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 20150118

16 comments by Milanium on Jan 18th, 2015

We wish everyone a late happy new year and prepared a new playtest which builds upon our Halloween release.

These playtest builds provide a snapshot of our current development for feedback by our testers. You can help shape the future of OpenRA by testing them and reporting bugs or simply letting the community know what you think.Some highlights in this development build are:

  • Added carryalls and sandworms to the Dune 2000 mod
  • Added countries (with their own unique abilities) to the Red Alert mod.
  • Added an often requested lobby option for disabling the “Short Game” mode.
  • Improved performance and memory usage across the board.
  • Added hardware cursors support for smoother mouse movements.
  • Added new missions: GDI 03, Soviet 01 as well as Survival 01 and 02.
  • Fixed Fort Lonestar and the Dropzone minigames not starting.

See the changelog for more details on the playtest changes and bugfixes.

The playtest-20150118 build is available from the download page.

We have put a lot of work into streamlining our development and release process, which included a shake-up of our Linux packages. We now provide distro-specific RPM via the openSUSE Build Service, but recommend that most users install OpenRA from their main distribution repositories. We have also fixed the “bad quality” package warning that occurs when installing our Ubuntu package.


The Red Alert mod introduces support for sub-factions inspired by the way Red Alert 2 introduced them. These countries have special units or support powers, but otherwise have a lot in common with the Allied or Soviet army they belong to.

Game server browser

We overhauled the server browser. It is grouped by mods with the currently loaded one on top, but you can now join any game if the mod is installed. The ingame interface has been updated to use the same new color scheme as the web-based game server overview. We also added a filter for password-protected servers.

Sandworms and Carryalls

Let your slow harvesters make use of the convenient airlift shuttle service, and save your units from becoming worm food! Carryalls and Worms are now included in our D2K mod. The worm balancing is a work in progress, and they can be disabled in the lobby options.


Paul is making good progress in implementing the height map support required for all next generation titles such as Tiberian Sun. It will take (at least) several months to polish this into a glitch-free experience that can be shipped in stable releases.

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Post comment Comments  (150 - 160 of 356)
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
Keratheras Aug 31 2013, 1:12am says:

It seems whenever desura tries to open the actual game, my cursor poofs, comes back in with a black cursor and then goes to normal. I've waited for 20 mins and nothing's happened, so I can only assume the game is failing to launch for some reason. Is there any way i can alleviate this problem? WEll I mean does anyone know how to fix this problem?

+1 vote     reply to comment
Milanium Creator
Milanium Aug 31 2013, 4:39pm replied:

You are experiencing a crash. The latest playtest comes with a popup notifier and some help about what to do.

+1 vote   reply to comment
JopperX9 Aug 30 2013, 3:14pm says:

Is there any connection between this and OpenMW? Same developers?

+1 vote     reply to comment
Milanium Creator
Milanium Aug 31 2013, 1:06am replied:

No, none.

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

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Jan 18 2012, 10:30pm by Torpedo1986

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