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.

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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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Playtest 20190106

News 1 comment

The biggest change comes to the unit targeting logic, which has been reworked to better understand the Fog of War. This has fixed a collection of long-standing bugs (especially with artillery-style units), however, due to the subtle nature of these changes, more testing is required to predict the impact on overall gameplay and game balance. We hope that the community can rally behind testing and report any issues so that they can be addressed before the final release.

The specialised infantry in Red Alert have had a shake-down and a fix-up:

  • Engineers are now consumed when capturing buildings, after a short external wait
  • The Hijacker is now the Thief, who can steal cash from refineries in addition to capturing vehicles
  • Allied Mechanics now repair destroyed team-mate vehicles instead of capturing them
  • New Attack Dog behaviour resolves many issues and behaves more like the original game

Thieves and Attack Dogs

Improvements to the Attack Dog and Thief should make them more viable on the battlefield.

Thanks to the hard work of several new contributors, seven new single-player missions have been ported from the original Red Alert, and another two from Tiberian Dawn. Behind the scenes, the underlying AI framework has been rewritten to support the development of some long-planned improvements in future releases.

Some other notable gameplay changes include:

  • Units in the Return Fire stance will no longer chase their attackers
  • Infantry in Pillboxes in Red Alert no longer gain experience
  • A new Ctrl modifier queues items at the front of the production queue
  • The spectator UI now includes information on player army values

TD Campaign Mission: Nod 10b

Nine more single-player missions have been adapted from the original games.

This release brings several improvements to the development tools. The map editor has been upgraded with a new actor property editor and improved copy/paste tool, and the tile selection sidebar now supports multi-category selections. The mod rule linter has been made more robust, and can now report errors in audio notifications. The Mod SDK has also been updated to work with the new playtest and planned future changes to the OpenRA Resource Center.

Map Editor Improvements Profiles

The map editor now supports editing actor properties such as owner, health, facing, and stance.

OpenRA is developed by volunteers who freely donate their spare time to build games that everybody can enjoy. Playtest 20190106 contains changes from 34 contributors over the last 5 months, and fixes bugs reported by many others. This post covers only some of the changes, so see the full changelog to learn more.

The playtest releases are our way of crowdsourcing bug reports and feedback so that the next release can be the best it possibly can. This only works if you get involved, play games, and report your feedback. If you do have something to say, please let us know in the comments below, on our forum, Discord, or GitHub.

Playtest releases do not overwrite the OpenRA release version, and you can automatically switch between the two versions when joining a multiplayer server. Head over to our download page and give it a try!

Name change and Discord server

Name change and Discord server

Fractured Realms

The mod name has changed from Fanwars to Fractured Realms! Also, we now have our Discord server.

Milestone 0.1.0 - release-20181215

Milestone 0.1.0 - release-20181215

KKND 2 comments

KKND Remake project has been released! Let the war for the surface begin!

Release 20181215 and KKnD Public Alpha

Release 20181215 and KKnD Public Alpha

News 2 comments

While the next playtest requires a little more time, there are a number of bugs that we wanted to squash before the holiday season.

Release 20180923

Release 20180923

News 15 comments

With two months of successful playtesting behind us, we are pleased to finally announce Release 20180923. The new release brings players up to date with...

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FracturedRealms 20190115 macOS

FracturedRealms 20190115 macOS

Fractured Realms Full Version

A new version of Playtest is available, along with its patch and the changes listed below.

FracturedRealms 20190115 Win

FracturedRealms 20190115 Win

Fractured Realms Full Version

A new version of Playtest is available, along with its patch and the changes listed below.

FracturedRealms PlayTest 20180102 macOS

FracturedRealms PlayTest 20180102 macOS

Fractured Realms Full Version

This is the installation program "Fractured Realms" for Mac OS, although there is still work to be done mechanically / balance, but the game is advanced...

FracturedRealms PlayTest 20180102 Win

FracturedRealms PlayTest 20180102 Win

Fractured Realms Full Version

This is the installation program "Fractured Realms" for Windows, although there is still work to be done mechanically / balance, but the game is advanced...

Apolyton Pack 158 (OS X)

Apolyton Pack 158 (OS X)

Tiberian Dawn Apolyton Full Version 1 comment

Full stand alone version of Tiberium Dawn Apolyton. (Click Read more to read the changelog)

Apolyton Pack 158 (Windows)

Apolyton Pack 158 (Windows)

Tiberian Dawn Apolyton Full Version 1 comment

Full stand alone version of Tiberium Dawn Apolyton. (Click Read more to read the changelog)

Comments  (0 - 10 of 498)
Guest
Guest

Hey guys, open RA looks very cool! Any chance you will port it to iOS? That would make the world a better place.

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Milanium Creator
Milanium

No, that is unrealistic.

Reply Good karma+2 votes
.Mac.
.Mac.

Hello mod developers and everyone else!

This is surprisingly my first post here as I am a HUGE fan of this project. To me, this mod expertly recaptures what the original classics were, but it isn't afraid to explore ideas for making some fine-tune tweaks and necessary changes, whether it be for improved gameplay, fixing balance issues, modernizing the mechanics, etc. I am so very thankful for the hard, dedicated work everyone has put into making this mod a success. This truly deserves any and all of the praises it gets!

I do have some suggestions about the mod, though, especially now that certain subjects were brought up recently by the devs. So, please hang in there for the long read ;)

* Regarding the Hind debate *
Just like others here, consider me one who also feels that its placement with the Allies feels out of place (but I completely understand why it was moved there). So, hear me out, here are my ideas about this:

First, the Hind should be moved back to the Soviets, and then, if OpenRA's engine allows it (which, if I'm not mistaken, it can), let the Hind and Longbow BOTH be equipped with a chaingun (vs infantry only) AND missiles (vs vehicles/structures only). Both crafts in real life do have both weapons, after all, so it makes sense; remember, also, the original RA cinematic intro did feature a Hind shooting missiles.

Then, for giving each helicopter its weaknesses/strengths (while still maintaining that sense of balance), there should be subtle differences in firepower between these two air units. For an example: The Hind was originally chainguns only, so let it deal more damage than the Longbow's newly acquired chaingun; the Longbow was originally missiles only, so let it deal more missile damage than the Hind's. Another example (or in addition to the above): the Hind could have a higher capacity for its chaingun ammo than the Longbow, but the Longbow could have a higher capacity for missiles than the Hind. Differing variables to make for an interesting and balanced gameplay. It might take some effort to get the balance feeling just right, but I do believe with enough tweaking and gameplay tests, it can be accomplished. Again, this is all dependent on if the engine can allow this. What do you guys think about this possibility? Can this work? Of course with the Hind returning to the Soviets, it's possible that further balancing may need to be done for the Yak and Mig to ensure each unit is desirable in their own way.

Now, as for the Soviets having airfield units and the Allies not, I'm actually just fine with that. There are multiple things that the Allies have which the Soviets do not have, and vice versa. With that said, though (and this is me just thinking out loud), what if the Allies did also have access to an Airfield? I'd think that only one jet would be plenty; just enable the jet to have an anti-infantry nose cannon AND anti-vehicle missiles, which will basically balance out the Soviet's Yak and Mig. For the role, the Warthog would make perfect sense (I know it's in TD, but it could function well here too - just as there were originally other units ported over to RA from TD) Again, just thinking out loud with this, but I'd be curious to hear what other people might have to say of it.

* Regarding the Kill Bounties *
I personally am okay with this. In my opinion, it's a nice, extra feature to have for players during MP, as an OPTION if they wish to have it; depending on the map, I believe there are even necessary times for having this. So, I wouldn't remove it from RA. For those who are less in favor of it, perhaps it would be best and feel less invasive for RA (and other mods) if it weren't as the default, but rather, you'd have to check the box in the options tab? Simple change. By the way, the mod for TD (and Dune 2000?) used to have this feature, I believe, but it's currently not available - I'd say bring it back, for the same reasons it be available for RA.

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.Mac.
.Mac.

Other thoughts while I am here sharing...

* The APC moved to the Soviets *
I don't think the American-made M113 APC should be with the Soviets. It's not as unsettling as the Hind being moved to the Allies, but, still, for the same reason, it feels a bit off. My suggestion about this is: Since creating a new vehicle can be a welcomed idea (when necessary and appropriate, such as the useful and fitting Mobile Flak), let the Soviets have another new vehicle for transporting infantry, which, I believe, should be based off of the BTR-60, and then move the M113 APC back to the Allies where it should be. I think I read somewhere of somebody else making a similar suggestion as this, so it's good to know I'm not the only one who thinks this.

Then, since the Allies and Soviets will each have their own type of APC with differing appearances, how about call the Soviet variant "Light APC" and either leave the Allied APC as just "APC" or rename it as "Medium APC" (personally, I'd lean more towards the latter)? Just like there is a "Light Tank", "Medium Tank", and "Heavy Tank".

And, since the Soviets do not have an air transport (they should never have the American-made Chinook, btw), should this BTR-60 unit have a unique ability about it? Could/should it be able to also traverse in water just like the real-life vehicle can?

And/or, with the Hind (hopefully) back to the Soviets, and since these can be used for transporting personnel in real life, should it be allowed to transport a single infantry or 5?

And/or, what about possibly enabling the Soviet's new Mobile Flak unit to carry a single infantry (just like the Allied Ranger now can)? Therefore, if the Hind and Mobile Flak BOTH were allowed to carry some infantry, perhaps then a new Soviet APC wouldn't be necessary; the original APC should still go back to the Allies, though.

Well, that's everything I got for now, and it's probably more than enough food for thought, anyhow :)

Thank you for reading, and thank you for this awesome project!

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Guest
Guest

Why have the mods no original tech tree and new units?
I would like if i can play these with original trees in skirmish, especially Tiberian Dawn (back in the day, it has no skirmish). But Turret and Machine Gun Tower for Nod? What? Please add Vanilla Versions of the games like the original

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pchote Creator
pchote

We don't have the manpower to maintain these as official projects, but there is a RA Classic mod that aims to provide this for Red Alert: Github.com

I am not aware of any similar projects for Tiberian Dawn, but we provide all the tools you or someone else would need to start one using the Mod SDK.

Reply Good karma+2 votes
BishopPL
BishopPL

This should be on steam :O

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MachoMan89
MachoMan89

Is there a nice guide showing how to get mods working out? It was simple, now it is a bit complicated

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Milanium Creator
Milanium Reply Good karma+1 vote
ApornasPlanet
ApornasPlanet

get patreon and charge one dollar for each release!

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Milanium Creator
Milanium

There is Salt.bountysource.com if you want to help cover the fees for hosting the servers.

Reply Good karma+3 votes
flames09
flames09

Edit: I found the Github page haha, whoops. Might be handy if you just had a tutorial article here on ModDB that links straight too it :P

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Milanium Creator
Milanium Reply Good karma+2 votes
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OpenRA
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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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