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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Blog RSS Feed Report abuse Latest News: Playtest 20150628

3 comments by Milanium on Jun 30th, 2015

Work has been progressing well on our next development cycle, and we are today making a snapshot of this work available in the form of a new playtest release. playtest-20150628 focuses on behind-the-scenes improvements, but also includes a collection of new features and bug fixes.

The most visible changes in this playtest include:

  • Removed the “Enemy unit detected” notification, by popular demand.
  • A collection of TD balance changes based on player feedback. [#8303]
  • Use the repair cursor or order a unit to a repair depot. In D2K a carryall will pick up the actor. [#8056]
  • Units built from the starport in D2K now work with the “select units by type” hotkey. [#8212]
  • Improvements to the player name and color validation. [#8137, #8380]
  • New missions: Nod06b, Nod06c (TD), Soviet02a, Soviet05 (RA), Atreides01a, Atreides01b (D2K).
  • A collection of polish fixes for maps, tooltips, and unit artwork.

On the technical front, improvements include:

  • A collection of fixes for issues found using Coverity Scan.
  • Several new lint tests to detect common YAML errors in maps and mods.
  • Changes towards a more consistent set of rendering traits. [#8171]
  • A Significant rework of the shroud code to prepare for TS shroud and scripted map area changes.
  • Improved support for compiling and running OpenRA on BSD operating systems.
  • Improvements to our Lua API for map authors.

For the full changelog, please refer to the changelog page on our wiki.

Our new in-game map editor has also received a collection of bug fixes, and the ability to view and edit the area outside the playable map area. The old map editor (which we inadvertently broke in the last release - sorry!) has been removed.

If you encounter any problems or bugs (especially anything related to the shroud or any new crashes), then please let us know on our bug tracker or the comments below.

Red Alert Soviet05 screenshot

Press CTRL + P to take a screenshot. The hotkey binding is configuarable via Settings - Input.

Carryall repair delivery

Use the repair cursor in D2K to signal a Carryall to transport an actor for repair!

New map editor

The new map editor is more stable, and updated maps now show correctly in the map selection screen.

TS Shroud

A preview of things to come: work is nearly complete on rewriting the shroud logic to support terrain height.

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Post comment Comments  (180 - 190 of 395)
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 2010
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Highest Rated (13 agree) 10/10

This game should get more praise.

Jan 18 2012, 10:30pm by Torpedo1986

Real Time Strategy
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