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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 20190825

News 6 comments

We are thrilled and relieved to finally announce the first public playtest for OpenRA’s second 2019 release. This playtest brings significant technical changes, so we felt it important to delay the “summer” release until we could be confident that the worst bugs and gameplay regressions had been fixed. With some help from our Forum and Discord community, we are now ready to release playtest-20190825 for wider testing and feedback.

The Summer Release Preview article outlined several of the new UI features, including savegame support, a new spectator UI, and a long planned Tiberian Dawn interface overhaul. This playtest adds a much improved hotkey configuration UI and many smaller UI fixes and polish improvements.

The new Tiberian Dawn sidebar.

The Tiberian Dawn in-game interface has received a long-awaited redesign.

The savegame load screen in D2k.

Missions and skirmish games can be saved and restarted later.

On the gameplay front, the main focus for this release was to rewrite the logic that controls how units behave and respond to orders. This was a major task that spanned several months, more than 90 Pull Requests, and more than one debate about bug vs “accidental feature”.

Many of the changes will not be immediately obvious, but on closer inspection you should find that many long-standing quirks and annoyances in unit behaviour no longer occur.

The ability to queue commands using the Shift key has always been an important part of OpenRA’s gameplay, and this has received a major overhaul with this release. Part of the overhaul has moved the familiar targeting lines that display when you command units into the “Waypoint Mode” (Shift) overlay by default. The previous behaviour can be restored through the Settings menu (Target Lines: Automatic) if you prefer.

Waypoint mode.

The improved waypoint mode allows you to plan your attack strategies.

Other noteable changes to watch out for include:

  • Force Move (Alt) can be used to undeploy Construction Yards and land helicopters
  • Aircraft respond to Scatter orders from the Command Bar (Ctrl + X)
  • Significantly improved behaviour for harvesters, aircraft, attack-move, and unit repair
  • Aircraft-based support powers can be given an attack direction
  • The controversial Allied Hind helicopter in RA has been replaced with the Black Hawk
  • Two new-to-OpenRA missions from the RA Counterstrike expansion
  • The D2k Death Hand missile now works like the original game
  • A collection of Red Alert and Tiberian Dawn balance changes

As always, the full changelog is available with more information on the changes and fixes.

Directional powers.

Aircraft-based support powers can be given a direction by dragging the mouse while targeting.

As a .NET application, OpenRA relies on the Mono runtime for our Linux and macOS players. Unfortunately, the Mono packages provided by some major LTS distros are several years out of date and incompatible with the modern .NET standard. Worse, the new Debian Buster and Ubuntu 19.04 releases shipped with a serious Mono bug that causes unavoidable crashes OpenRA and other .NET applications.

Our solution for these issues is to package the parts of Mono that OpenRA requires inside the AppImage and macOS app releases. This means that you can finally play OpenRA without having to install any system-level dependencies. For players or packagers who prefer to compile OpenRA from source, Mono 5.4 or later and msbuild are now required.

Updating our base requirements has allowed several further improvements:

  • Windows releases are now 64 bit by default (32 bit releases remain available)
  • A fix for the macOS black-screen startup freeze after Mono or macOS upgrades
  • Future support for the .NET Core runtime (this work is still in progress)
  • Improved development tooling and IDE support for OpenRA and the Mod SDK

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! This is your time to get involved, play games, and let us know what you think! If you discover a bug or have any other feedback, please let us know in the comments below, on our forum, Discord, or GitHub.

Combined Arms Lite - First Release

Combined Arms Lite - First Release

Command & Conquer - Combined Arms 4 comments

Combined Arms Lite's first release is here! - Welcome back commander!

Upcoming features for the summer release

Upcoming features for the summer release

News 15 comments

It has been quite a while since our last release, but not to worry, we are still going - mostly rewriting tons of code not visible to the outside eye...

Release 20190314

Release 20190314

News 3 comments

We are pleased to announce Release 20190314, which brings changes developed between August 2018 and January 2019 and polished with the help of player...

 Playtest 20190302

Playtest 20190302

News

Another, hopefully final, test build on the road towards the next release.

Add file RSS Files
Attack Outside Range Cursor add-on

Attack Outside Range Cursor add-on

Other 2 comments

A small, but useful little add-on for OpenRA's Dune 2000 mod.

Cameo v1.0 NON-STANDALONE

Cameo v1.0 NON-STANDALONE

Cameo Full Version 1 comment

for those who have trouble to launch the Cameo v1.0 standalone. just repleace the cnc folder located in "C:\Program Files (x86)\OpenRA\mods" and Launch...

Cameo v1.0

Cameo v1.0

Cameo Full Version 26 comments

Cameo v1.0 is now Standalone - no more downloading OpenRA CnC and replacing the folder, just start the "launch-game.cmd"

News PlayTest Version-20190813 (Windows)

News PlayTest Version-20190813 (Windows)

Fractured Realms Full Version 2 comments

A lot of change and visual improvement for this new PlayTest of 20190813

News PlayTest Version-20190813 (Linux)

News PlayTest Version-20190813 (Linux)

Fractured Realms Full Version

A lot of change and visual improvement for this new PlayTest of 20190813

News PlayTest Version-20190813 (Mac Os)

News PlayTest Version-20190813 (Mac Os)

Fractured Realms Full Version

A lot of change and visual improvement for this new PlayTest of 20190813

Comments  (0 - 10 of 502)
naryanrobinson
naryanrobinson

• I like to play with the default right-click orders, but holding right-click and moving the cursor drags the battlefield. Often the order doesn't register because I accidentally dragged a couple of millimetres. Any way around this while still using right-click orders?
• Is there any way to make the game config tool remember what the last game's config was? So it doesn't reset every time and you don't have to set up everything every game?
• Please don't mistake this for impatience, but is anything happening with «Red Alert 2»? Is anyone working on it? I read something somewhere about a 20-year law. «Tiberian Sun» passed 20 years on Tuesday. «RA2» in October next year. What is it exactly? Does it exist at all? Did I just make it up?

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Slambert-Anders
Slambert-Anders

You guys know when the tiberian sun part will be playable? :) I Really love what you're doing! Have been playing alot of Red Alert

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Redler_M_Schnyder
Redler_M_Schnyder

I really love your open-sourced C&C game engine. I've been playing it like crazy and would love to see at least some indie, original games from this engine.

Also, when are you going to input that aircraft carrier logic?

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.Mac.
.Mac.

Dunadann Appreciate your comments, fellow commander! Absolutely - either the BTR-80 or BTR-60 would be suitable as the Soviet APC, I'd say :) For sure it should move just slightly faster than the M113, but then perhaps it should have slightly weaker armor too?

Looking back at my previous lengthy posts now and, not only do I notice how quickly time flies, there's a couple ideas in there that I'd retract:

If the BTR-60/80 were introduced, I wouldn't enable it to traverse water. I feel that'd just open up a can of worms for gameplay; so, best not to have it do that, even if they actually can in real life.

Second, the Hind shouldn't transport any infantry. I think that also would open up a can of worms; its role should just be a gunship anyway.

Which then leads me to a new suggestion: The Soviets are in need of an air transport, so I propose they get the Mi-26 "Halo". Sometimes there can be maps that requires an air transport where, without one, the Soviets would be at a huge disadvantage (eg: oil derricks behind impassible ridges). In fact, the Soviets did have the Chinook in the original game, but just as the Allies shouldn't have the Hind, the Soviets shouldn't have the Chinook. It would require creating yet another new unit for the game, but, while I think care and consideration should be taken before introducing any new unit to a game (otherwise you risk changing the game too much and begin losing the essence of the original), this one makes sense to me. And as someone who grew up with and cherished the original game, I guess I'd also view it as: If there had been one more expansion pack, what new units would that possibly introduce? So, if the Chinook carries 8 infantry (as of now), should the Halo carry 10? Or have the Chinook carry 5, as it did originally, and let the Halo carry 8? And since the Halo should carry slightly more infantry than the Chinook, it should be slightly slower.

Well I better wrap this up before it gets TOO lengthy XD Thanks again for reading guys!

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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+6 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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Dunadann
Dunadann

I know it's been a few months, but I would like to voice my agreement with your points on the Hind. It belongs with the Soviets, and its being in the Allied tech tree is really jarring.

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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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Dunadann
Dunadann

Again, 100% agreed, although I think the BTR-80 might be a better fit, seeing as the Heavy Tank looks like a T-64B or T-80 in the cutscenes.

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OpenRA
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Jan 18 2012 by Torpedo1986

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After months of improving and polishing new features, we finally present a new playtest. Save games, an overhauled… T.co

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