Project overview: Tiberium Secrets is a total overhaul mod set in a parallel universe to the Command and Conquer canon. It introduces three new factions that can stand in conjunction and potentially independent from the others within the Command and Conquer Tiberium universe. These new factions come complete with diverse units, structures, mechanics, and lore. Players will take command of a shadowy human faction intent on ensuring the survival of its species without concern for red tape or ideologies, a biological experiment turned hunter of their creators, and an artificial intelligence believing itself to be the next evolution of humanity. Comparatively minor, but fundamental changes will also be made to the original factions.

Post news RSS Tiberium secrets Patreon, Game credits, and V. 1.40 Released

Our patreon, game credits and version 1.40 are released in this update.

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Release of 1.40 and our credits

Open positions

We are always looking for new talent,which you can view on our jobs tab, but were particularly looking for a Lead Artist .and as always XML Scripters .

Support us on Patreon

Showing us that the community is for our project is a big motivator, it goes a long way in showing your support for our continued developments. Even a donation as small as $1 helps.

If we get a lot of financial support, we can bring even higher quality content, as well as update faster.

Become a Patron!

Release of 1.40

Download TiberiumSecrets 1. 4 0 - Mod DB

We managed to get a limited AI working for the ASI. so now we have the ultimate meta, of an AI playing an AI.

Patch Notes for v1.4.525

  • Conductor re-enabled in game
  • Conductor now requires Dark Energy Generator
  • Conductor now buffs nearby friendly units and structures both when deployed and undeployed (shown with radius decal)
  • Conductor Virtual Fence now buffs friendly units and structures that it touches
  • Hunter damage against aircraft decreased 17%
  • Fixed broken string references for deployed Synthesizer
  • Crippler shield buff now displayed with radius decal
  • Missile Salvo portrait changed to different temporary image
  • Fixed bug where smaller ASI structures would have trouble building
  • Owl cost increased from 500 to 1000
  • Ibis cost increased from 500 to 1000
  • Manta cost increased from 500 to 1800
  • Hunter Leap ability now requires that the owning player have adequate power
  • Fixed Hunter voice when using Leap ability
  • Removed jumpjet particles from Hunter while using Leap ability
  • Added Salvage upgrade descriptions to ASI vehicles
  • Pulse turret now fires tracers from fire FX bone
  • Pulse Turret turn rate greatly increased
  • PPC Turret turn rate greatly increased
  • Dark Turret turn rate slightly increased
  • Added very basic AI support to Barstow Badlands map
  • Hunter Damage boost while deployed decreased from 100% to 50%
  • Hunter Turret turn rate greatly increased
  • Replaced C&C 3 Logo on Main Menu screen with image made by Jason Koop
  • Inquisitor Squad size increased from 2 to 3
  • Added ASI-style TibSec logo to Main Menu screen
  • Changed Hack Center name to Networking Node
  • Changed Dark Turret name to Dark Sentinel
  • ASI Drone Factory portrait image added
  • Crippler portrait image added
  • Anubis portrait image added
  • C&C 3 skirmish maps modified to support ASI player AI
  • Updated to new versions of looping sounds cut into singles Hooked up sounds for Owl, Manta, and Dozer Drone
  • Fixed bug where Dozer drones could not repair units or structures
  • Crippler deployed weapon impact FX added
  • Crippler deployed weapon range increased from 375 to 450
  • Crippler deployed weapon minimum range increased from 50 to 75
  • Crippler deployed weapon damage radius increased from 50 to 60
  • Crippler deployed weapon minimum damage increased from 125 to 250
  • Fixed bug slowing build times of ASI structures
  • ASI structure buildup animations synched to build time
  • Changed ASI structure build times to conform to C&C 3 convention
  • Changed Skirmish screen music to ASI victory theme

Game Credits:

Honor Games LLC:

Project Management/ Production:

Co-Founder, CEO, Executive Producer -Eric Chou (GeneralJist)

Former Project Management/ Production:

Project Coordinator- Chad White (ParaCombatant)

Former Contributing Project Management/ Production:

Project Coordinator, community management -Victor Smirnoff (Silent Nomad)


Co-Founder, Game Designer, Creative Art Director -Matthew Ross (Fandore)

Promotional Artist- Sanda Gavriluc

3D Artist- Jazmine Owins

Former Art

Project originator, Lead coder, sr. 3D Artist- Seth Brown (Umbrella Secrets) [Dishonorable discharge]

2D concept artist- Andrew Tapsell (anDTap)

2D Concept Artist- Lewis Unsworth (Felix)

2D Concept Artist- James Tw (James Otw)

2D Concept Artist - Joseph Whited (Invader Joe/ Doodle Monarch)

HR, 2D Art, community management- Kjell Bunjes (Iqew)

3D Artist- Matt Bensa (Matija)

2D Concept Artist- William Karinen ( Conceptual Cascade/ Heizenberg /Flashback Frodo)

3D Artist - Ryan Fry/ John Machowski (Ronsart)

3D Artist- Viktor Greksa (Vgreksa)

3D Animator- Denny Jovic [paid]

3D Animator- Brian VanHorn [paid]

3D Animator- Alexey Kuznetsov [paid, Dishonorable discharge

Former Contributing Art

3D Artist- Eric Kube (SG1Shadow)

3D Animator- David Wyatt (Ryatta)

2D Artist- Andrew Betts

3D Artist- Vincent Hu (vhu 9644)

2D Concept Artist- Walter Vermeij (Pizza Atomica)

3D Artist- Shawn Richardson [Dishonorable discharge]

3D Artist- Renan Assuncao

2D concept Artist- Alexander House (ARG House)


Co-Founder, Lead Coder -John Netzel (ComieDog)

Former code:

Project originator, Lead coder, sr. 3D Artist- Seth Brown (Umbrella Secrets) [Dishonorable discharge]

Coder- Alex Serino (Tiberian Fiend)

Coder- James Hauer (Tekrchad)

Code,3D Artist, Mapper - Scott McFadden (Mapper_Splat)

Coder- Christopher Woodard

Former contributing code:

Writer and coder- Maclaren Cardwell (GOLANX) [Dishonorable discharge]

Coder- (Hawkblade 124)

Coder- Brad Turner (Xelna)

Coder- Dave Jeansome (Davo)

Coder- Naruto Aozumaki (Egozi44)

Coder- Biggy (Zeusbigs)

Coder- Vaibhav Agarwal (Jakelong00)


Lead composer- Tim Cerny (CCH Audio)

Former contributing Audio

SFX Artist- Justin Prymowicz (Justin P)


Co-Founder, CEO, Executive Producer -Eric Chou (GeneralJist)

Lead writer- Albert Bassili (Lakitel)

Writer- Samuel Ford

Writer- Nolan Lynch

Former Writing:

Writer and coder- Maclaren Cardwell (GOLANX) [Dishonorable discharge]

Lead Writer- Jason Koop (Jfod)

Head of Narrative- Blake Armstrong (roboteatingrobot)

Narrative Admin and editor- Adi Potashnick

Narrative Editor- Conor Walsh

Sr. Writer and Scientific Advisor- Doug Grosser (Master E. Gamer)

Military History Advisor- Jonas Nilender

Military History Advisor- Robert Ranstadler

Former contributing writing:

Writer- Daniel Armiss (ponic3)

Public Relations:

Co-Founder, CEO, Executive Producer -Eric Chou (GeneralJist)

Former Public Relations:

Project Coordinator, community management -Victor Smirnoff (Silent Nomad)

HR, 2D Art, community management- Kjell Bunjes (Iqew)

Human Resources:

Co-Founder, CEO, Executive Producer -Eric Chou (GeneralJist)

Former Human Resources:

HR, 2D Art, community management- Kjell Bunjes (Iqew)

Quality Assurance:

QA Lead- cody Dewald (Theforth)

GeneralJist signing out.

“For those with drive, and for those who endure, they shall be bonded forevermore.”

From here, there and everywhere: Ion Cannon Control

(Co-founder, CEO, and Executive producer)

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why does this mod feel like a Pyramid scheme?

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