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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Allied campaign mission 2 New main menu for RA (Concept 2) Evacuation
Blog RSS Feed Report abuse Latest News: Playtest 20140405

5 comments by Milanium on Apr 5th, 2014

Our first playtest of 2014 is long overdue, and marks a significant step forward from our holiday release.

A brief sampling of our full changelog is included below.General gameplay improvements include:

  • Air units can now attack-move and guard other actors.
  • Players can now place beacons on the map to signal teammates.
  • Time-delayed support powers will also place beacons.
  • Unit husks can now be force-targeted and destroyed.
  • Engineers (mechanics in RA) can salvage unit husks to return them to the battlefield.

User-interface improvements include:

  • A new mod selector interface, which now appears the first time you run OpenRA.
  • The offline skirmish mode from Tiberian Dawn has been added to the other mods.
  • Significant UI improvements for spectators and replays.
  • Integration with the OpenRA Resource Center for installing custom maps when joining a game.

Specific mod improvements include:

  • [D2K] Implemented concrete plates, and structural damage for buildings built on the ground.
  • [D2K & RA] Saboteur / Tanya can now place C4 on vehicles.
  • [RA & TD] Tanya / Commando can now place C4 on bridges.
  • [TD] Added several of the original campaign missions.
  • [RA] Added the Allies Phase Transport and and Soviet Hijacker units.
  • [RA & TD] A number of balance changes (see the full changelog for details).

Changes that impact mod and custom-map authors include:

  • Improvements to the Lua scripting API.
  • Removal of the legacy scripted missions.
  • The legacy (RA & TD) map converter has moved from the map editor into OpenRA.Utility.exe.
  • Added --upgrade-mod and --upgrade-map utility commands to automatically upgrade a mod or map targeting release-20131223 to the latest version.
  • A number of trait properties have changed from pixel or cell units into world units. Use –upgrade-mod to automatically convert these.

A significant issue was discovered with our Lua integration late in this playtest cycle. This shouldn’t significantly affect scripted missions, but caused the shellmaps (the animations that run in the main menu) to become unstable after some time. Rather than delay the playtest further, we have disabled the shellmaps until the issue has been fixed. The shellmaps will be restored before the next full release.

We have also been nominated for the Linux Game Awards Project of the Month for May 2014.


If you’d like to help improve the profile of open-source Linux gaming, then be sure to vote for us (or one of our competitors, they are great projects too!).

A brief taste of our new playtest changes can be seen below:

Mod Chooser

The new mod chooser is styled after our website, and better highlights the official and custom mods.

D2K Improvements

Concrete plates have been added to D2K, and the turrets now integrate properly with walls.

Map Beacons

Beacons and radar pings will now notify you, your allies, and spectators of any important events.

Phase Transport

The Allied Phase Transport can transport three infantry, while remaining cloaked from enemy view.

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Post comment Comments  (180 - 190 of 320)
SeriousToni May 19 2013, 7:44am says:

I really wonder if you balanced this game finally. Because I remember on normal Red Alert the soviets were totally overpowered. All you'd need was a heavy tank or a mammoth and some grenadiers. Allies units were allways weaker...

+2 votes     reply to comment
Lucífer May 18 2013, 1:18pm says:

Is there any chance of this and the guy handling Twisted Insurrection mod: Moddb.com | Coming together to get Twisted Insurrection within the 'change over' list within OpenRA? (In a way to not break anything on either side)

+2 votes     reply to comment
Milanium May 19 2013, 6:14am replied:

We are working on Tiberian Sun support with MIX and SHP files already implemented in the development repository and experimental support for VXL/HVA soon.

+2 votes     reply to comment
Mernom May 16 2013, 9:55am says:

how do I import music from dune2k?

+2 votes     reply to comment
Milanium May 16 2013, 1:17pm replied:

Copy music/*.aud from the CD to My Documents\OpenRA\Content\d2k\Music.

+3 votes     reply to comment
roman9441 May 15 2013, 9:15pm says:

Thank you for make awesome game run in my windows 7

+5 votes     reply to comment
SMIFFGIG May 15 2013, 5:34am says:

Brilliant release

one minor issue

When ever you issue a new command to a unit (eg. you have a unit selected and tell it to move) it stops and then carries out the order.

So if you keep telling your units to move to different locations whilst they are under attack, they stop and recalculate the orders every time you click.
Instead of flowing from one command to the other.

Other than that, congrats on the release

+3 votes     reply to comment
Milanium May 15 2013, 12:31pm replied:

Probably the most annoying papercut we still have not fixed yet. I filed it at Github.com

+3 votes     reply to comment
Valherran May 15 2013, 3:31am says:

The game(s) work for the most part, however I was having major problems with my units always advancing into the enemy when they get into range. They never stop chasing, and they always try to get point blank in front of them and it causes them to die. I cannot tell them to hold position, they just ignore me and do what they want.

There are also various balance issues that cause players to get trampled quickly.

Other issue I have with this, is that the game will not recognize my 1st Decade CD for the information it wants, which kinda sucks, cus I do not have the original CDs in my possession.

+3 votes     reply to comment
Milanium May 15 2013, 12:27pm replied:

There are many range calculation related papercuts already posted on the tracker. We will refactor that soon completely to a sane coordinate system to get further towards optional isometry. Not sure if any developers owns the 1st Decade CD. Balancing "problems" are best discussed in the forums. :)

+3 votes     reply to comment
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Released Sep 19, 2010
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Highest Rated (11 agree) 10/10

This game should get more praise.

Jan 18 2012, 10:30pm by Torpedo1986

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