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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We received some great feedback on our Halloween playtest, and have been hard at work over the last two weeks fixing the issues that have been reported. Thanks to everyone who has tried the playtest and reported bugs or other feedback!

We are now happy enough with the stability and integration of all the new features to mark today’s new playtest build as the first release candidate for our upcoming December release. We encourage you to give this release a good try out, especially if you like to play competitively online, because if we don’t hear your balance complaints now then you will be stuck with them for the next few months until our next release! You can report any issues you have by filing a bug or joining our IRC channel.

This release fixes several general issues, including:

  • Fixed a hang when exiting the game under Windows
  • Fixed an exploit that allowed the color validator to be bypassed
  • Fixed Battlefield News never updating for some players
  • Improved polish and integration of the global chat channel

Fixes for the Dune 2000 mod include:

  • Fixed repair depots not repairing units, and buffed repair rate
  • Fixed missing unit crates
  • Fixed incorrect unit armor / damage statistics
  • Improved behaviour of Spice Blooms
  • Improved behaviour of Thumpers and Worms
  • Tweaked support power timers and Ornithoper Strike damage

We further iterated the Red Alert mod balance:

  • Fixed units not targeting enemy units under the fog when GPS is available
  • Reduced Spy Power Plant infiltration power-outage time to 20 seconds
  • Improved the speed, sight, and passenger count of England’s Phase Tank
  • Improved the cooldown between jumps for Germany’s Chrono Tank
  • Improved Russia’s Tesla Tank by allowing them to attack while moving
  • Fixed M.A.D. Tanks destroying trees
  • Fixed several issues in the single player missions

The Tiberian Dawn mod received some fixes too:

  • Fixed Visceroids spawning when infantry are crushed
  • Fixed issues with the C&C64 - GDI01 and Nod05 missions
  • Improved the Nod delivery plane landing animation

As usual, you can find the installer for your operating system on our download page!

Editor copy/paste

Surprise bonus feature! Copy/paste is now available in the map editor.

The second Big Team Tournament concluded yesterday, and was a huge success. Two teams of 11 players battled over the last week to a 30—30 tie. The tie was resolved with a final battle between the two team captains, which ended with a decisive victory for Team Kyrylo!

Replays for all 61 tournament matches are available here (summary), and the first batch of archived live-streams can be found on hamb’s YouTube page. Games from FiveAces’ and SoScared’s streams will be exported and uploaded in the coming days.

Thank you to all of our players, our fantastic live streamers FiveAces, SoScared and Hamb, and to everyone who watched the streams and participated in the live chats on Mumble and IRC!

Playtest 20151031

Playtest 20151031

3 weeks ago News 14 comments

Halloween is upon us, and the latest OpenRA playtest is full of new tricks and other treats.

Release 20150919

Release 20150919

2 months ago News 12 comments


Playtest 20150830

Playtest 20150830

2 months ago News 2 comments

Another playtest on the road to our next stable release is ready!

Playtest 20150808

Playtest 20150808

3 months ago News 7 comments

A number of new features, fixes, and performance improvements make this a significant improvement over the last playtest and the June release.

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Post comment Comments  (40 - 50 of 438)
Guest Jun 28 2015 says:

Why do choppers rearm in the air and how do i change that ?
And how can i disable the OP plane ?
(talking about C&C 95 )

+2 votes     reply to comment
GraionDilach Jun 29 2015 replied:

Knowing which plane you consider OP would help. The choppers rearm in air because individual unit queues render aircraft relatively useless if they'd keep the bottleneck of rearming in the pad.

You can change both within your installedfolder/OpenRA/mods/cnc/rules/aircraft.yaml, just look for SelfReloads: regarding the helicopters. You probably will have to tinker with the weapons of that aircraft you consider OP, which you fill find in one of the yamls within the mods/cnc/weapons.

Keep in mind these would be local changes.

+1 vote     reply to comment
Guest Jun 29 2015 replied:

The Airstrike fly-in A-10, as its the only plane in C&C95;.
That is seriously the reason for this drastic change ? It seriously breaks the balance as this way of use has never been intended for the helis. Reminder that if the case all pads are occupied next heli in build queue would fly in from map's edge in the original.
Cant you avoid the stapling via hooking in the build queue of helipad into weapon factory ? The pad would still build the copter, this only serves to hinder the issue.

+2 votes     reply to comment
Milanium Creator
Milanium Jun 30 2015 replied:

The reason behind the A10 rebalancing was to be consistent with the cut scenes and make this a large splash damage support power. You will notice that it is only effective against unarmored vehicles and infantry. We adapted the other units so you can't really compare this to C&C:Gold anymore.

+1 vote   reply to comment
CreepyOwl18 Jul 31 2015 replied:

Youtube.com Made this video to show what units survive and airstrike. Not very many.

+1 vote     reply to comment
Milanium Creator
Milanium Jul 31 2015 replied:

Send a patch via Github.com to request a balance change.

+1 vote   reply to comment
GraionDilach Jun 29 2015 replied: +1 vote     reply to comment
Guest Jul 1 2015 replied:

im playing this since first dos edition, stop being silly there ;p

+2 votes     reply to comment
GraionDilach Jul 1 2015 replied: +1 vote     reply to comment
Guest Jul 1 2015 replied:

Can you guys recreate the originals in OpenRA as an submod very please ? I dont hold much of those so called "Balance changes" either.

+2 votes     reply to comment
Milanium Creator
Milanium Jul 1 2015 replied:

You can play the originals via Cncnet.org

+1 vote   reply to comment
GraionDilach Jul 1 2015 replied:

You're free to recreate the classic mods, but no developer is interested in maintaining such a mod.

+2 votes     reply to comment
CreepyOwl18 Jun 19 2015 says:

How would I be able to watch the briefing videos for the avaiable missions. I have the first decade cd if thats significant.

+1 vote     reply to comment
Milanium Creator
Milanium Jun 19 2015 replied:

Support for the first decade disks is work in progress and can be tested at Github.com

+1 vote   reply to comment
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Released 2010
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Highest Rated (13 agree) 10/10

This game should get more praise.

Jan 18 2012 by Torpedo1986

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