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  (60 - 70 of 439)
Valherran May 31 2015 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 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 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 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 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
Damfoos May 13 2015 says:

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?

+1 vote     reply to comment
Milanium Creator
Milanium May 17 2015 replied:

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

+1 vote   reply to comment
Damfoos May 19 2015 replied:

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.

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

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

+1 vote   reply to comment
L()KI Apr 26 2015 says:

Oooooooeeewh. Looks so sweet.

+1 vote     reply to comment
hellodean Apr 10 2015 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 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
Maggy_ Apr 13 2015 replied:

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

0 votes     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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