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.

Get it ⬇ Download for Linux/Mac/Windows

Follow us
GitHub IRC Twitter Facebook ModDB Steam GameReplays.org iconDiscord application icon


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!

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

One big change affects how we package and distribute our “official” OpenRA builds on Linux. For many years we have automatically generated a deb package, but then relied on downstream packages for other distributions. This has worked well in most respects, but sometimes delays in updates would strand players on older versions, stopping them from playing online. Another long-standing issue on many distros is the (lack of) support for installing playtests and releases at the same time, as players are able to on Windows and macOS.

Our solution to these problems is to adopt the AppImage packaging format, which allows us to distribute a portable version of OpenRA that should work on most modern Linux distributions. AppImages can exist alongside normal distro packages and even other versions of OpenRA, which makes it perfect for trying out playtest versions without overwriting the stable release. We will be retiring our deb packages and OBS repository as part of this change, but fear not because stable OpenRA releases are also available on Flathub if you prefer a “proper” installation that integrates more closely with your system.

OpenRA Download page

A sneak-preview of the new download page featuring Linux AppImages.

Our modding community has continued to be a major focus, driven in a large part by active discussions with and Pull Requests from the modders themselves. We have recently achieved two major modding milestones which we are looking forward to support from the next playtest:

  • Feature parity between the Mod SDK and the main OpenRA mods: the Mod SDK can now package Linux AppImages alongside the existing macOS .apps and Windows installers. Mods now also integrate properly with the online and in-game server lists (no more "Unknown Mod (id)"), and modders can define their own acknowledgements text to be displayed in the in-game Credits dialog.
  • Improved tools and documentation for mod updates: Updating mods to a newer OpenRA engine has historically been difficult and prone to errors. We have developed a completely new OpenRA.Utility command that significantly improves on the old command for semi-automating the update procedure. More information about this tool and how to use it can be found on the Mod SDK Wiki.

Another major project over the last few months has been identifying and eliminating performance bottlenecks in the graphics renderer. These changes have roughly doubled the FPS that can be achieved on many systems, which is great news for for Tiberian Sun and some of the ambitious community mods where modest systems previously struggled to achieve a stable 60 FPS. It is useful for our default mods too, because less time spent rendering the game means more time is available to smooth over other performance hiccups that can occur during large battles, resulting in a smoother play experience.

The main driver for this work has been a project to improve OpenRA’s performance on the latest Raspberry Pi devices. These changes have improved performance from a painful 10 FPS during large battles (using the Red Alert main menu as a test case) to a more tolerable 20 FPS. We are still not happy with performance on the Pi, and have identified several areas in the game code that could be targeted to improve performance further. We hope to be able to officially support a Raspbian release in the future once performance has improved to an acceptable level.

Raspberry Pi Performance

Renderer improvements (red and orange lines) significantly improve performance on a Raspberry Pi 3B+.
The next target for optimisation will be the tick_time (light blue line).

The upcoming playtest includes several other great features that I haven’t covered above as well as the usual set of iterative balance tweaks and bug fixes. Keep an eye on the development changelog and release milestone over the next few weeks if you are curious about the full feature set and progress towards a release.

At the end of May we made the jump to a new forum, splitting away from the old Sleipnir’s Stuff content. See this thread for more details. This move opens up a number of opportunities, such as resurrecting our plans (which were prototyped and then shelved in 2016 due to lack of web developers) to include an in-game authentication system that can be used to securely identify yourself to game servers and other players, instead of relying on insecure passwords or IP addresses. This may not be completed in time for the next release, but if it isn’t then we plan to make it a priority for the following one.

We still receive a lot of questions about a release date for the Tiberian Sun mod, and unfortunately the answer has not changed in the last year: we don’t know, but it won’t be soon unless we can attract new developers with the right skills to help. Progress is still being made on gameplay features (e.g. we recently merged support for placing gates on top of walls, and the special logic for tiberium critters), but a release is blocked by a handful of critical bugs and missing features that cut deep into some of the oldest and ugliest parts of OpenRA’s code. Resolving these issues takes a significant amount of work, and we currently only have one person (with very limited time) with the knowledge required to tackle them.

Tiberian Sun mod

Tiberian Sun progress has all but stalled due to lack of manpower.

While the mod is broadly playable, it is still missing some important features (e.g. super weapons) and other important features contain game-breaking bugs (e.g. subterranean units, cloak generators). We would have to disable these features if we wanted to release a public build now (like we did in the early days of Red Alert, Tiberian Dawn, and Dune 2000), and try to rebalance the rest of the game around their absense. This is not a path we want to repeat after our experiences with Red Alert.

OpenRA’s Red Alert mod is well known in the C&C community for including a collection of arbitrary gameplay changes that were not in the original game or series. Many of these changes were introduced in the early days of OpenRA to help balance the game and make it play well despite missing core gameplay features (back then these were things like like 5 infantry sharing the same cell or a proper implementation of the “classic” engineer behaviour). Over time, these changes became entrenched, for better or worse, as part of OpenRA’s identity. Many of these changes are considered almost universally positively (e.g. the fog of war, unit veterancy, Flak Trucks), but others have been much more controversial (e.g. Hinds on the Allies, Kill Bounties, re-usable engineers).

This dichotomy between “Original Red Alert” and “Original OpenRA” has caused significant conflict among our players and contributors on the forum and the community Discord channels. These discussions were reignited last year by the change to building auto-targeting, and have increased in passion with recent discussions about finding a way to move Hinds back to Soviets and removing Kill Bounties as a default feature. On one side of the issue are thoughts that the RA mod should abandon some of the changes that don’t make sense in the world of Red Alert 1 (e.g. Kill Bounties, but not the Flak Truck) and instead double down on the things that made the Command and Conquer series memorable. On the other side are thoughts that it is exactly these changes that made OpenRA great, and that it is an insult to our community to discard these features motivated by misplaced nostalgia.

Allied Hind

The Allied Hind. Hero, or heresy? Let us know what you think about OpenRA’s gameplay changes below!

We would greatly value input from the wider OpenRA community on the topic, so leave your thoughts in the comments below or on our new forum. The results of this discussion will steer the future direction of OpenRA’s Red Alert mod. Please aim to be polite and constructive; comments that insult or abuse others will be moderated.

Dev Blog #4

Dev Blog #4

Shattered Paradise 4 comments

A summary of graphic changes and new in game mechanics.

Nomad Galaxy Dev blog #1

Nomad Galaxy Dev blog #1

Nomad Galaxy 7 comments

A summary of the progress I have done since last year.

Unit Spotlight #1 - The Basilisk

Unit Spotlight #1 - The Basilisk

C&C - Fanwars 5 comments

We are not dead! Here's a preview of a Fanwars in-game unit.

Dev Blog #3

Dev Blog #3

Shattered Paradise 6 comments

A summary of what has happened since the last dev blog.

Add file RSS Related Files
Medieval Warfare Setup 2106201801

Medieval Warfare Setup 2106201801

Medieval Warfare Full Version 2 comments

Installer for the Alpha of Medieval Warfare 2106201801

Red Alert - Unplugged, Alpha for Debian (Linux)

Red Alert - Unplugged, Alpha for Debian (Linux)

Red Alert - Unplugged Demo 1 comment

The first stable and playable release (alpha) of the RA: Unplugged standalone mod. The Alpha version represents the core gameplay of which will dictate...

Red Alert - Unplugged, Alpha for OS X

Red Alert - Unplugged, Alpha for OS X

Red Alert - Unplugged Demo

The first stable and playable release (alpha) of the RA: Unplugged standalone mod. The core gameplay of which will dictate the form of its planned missions...

Red Alert - Unplugged, Alpha for Windows

Red Alert - Unplugged, Alpha for Windows

Red Alert - Unplugged Demo

The first stable and playable release (alpha) of the RA: Unplugged standalone mod. The Alpha version represents the core gameplay of which will dictate...

Apolyton Pack 155 (Manual Install)

Apolyton Pack 155 (Manual Install)

Tiberian Dawn Apolyton Full Version

This file is for installing manually the mod if you have problems with the installer, If you have accidentally downloaded this I recommend to download...

Apolyton Pack 155 (Installer)

Apolyton Pack 155 (Installer)

Tiberian Dawn Apolyton Full Version 1 comment

The installer is automated to find your OpenRa directory. Delete any other version of Tiberian Dawn Apolyton you have. You will need OpenRA-release-20180307...

Comments  (0 - 10 of 498)
.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.

Reply Good karma Bad karma+1 vote
.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!

Reply Good karma Bad karma+1 vote
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

Reply Good karma Bad karma+1 vote
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+1 vote
Ranger-X
Ranger-X

I was having some trouble playing Red Alert or Dune 2000 on OpenRA. I kept getting an error message saying "The request was aborted: could not create SSL/TLS secure channel." I assume it wants me to install the old files from a CD, but I don't have the CD. Only Tiberian Dawn works. What can I do to fix this problem so I can play RA and D2K?

Reply Good karma Bad karma+1 vote
pchote Creator
pchote

This was caused by some configuration changes on the main website during the last 24 hours. It should be working again now.

Reply Good karma+2 votes
BishopPL
BishopPL

This should be on steam :O

Reply Good karma Bad karma+1 vote
MachoMan89
MachoMan89

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

Reply Good karma Bad karma+1 vote
Milanium Creator
Milanium Reply Good karma+1 vote
ApornasPlanet
ApornasPlanet

get patreon and charge one dollar for each release!

Reply Good karma Bad karma+1 vote
Milanium Creator
Milanium

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

Reply Good karma+2 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

Reply Good karma Bad karma+2 votes
Milanium Creator
Milanium Reply Good karma+2 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
OpenRA
Platforms
Windows, Mac, Linux
Developer & Publisher
OpenRA developers
Engine
Custom
Contact
Send Message
Homepage
Openra.net
Release date
Game watch
Follow
Share
Community Rating

Average

9.4

244 votes submitted.

You Say

-

Ratings closed.

Highest Rated (13 agree) 10/10

This game should get more praise.

Jan 18 2012 by Torpedo1986

Style
Theme
War
Project
Indie
Boxart
Boxart
Twitter

Latest tweets from @openra

Gaming.youtube.com Come join us for a Shattered Paradise livestream! Gaming.youtube.com

Jul 17 2018

Youtube.com How to repossess a demo truck! Youtube.com

Jul 13 2018

Youtube.com We're closing in on the end of RAGL season 5! Can Anjew snag a point from the claws of Orb… T.co

Jul 5 2018

Gaming.youtube.com FiveAces' stream going live right now with some RA/TD and Shattered Paradise! Gaming.youtube.com

Jul 3 2018

Youtube.com We are taking a peek at one of the last remaining RAGL matches of season five! Youtube.com

Jun 28 2018

Youtube.com Breathe in the Tiberium as we take a closer look at competitive Shattered Paradise! Youtube.com

Jun 20 2018

A Dark Reign 3rd party mod is currently WIP Youtu.be Youtu.be

Jun 14 2018

OpenRA Shoutcast #133: Mo versus Barf Youtube.com A masterclass on Soviet gameplay! Youtube.com

Jun 13 2018

Youtube.com Never bring a nuke truck to a knife fight! Youtube.com

Jun 6 2018

Youtube.com Watch the epic conclusion to the TDGL finals here! Youtube.com

May 30 2018

Embed Buttons
Link to OpenRA by selecting a button and using the embed code provided more...
OpenRA
Statistics
Last Update
Watchers
1,392 members
Mods
28
Files
121
Articles
122
Reviews
69
You may also like
C&C: Tiberian Sun
C&C: Tiberian Sun Real Time Strategy
Global Conflagration
Global Conflagration Real Time Strategy
C&C: Tiberian Sun Firestorm
C&C: Tiberian Sun Firestorm Real Time Strategy
Blitzkrieg
Blitzkrieg Real Time Strategy
Rome: Total War - Alexander
Rome: Total War - Alexander Real Time Strategy