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  (70 - 80 of 437)
hellodean Mar 30 2015 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 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 Apr 1 2015 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 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 Mar 30 2015 says:

Can you add version for Android?

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

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

+2 votes   reply to comment
stalkerforever Online
stalkerforever Mar 21 2015 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 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
SMIFFGIG Jan 10 2015 says:

A 'Classic' mode would be nice, which set all the unit/building values to exactly what they were in RA/TD and excluded any new units.

This would be especially useful for when the original campaigns are included with the mod.

+4 votes     reply to comment
InStars Mar 4 2015 replied:

Actually there was some guy in OpenRA forums making a classic RA mod, I believe it's even in a playable state now.
Offcourse it's not 100% there yet, but the progress is going on.

+1 vote     reply to comment
Milanium Creator
Milanium Mar 7 2015 replied:

There is no such thirdparty mod to our knowledge, sorry. However this is ModDB so what are you waiting for? :D

+2 votes   reply to comment
GraionDilach Jan 21 2015 buried:


They never will do that, never even tried. Matthias went on to classic C&C communities, tried to sell OpenRA as better and demanded classic RA fans to support ORA and agree with their changes without any option. When fans told him he's doing bad, he axed classic RA support idea entirely, blaming the community for everything.

I can't wait to see the backlash when they finish the rape of OpenTS.

-5 votes     reply to comment
TiberFCSL Mar 10 2015 replied:

I think that Graion has a strong point, in fact I don't think it's good to make a customized Red Alert mod, I'd just like to play the original game with a better engine, not some kind of "imitation".

But I still think that this project is way too good just because of the infinite posibilities of the new engine. Maybe I will not play RA mod nor TS mod but I'm definitely going to play Rewire and seriously consider making mods of my own.

+1 vote     reply to comment
pchote Creator
pchote Jan 24 2015 replied:

********. I (not Matt) axed the classic mods because it was wasting a developer time towards an unachievable goal ('exact' values are impossible without knowing the full details of the engine internals), and because the original motivation of the classic mods (extending an olive branch towards people like yourself) was based on a flawed premise - you're going to complain no matter what we do, so there's no point wasting our time trying to pander to you.

I normally try to be more diplomatic in my responses, but your comment is so wrong and hostile that I don't see the point in spending the time on careful phrasing.

+4 votes   reply to comment
GraionDilach Jan 24 2015 replied:

You're comparing yourselves to OpenTTD. And that IS the ********. OpenTTD CAN 95-99% imitate the TTD gameplay (excluding the AI when they implemented their NoAI framework instead of their TTD AI reimplementation (tho there's SimpleAI) and some pathfinding stuff (fixes in NPF)), every other change in OpenTTD can be disabled. Yes, you can disable drive-through bus stops, etc.... you can play Transport Tycoon Deluxe in OpenTTD.

Heroes 3 VCMI is also a project which aims to recreate Heroes 3... and it also does not try to shovel it's own stuff to the base game.

These are engine recreation projects, not game recreation projects. Back to OTTD terms, OpenGFX and OpenSFX contains no actual changes in gameplay.

My personal hate towards OpenRA comes from the fact that you treat OpenRA as "the RA equivalent of OpenTTD" and that's simply not true. You have changed everything under the hood due to your personal preferences and without an option to revert, it's quite not what OpenTTD did.

When OpenRA introduces it's own equivalent of OpenGFX and OpenSFX, then I probably will stop bitching about it, but until then, I'll keep my opinion. Because until then, you just abuse the availability of the RA graphics to make your own game.

TS Rewire might be a good solution to prevent something like this at TS anyway, with axing "retro" TS completely and simply using the Rewire art to differ the hoods as well.

-3 votes     reply to comment
php_bg Jan 24 2015 replied:

Do you even hear yourself? You are comparing apples with ... chairs. Tell me again what game OpenTTD recreates, and then read the answer to yourself please.
After that you can try actually reading what he told you.

+3 votes     reply to comment
GraionDilach Jan 24 2015 replied:

They call their apple a chair, dude. Or you mean that because it's not an RTS, they can't be compared?

Both can be modded, both has a "source game" which has a layer of engine, rules, graphics (TTD: exe, grf-nfo, grf-pcx, RA: exe, ini, shp, OpenTTD adds grf-nml next to nfo, OpenRA substitutes ini with yaml).

OpenTTD concentrated to recreate the logics first been in TTD, then went on to add new ones, OpenRA loosely recreated logics then added new ones, meanwhile adjusted balance according to them.

Technically speaking, while they are different genres, they still can be compared, just due to the similarities of their original engine setup, their feature development history and principles and accuracy of their source game.

You're either ignoring the facts or you just don't want to see what I talk about because otherwise I couldn't be classified just into "haters gonna hate".

But hey, you tried.

-3 votes     reply to comment
pchote Creator
pchote Jan 24 2015 replied:

I'm not really sure what your point is here. You are correct that OpenRA is not an open-source drop-in engine replacement for the original game (which one? OpenRA targets more than just Red Alert), but we have never claimed that we were. If you want a drop-in engine replacement, then you are welcome to resurrect the dead FreeRA/CnC projects and rework their logic to properly match the original games.

The OpenRA engine is a toolkit that can natively load the original asset files (art/sound/video, but not rules) plus a flexible framework for writing RTS game logic. Our default mods build on this to provide games that recreate the character and gameplay of the originals, with modern conveniences and other changes that have been driven by our community.

You might insist on making up your own version of our project goals and history, but you look like a lunatic when you go around the community / news posts (note to others: this isn't the first time) ranting about your offense over them.

+5 votes   reply to comment
Milanium Creator
Milanium Jan 24 2015 replied:

I am personally a huge fan of Transport Tycoon Deluxe and I really like the changes from the original listed at Wiki.openttd.org and although some drastically change gameplay, I would never dare to come to their boards and flame about them building upon the popularity of the classic, but not re-implementing without doing changes. That is the whole point of these Open Source game clones. Otherwise DOSBox would do the job with a lot less effort. The different approach you describe is due to the nature of how things started. OpenRA was a rewrite from scratch taking modern RTS engine design into account while OpenTTD began with disassembled binaries and started porting features from fan patches. Try dropping your fundamentalist world view for a second.

+2 votes   reply to comment
php_bg Jan 24 2015 replied:

I think you are trying not to hear the "it cannot be copied exactly without a very, very deep understanding of the original engine (and nobody knows how it looks)" part. I've seen such arguments in other forums...
And I was talking exactly about the fact that OpenTTD is a chair, because it actually builds upon the original game.

+2 votes     reply to comment
Milanium Creator
Milanium Jan 24 2015 replied:

I am blaming no one. Just thought there was demand for such a mod which was more difficult to create than expected with the hard-core fans looking at every detail. There was also no one wanting to help and we did not have the developer resources as the team was small so we had to abandon the plan. Instead we point everyone who wants the classic gameplay to the very popular Cncnet.org service which is also partly Open Source. I am a bit sad about this split community and all the hate from people like GraionDilach. It is really demotivating. Criticism is okay, but these personal attacks are unfair. This is a hobbyist project developed in spare after work time and donated to the community for free. :(

+3 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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