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 20150628

15 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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Crystallized Doom 1.9.42 Beta [Standalone TS]

Crystallized Doom 1.9.42 Beta [Standalone TS]

Jan 28, 2015 C&C Tiberian Sun Crystallized Doom Full Version 41 comments

This is the updated download version of Crystallized Doom 1.9.42 NOTICE: This build only supports Techlevel 1 and 2! If people still have problems to...

The Forgotten Chapter 0.31b

The Forgotten Chapter 0.31b

Jan 3, 2015 Command and Conquer: The Forgotten Chapter Patch 0 comments

Fixed most bugs that made it completely unplayable in 0.31, still some issues with structure footprint sizes and superweapons, right now I just want a...

RA1 and C&C music for Tiberian Origins

RA1 and C&C music for Tiberian Origins

Dec 11, 2014 Command & Conquer - Tiberian Origins Patch 0 comments

Contains both Tiberian Dawn and Red Alert ingame music. Download and extract to your OpenRA folder.

Tiberian Origins Beta 0.25c for OpenRA 20141029

Tiberian Origins Beta 0.25c for OpenRA 20141029

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...

Tiberian Origins Beta 0.23 for OpenRA 20141029

Tiberian Origins Beta 0.23 for OpenRA 20141029

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

Fixed crash when selecting the Temple of NOD, Advanced Command Center, Radar Dome and Comm. Station

Tiberian Origins Beta 0.22 for OpenRA 20141029

Tiberian Origins Beta 0.22 for OpenRA 20141029

Dec 1, 2014 Command & Conquer - Tiberian Origins Full Version 0 comments

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

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Guest Jun 16 2015, 4:11pm says:

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GraionDilach Jun 17 2015, 6:56am replied:

Notsure if that sounds right - your problem was caused by the missing Microsoft Visual C++ 2010 redistributable package, not because of freetype6.dll being corrupted.

+1 vote     reply to comment
Milanium Creator
Milanium Jun 17 2015, 12:34pm replied:

The freetype6.dll from SourceForge was probably build against a more ancient version of the MS Visual C++ runtime so that fixed it. Nowadays I would say: hands of SourceForge. Install the latest runtime from Microsoft.com and we will add a check at install time in the next version. Github.com

+2 votes   reply to comment
hxazgalor Jun 6 2015, 1:08am says:

Is there a way I can email you guys or something? I have an issue that I can only explain via a screenshot; something about intermittent in-game lag in Skirmish in maps with 6 or more players. Thanks in advance.

+1 vote     reply to comment
Maggy_ Jun 11 2015, 5:14pm replied:

Good luck with that XD

+1 vote     reply to comment
GraionDilach Jun 6 2015, 6:51pm replied:

You should report that on the bugtracker - Github.com .

+1 vote     reply to comment
Threestepsfromhell Jun 2 2015, 3:34pm says:

Good jpb man.

I ready love what you have achieved so far. I am really looking forward to the TS mod.

+1 vote     reply to comment
Valherran May 31 2015, 9:31pm says:

Nice test release you got going there. Currently I am messing around with Dune 2000, the new changes you put in are quite interesting. I gotta get used to the way things work and what not to give proper feedback. However, I have one beef with it so far, and that is the Trike/Raider. These things are way too OP against infantry and need to be toned down. One Trike/Raider should not be able to gun down 7-10 Light Infantry, or 5 Troopers before going down.

+1 vote     reply to comment
php_bg Jun 2 2015, 6:01am replied:

A full rebalance is planned in the hopefully not-too-distant future, using the original unit/building stats from the original game.

+1 vote     reply to comment
hellodean May 27 2015, 6:58am says:

can i suggest for the map editor a "everything mode" where you can use all terrain and units etc.
so if you want to create a world map you could have deserts and tundra and temperate climates on the same map. or atleast transitional from one to the other. say if your based on a mountain the lower is "temperate" but the higher up it goes to "winter" then at the top it can be "snow"

+1 vote     reply to comment
hellodean May 26 2015, 12:39pm says:

while playing dune 2000 i was thinking it would be good if there could be an option for units to not auto target structures like they do in the original, if your trying to capture structures while fighting in a base either the units target them rather than units that are shooting at them or your units can kill the engineers with splash damage friendly fire.

+1 vote     reply to comment
php_bg May 29 2015, 6:01am replied:

You can try changing the units' stance. The default is "AttackAnything", but you can use "ReturnFire" in that case, so they fire only on units that attack them. Go to the Input tab in Settings to see what the hotkey for cycling the stances is. The default is Ctrl+Z.

+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

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