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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RSS feed Articles

Release 20151224

News 7 comments

The OpenRA development team wishes you a Merry Christmas and a Happy New Year!

We are proud to announce the Christmas 2015 release of OpenRA!

I've got a present for ya!

— Commando

40 developer elves have toiled long and hard to fill your stocking with lots of fixes, improvements and long-awaited features.

In particular, this release introduces the global chat channel that is shared across all mods, which will allow you to meet up with other waiting players and arrange matches without joining servers. Going along with it is a re-design of the ingame server browser as well as the skirmish lobby.

Global chat lobby

The channel is available from outside the game as well,
by connecting to irc.openra.net:6667 channel #lobby using your favourite IRC client.

Also new in this release is a game speed selector, a feature that many people have often and repeatedly asked for over the years, and now it’s finally here, for multiplayer, single-player skirmish and missions!

In addition, OpenRA now offers an additional way of scrolling the map similar to the way it worked in the original Tiberian Sun and Red Alert 2 (by right-clicking and moving the mouse). To use it, select the “Joystick” scrolling option in the input settings dialog.

A change we are sure many will rejoice to hear is that units will now start with the “Defend” stance by default. No more losing units that decided to hunt after enemies without your explicit orders!

Another big focus of this release has been overhauling our Dune 2000 mod. We have added Thumpers, spice blows, and rebalanced all unit and building statistics to more closely match the original game.

Dune 2000

The Red Alert mod has received some much-needed balance changes, with a focus on making the country-specific units more interesting and useful. The changes are too numerous to list them all here, have a look at the changelog for all the details. There are also a total of five new missions for the Soviet single-player campaign, which means that it is the first of our campaigns to be 50% complete!

The Tiberian Dawn mod also includes two new single-player missions, as well as some minor balance changes and several new multi-player maps.

As usual, we not only have treats for our players, but for modders as well. The map editor has seen further improvements, such as a cash counter and a copy and paste function. There are also new traits for weather and lighting effects, more flexible Missile and DeployToUpgrade logic, as well as new additions to the Lua API. As usual, use the OpenRA.Utility to upgrade your mods or maps to this new release. Be warned, however, that there are couple of changes this time around where it unfortunately wasn’t possible to offer an automated upgrade path. Most of these are mentioned in the changelog, the OpenRA.Utility will alert you to the remaining ones when it runs.

There are a lot more minor changes and bugfixes, so take a look at the full changelog if you want to unwrap all of the details.

Grab the installer now for your operating system from our download page!

We hope you’ll enjoy this newest installment of OpenRA! Have fun!

December Release Candidate 2

December Release Candidate 2

News 11 comments

We received a lot of feedback on our last two playtests, and we tried to address as many of the reported issues as possible. Thanks to everyone who has...

December Release RC1

December Release RC1

News 9 comments

New Playtest with stability improvements, additional polishing, balance changes and SURPRISE: copy & paste in the map editor!

Playtest 20151031

Playtest 20151031

News 14 comments

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

Release 20150919

Release 20150919

News 12 comments

NEW BATTLE CONTROL SOFTWARE AVAILABLE. PROCEED FOR FURTHER INSTRUCTIONS, COMMANDER.

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Tiberian Origins Beta 0.25c for OpenRA 20141029

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!!! 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...

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Tiberian Origins Beta 0.22 for OpenRA 20141029

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Post comment Comments  (60 - 70 of 443)
hxazgalor
hxazgalor

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.

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Maggy_
Maggy_

Good luck with that XD

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GraionDilach
GraionDilach

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

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Threestepsfromhell
Threestepsfromhell

Good jpb man.

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

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Valherran
Valherran

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.

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php_bg
php_bg

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

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hellodean
hellodean

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"

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hellodean
hellodean

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.

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php_bg
php_bg

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.

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Damfoos
Damfoos

I can't play OpenRa on my laptop (Samsung NP-N150) even with the updated (from Samsung site) videocard drivers, it says:
"OpenRA requires OpenGL version 2.0 or greater and detected 1.4"

Can I do something with this?

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Milanium Creator
Milanium

No sorry, both Intel GMA 3150 graphics and Intel Atom N450 CPU are below the minimum hardware requirements.

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Damfoos
Damfoos

That's sad :(

Another question: could you make the OpenRA use external string files for all the ingame text (menu items, tooltips, unit names), just like the RA2 and following had the .str/.csf files? Maybe my info is outdated, but from what I saw, all the descriptions and tooltips are written directly in unit codes, what is not comfortable to edit quickly (somebody may want to translate stuff, in the future). Asking as a nonpro-translator.

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Milanium Creator
Milanium

We have l10n support for the UI though it is completely unused at the moment. Github.com

Reply Good karma+1 vote
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OpenRA
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Jan 18 2012 by Torpedo1986

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