, while, at the moment, they could be confused and not aware of the presence of the single player game mode.

+1 vote     reply to comment
shadowofholy Aug 31 2013, 8:47pm says:

So is there any way to fix the laggy mouse cursor? i read somewhere it was because vsync is forced, but i don't even have the fps cap enabled in the options.

also why is it that the ai builds at about 4x normal speed?

+1 vote     reply to comment
Milanium Creator
Milanium Sep 1 2013, 7:26am replied:

We don't use the hardware cursor, but our own. You can only fix it by submitting a patch to our rendering code.

The AI does not build with 4x normal speed. We have non-cheating bots. They just play very efficient using all queues non-stop when their economy is up and running.

+2 votes   reply to comment
shadowofholy Sep 1 2013, 10:26am replied:


one other thing, is there a way to disable superweapons or just the abomb? it kind of ruins the game because the ai just rushes it as soon as possible.

+2 votes     reply to comment
Milanium Creator
Milanium Sep 1 2013, 10:30am replied:

Only by editing a map.yaml and making the missile silo unbuildable by modifying the Rules: section. The wiki at Github.com has some documentation about that.

+2 votes   reply to comment
shadowofholy Sep 1 2013, 10:41am replied:

I'm guessing you're talking about this file? Github.com

sorry, i'm pretty clueless.

+1 vote     reply to comment
Milanium Creator
Milanium Sep 1 2013, 10:44am replied:

No, that are sprite sequences. I mean a map.yaml like Github.com it also disallows nuke silos on that map so you can copy & paste. An .oramap file is just a ZIP archive. Github.com has some tutorials.

+1 vote   reply to comment
shadowofholy Sep 1 2013, 10:57am replied:

Ah, so i'd have to go through every single map that i intend on playing.
so would i just put 0 or false or no next to "Buldable:"?

+1 vote     reply to comment
Milanium Creator
Milanium Sep 1 2013, 10:59am replied:

The easiest way is setting "Owner: None" as indicated 3 lines below the line I highlighted for you in the Fort Lonestar map.yaml

+1 vote   reply to comment
shadowofholy Sep 1 2013, 11:07am replied:

i thought owner:none just meant that either the allies or soviets could built it.

thanks for your help.

+1 vote     reply to comment
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Released Jan 18, 2010
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Highest Rated (12 agree) 10/10

This game should get more praise.

Jan 18 2012, 10:30pm by Torpedo1986

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