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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RSS Articles

Release 20170421

News 6 comments

Almost to the day half a year after our last stable release, we are proud to finally present to you our latest work - OpenRA Release 20170421!

With 43 developers producing just shy of 800 commits and touching almost 1800 files, this has very likely been one of our slowest release cycles ever. As such, the list of user-visible changes is not as long as you've come to expect in earlier years. However, behind the scenes, preparations for a fundamental transformation of the OpenRA engine are in the works. But more on that later.

As usual, this new release brings with it changes to the balance of both the Red Alert and Tiberian Dawn mods, as well as a huge number of new and overhauled multiplayer maps. In addition, it contains the following major fixes and features:

  • HiDPI font rendering for players with high resolution displays.
  • Fixes for several multiplayer bugs that could stall or crash games when a player disconnects.
  • The Red Alert "shell map" background is now muted.
  • New behaviour for the Red Alert Gap Generator and Tiberian Dawn Obelisk.
  • Fixes for asset installation on 32 bit operating systems and from the original RA95 CDs.

The Dune 2000 mod in particular has many changes to make it better match the gameplay and graphical polish of the original game, plus seven(!) new campaign missions.

Comparing regular and high resolution UI rendering in the Tiberian Dawn map browser.

Dune 2000 now comes with 13 campaign missions.

The re-written shroud-generating behaviour of the gap generator in action.

The biggest changes in this release are behind the scenes; technical improvements that are not visible to players, but important for our development and modding community:

  • A new trait conditions system provides much better control over trait interactions.
  • Actor vision has been overhauled, adding support for features like the RA active gap generators, D2K actors revealing themselves when attacking, and cliffs blocking vision in heightmap-enabled mods.
  • Simplified weapon definitions using inherited yaml templates.
  • Some initial steps towards removing code patterns that are not compatible with save game support.

OpenRA grew out of the C&C modding community, and one of our major goals is to provide a flexible game engine that the community can use for their own projects. Unfortunately, this goal has been hurt by OpenRA's single-engine approach, meaning that every new release would unavoidably break community mods.

After many discussions, we have developed a new mod support strategy that we will implement over the next two OpenRA releases. This release starts by adding support for parallel OpenRA installs, and we have started developing a mod template that includes instructions and scripts to simplify mod development and packaging. Mods built using this template will be self contained games that function independently from our official mod installs.

The in-game multiplayer server list will now list games for all the mods that a player has installed (even across multiple installations), and will allow players to directly switch to another mod when joining one. This applies across versions as well as mods, meaning that future OpenRA releases will be able to coexist, and switching between release and playtest servers will be just as easy as switching between RA and TD servers today.

The multiplayer server list is now smarter about multiple OpenRA installations.

The next release (later this year) will complete the mod-support transition by removing the in-game mod chooser and support for manually installed mod packages: all mods (both official and community) will be listed individually with their own names and icons in your Start Menu / Dock / Launcher.

We hope these measures will give more visibility to third-party mods, and establish OpenRA as a viable and stable real-time strategy platform even for games not connected to the Command & Conquer universe.

For the complete list of changes please see the full changelog. You can find installers for all our supported operating systems on our download page. We hope you'll enjoy this newest installment of OpenRA!

Crystallized Doom 2017 schedule

Crystallized Doom 2017 schedule

C&C Tiberian Sun Crystallized Doom 13 comments

Time is passing by and CD has grown a lot since the last year. Read up where we are heading to next!

Why is our mod unique?

Why is our mod unique?

Medieval Warfare 6 comments

Scrapping up some ideas that you may have with Medieval Warfare. :)

Playtest 20170408

Playtest 20170408

News 3 comments

We are again happy to be able to announce a new playtest. For the last time before the next OpenRA release, you will be able to give us feedback on the...

April 2017 Release Preparations

April 2017 Release Preparations

News 12 comments

The next major OpenRA release is imminent, so you might want to have a look at the upcoming features.

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Comments  (0 - 10 of 474)

Any possibility you guys might make Generals Zero Hour with OpenRA's pixel graphics?

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OpenRA Red Alert Livestream tonight @ 18:00 GMT on Twitch.tv

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I want to back one or more issues of the Tiberian Sun build:

Which issues are most crucial to get the mod done?

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Auto deploy attacks, I think. Well, to attack, it needs to deploy, that's quite obvious. However, the timing of undeploy is not very simple.

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excuse could you help me with Tiberian Dawn Xtended and how to fully install the mod?
I seem to be have a problem with it?

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In case you haven't found it or others are wondering, the file from the mod needs to be placed in the 'mods' folder in the directory OpenRA is installed, like every other mod, but then you need to double-click the file for this mod for it to be added to the selection, which you need to do each time you want to play it.

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Ignore what I wrote, it won't launch that way. The install instructions are here: Moddb.com

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Milanium Creator

Ask at Ppmforums.com for help instead.

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Sir, this is a player from China. I would like to do a translation for OpenRA, could I get some help about game text and text fonts from you? Thank you, sir!

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Milanium Creator

OpenRA uses True Type Fonts (TTF) from the GNU FreeFont project Gnu.org at the moment. However support for translations is still at it's infancy. See Github.com

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Ratings closed.

Highest Rated (13 agree) 10/10

This game should get more praise.

Jan 18 2012 by Torpedo1986


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