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).

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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A10 Napalm Strike Allied campaign mission 2 New main menu for RA (Concept 2)
Blog RSS Feed Report abuse Latest News: Playtest 20150808

7 comments by Milanium on Aug 8th, 2015

We are pleased to announce the second playtest on the road to our next stable release. We have now entered the feature freeze phase, which means that we have stopped adding new features and instead focus on fixing any bugs that you might find. That means that we need your help with testing, testing, and some more testing! Please report any bugs or problems you encounter on our bug tracker. Thank you for helping to improve OpenRA!

We are happy to announce that we have finally addressed a few long-standing performance issues that caused significant lag spikes in the mid to late game. As part of this work, the AI has become a lot smarter about base building, uses support powers more reliably, and harvesters are less likely to become stuck.

Music playback has received quite a lot of changes. Map authors now have much greater control over music, including the ability to specify default (starting) music as well as custom victory and defeat tracks.

Other changes include:

  • Spies in the Red Alert mod have received a major overhaul, making them much more useful.
  • Paratroopers can now be selected and given orders before they land.
  • Two new single-player missions have been added, Soviets 04a and 04b.
  • Single-player missions have been polished, and Allies 05 has received a new ultra-hard difficulty.
  • Mission replays can again be viewed through the replay browser.
  • A warning message is now given when a server admin selects a map with custom rules.
  • Range circles are now visible to allied players and spectators.
  • Players can now hide the in-game UI (using a hotkey, bound to Ctrl+Shift+H by default).
  • We now support installing game content from The First Decade DVD.

Of interest for modders and mappers will be the addition of new Lua API functions. Disguising spies, capturing or infiltrating units and buildings using scripting is now possible. Other newly available functions can be used to play arbitrary sound files, flash the screen, and control the new palette effect trait.

Of course we did not only add new things, but also fixed bugs and annoyances. Here’s a small sample:

  • A number of crashes have been resolved.
  • The score screen can now be closed to have a look at the battlefield after the match.
  • The ‘Options’ button will no longer blink without reason in skirmish maps.
  • The duration bar on chronoshifted units in the Red Alert mod is no longer visible to enemy players.
  • The aircraft and helicopter cruise altitude in the Red Alert mod has been increased again.
  • The unit duplication crate bonus has been removed from the Tiberian Dawn mod.

For all the gritty details check out the full changelog.

Grab the installer for this playtest from our download page and give it a try!

Custom map rule warning

The game will warn players in the lobby when the host selects a map with custom rules. This should help combat the small number of dishonest players who adjusted rules to their advantage.

Veteran unit production after infiltration

Infiltrating an enemy production building with a spy will let you build veteran units.

Observer range circles and hidden gui

Allied players and spectators can now see the range circles from units and buildings.

New Lua API functions can be used to simulate simple weather effects.

Work continues on our Tiberian Sun mod which still isn’t ready for release. Check out these clips from a recorded developer test game!

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Tiberian Origins Beta 0.25c for OpenRA 20141029

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Dec 11, 2014 Command & Conquer - Tiberian Origins Full Version 6 comments

!!! MOD ONLY WORKS WITH OpenraRA Release 20141029 !!! It will not work with the latest release! Install it, then install the mod. 0.25c Fixes two important...

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Dec 7, 2014 Command & Conquer - Tiberian Origins Full Version 0 comments

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Added the soviet ISU152, Katyusha MLRS and Col. Volkov (commando). Added unique voices for NOD stealth tank, soviet Tesla Tank and Allied Predator Tank...

Post comment Comments  (170 - 180 of 419)
TheNodCommander Nov 27 2013 says:

Hey guys, Im having major problems with OpenRA on my main machine. I dont know whats started causing it, but I can no longer install the game (Nor do a manual install and run it). The manual installation, followed by me trying to run the game just load the game in the background for a moment before it closes again. Doing a normal install gives an error towards the end of the installation process. It comes to:
"Extract: explosions.yaml... 100%
Output folder: C:\Program Files (x86)\Spel\OpenRA\mods\d2k
Output folder: C:\Users\Atlas\AppData\Local\Temp"

And then at the top of the installation window it just says "Installation Aborted
Setup was not completed successfully." and all I can click is cancle. This happens with around 19/20 of the installation finished every time.

The game runs fine on my laptop, but my desktop has stopped working after I reinstalled Windows 7. If needed I can post my system specs. If anyone can give some help, please PM me!

+1 vote     reply to comment
pchote Creator
pchote Nov 28 2013 replied:

It looks like you are running an older release (explosions.yaml was only included our may release) - you should upgrade to our september release or one of the more recent playtests.

+2 votes   reply to comment
Milanium Creator
Milanium Nov 28 2013 replied:

I don't think we use the Temp folder anymore. Try installing the latest playtest from Open-ra.org or grab OpenRA via Desura.

0 votes   reply to comment
TheNodCommander Dec 3 2013 replied:

Well, the playtest installed and ran successfully.

+2 votes     reply to comment
meowthemouse Nov 26 2013 says:

Man! I hope this will have all CnC factions in! Nod + Allies vs GDI + soviets would be EPIC!

+1 vote     reply to comment
TheNodCommander Nov 27 2013 replied:

Lol, the Allies are the predecessor to the GDI, why would they fight one another? :P But yes, a TibDawn+RA1 crossover mode could maybe be fun to see. Same with a possibile future RA2+TS one.

+1 vote     reply to comment
Milanium Creator
Milanium Dec 3 2013 replied:

Have a look at Github.com however this needs fixing.

0 votes   reply to comment
TheHappyFriar Nov 21 2013 says:

Just started playing this a couple days ago because my son wanted to make a midevil RTS type game and I looked for some easy to use RTS engines.

This is a blast. I haven't played CnC/RA in years. Thanks. :)

+2 votes     reply to comment
Milanium Creator
Milanium Nov 23 2013 replied:

Have a look at Sleipnirstuff.com where CombineC posted some medieval units in Westwood formats.

+2 votes   reply to comment
APB_ICE Nov 19 2013 says:

Really amazing work you guys have done. This is truly an awesome project and I look forward to seeing what you do next. :)

That being said, there is one thing which, I feel, is a major problem; For the love of God, PLEASE increase the Chrono Tank's teleport-radius!! I don't mind it having a limited range, but it's currently so small that it's completely useless! In my opinion the teleport-radius needs to be AT LEAST 3 times what it currently is so that it can actually do what it was designed to do.

+3 votes     reply to comment
AzNBrother Nov 15 2013 says:

Tiberium sun please^^

+2 votes     reply to comment
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Released Jan 2010
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Highest Rated (13 agree) 10/10

This game should get more praise.

Jan 18 2012 by Torpedo1986

Real Time Strategy
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