About

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

14 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  (30 - 40 of 399)
hellodean
hellodean Apr 10 2015, 8:05pm says:

some feedback/suggestions
i think that the allies could do with a anti-air vehicle,
no superweapons being an tick option would be good
the (normal) A.I. could do to build a few more base defenses

will volkov be in for the soviets at some point?

+2 votes     reply to comment
Milanium Creator
Milanium May 17 2015, 7:28am replied:

The introduction of Volkov wasn't well perceived and we lack artwork for a cameo icon, so probably not.

+1 vote   reply to comment
[OD]Maggy
[OD]Maggy Apr 13 2015, 3:29pm replied:

No superweapons option would be cool. Getting nuked randomly is not fun.

0 votes     reply to comment
hellodean
hellodean Mar 30 2015, 9:38am says:

since there have been tweaks in the unit lists so far, will there be any additions to the dune or tib sun games? like anti infantry turrets in dune?
(perhaps inspired by battle for dune flame, gas and machinegun) and a few more units to distinguish the factions a bit more. a new aircraft each or something would be cool

+3 votes     reply to comment
Milanium Creator
Milanium Mar 31 2015, 3:32pm replied:

The current goal is to revert back to the original Dune 2000 balancing, not to drift away from it further. Github.com

+1 vote   reply to comment
hellodean
hellodean Apr 1 2015, 12:49pm replied:

well thats your decision to make fair enough, dune 2000 is a good game in its original state.
but personally i liked the improvements that you did with the other games and would encourage you in that direction.

promotions, added/teaked units, structures and support powers, UI tabs, garrisonable structures, game options. etc. these have enhanced the game majorly

+3 votes     reply to comment
Milanium Creator
Milanium May 20 2015, 1:50pm replied:

You can voice your concerns at Github.com At the moment the bounty system is discussed to be removed from the Dune 2000 mod.

+1 vote   reply to comment
darkyuri
darkyuri Mar 30 2015, 1:16am says:

Can you add version for Android?

+1 vote     reply to comment
Milanium Creator
Milanium Mar 31 2015, 3:30pm replied:

No, sorry. Not planned and also not really feasable.

+2 votes   reply to comment
stalkerforever
stalkerforever Mar 21 2015, 3:50pm says:

Hi i have a question, i tried modding RA1 by editing the Rules.ini but it had no effect on the game, what am i doing wrong?

+1 vote     reply to comment
pchote Creator
pchote Mar 24 2015, 3:50am replied:

OpenRA doesn't use Rules.ini, but instead has its own (much more powerful) syntax. Take a look at the yaml files in <openra dir>/mods/ra/rules.

+2 votes   reply to comment
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OpenRA
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Released Jan 2010
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This game should get more praise.

Jan 18 2012, 10:30pm by Torpedo1986

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