01 · In match Playable now
Adaptive battlefield briefings Short, relevant observations replace a constant stream of generic commentary.
Open full detail Player experience The companion calls out meaningful changes such as a power crisis, new armor, a lost harvester, or an exposed attack window.
How it works Deterministic game-state transitions pass through a relevance gate before any model is asked to phrase an update.
Product boundaryRoutine updates stay silent and low priority; gameplay continues if the AI layer is unavailable.
Importance tiers Voice budget No-token deterministic alerts Companion controls 02 · In match Playable now
Push-to-talk + tactical feed Ask naturally, see what was heard, and keep a compact history of advice and orders.
Open full detail Player experience Hold Ctrl+Space on Windows or Option+Space on macOS to ask. The transcript appears in game, followed by a concise answer you can interrupt.
How it works Audio routes through the configured transcription capability while the feed records advice, alerts, transcripts, orders, and execution results.
Product boundaryVoice can be muted independently and the feed remains available without speech output.
Visible transcription 80-entry tactical log Interruptible speech Voice controls 03 · In match Playable now
Priority-aware alerts Information, warnings, and critical threats are treated differently.
Open full detail Player experience Low-priority context can appear quietly while profound or urgent changes may use voice and a stronger visual treatment.
How it works A deterministic threat and novelty score assigns the notification tier before text or speech generation.
Product boundaryThe player can disable voice, change the speaking threshold, or disable the companion without affecting the match.
Quiet updates Critical-only speech Threat indicator Notification behavior 04 · In match Playable now
Safe action proposals The companion can propose a bounded order without silently taking control.
Open full detail Player experience Review a proposed action, confirm with Ctrl+Enter, reject with Ctrl+Backspace, or simply ignore it.
How it works Model output is translated into a small allowlist of validated OpenRA orders rather than arbitrary engine calls.
Product boundaryNo surrender, support powers, or hidden-information actions; confirmation is required unless AUTO was explicitly enabled.
Allowlisted actions Explicit confirmation Execution receipt Action safety 05 · In match Playable now
Optional AUTO command Delegate real-time play to OpenRA's native bot stack and take command back instantly.
Open full detail Player experience AUTO can handle economy, production, expansion, defense, and combat while the companion explains significant decisions.
How it works The feature uses the full ModularBot implementation, with voice or hotkey strategy changes for aggressive, defensive, naval, or adaptive play.
Product boundaryAUTO is opt-in, visibly indicated, and can be stopped immediately with Ctrl+Shift+A.
Full ModularBot Strategy switching Instant take-back AUTO controls 06 · In match Playable now
Fog-respecting dual-view vision The AI receives battlefield context without receiving information the player has not earned.
Open full detail Player experience Advice can account for the current viewport and remembered whole-map tactical state, including an attack already under way.
How it works Compact structured state is paired with a viewport image and a fog-filtered tactical overview for capable vision routes.
Product boundaryUnexplored and currently hidden information is filtered before the observation reaches the model.
Viewport image Tactical overview Fog filter Vision contract 07 · Web studio Playable alpha
Earth reconnaissance Search any place, move the live map, and define the real-world footprint that becomes the battlefield.
Open full detail Player experience Pin a landmark or region, inspect the source terrain, choose scale and mission shape, then create from the selected area.
How it works The studio combines map interaction, geocoding, satellite-style imagery, coordinates, and a deterministic mission blueprint.
Product boundarySource attribution and the selected geographic footprint remain visible before generation.
Place search Interactive map Scale-aware footprint Earth Mission Studio 08 · Web + game Playable alpha
Terrain understanding Roads, waterways, built areas, vegetation, relief, and landmarks become explicit generation evidence.
Open full detail Player experience The generation pipeline shows what it is reading instead of hiding the source-to-map translation behind a spinner.
How it works Geographic data and the exact terrain view can be routed through a vision model, then normalized into an OpenRA-safe terrain plan.
Product boundaryAI interpretation guides the plan; native OpenRA rules remain responsible for legal tiles and gameplay.
Exact terrain image Detected feature cards Visible pipeline Generation pipeline 09 · Web + game Playable alpha
Native OpenRA translation Earth evidence becomes native terrain, resources, routes, spawn points, and an editable map package.
Open full detail Player experience The result looks and behaves like an OpenRA battlefield rather than a picture stamped onto a grid.
How it works A deterministic translator hands the terrain plan to OpenRA-compatible map generation primitives and packages map.bin, YAML, and metadata.
Product boundaryThe generator only emits known tiles, actors, and map structures supported by the selected mod.
Native tile vocabulary Resource placement Spawn generation Map package format 10 · Web + game Playable alpha
Passability + connectivity validation A generated map must be traversable and playable before it is offered to the player.
Open full detail Player experience Validation reports route safety, connected starts, reachable resources, and legal map structure.
How it works Tracked-unit movement rules are used to test paths between spawn regions and key gameplay targets after terrain generation.
Product boundaryFailed validation blocks the ready state instead of presenting an attractive but unusable map.
Tracked-unit paths Connected starts Reachable resources Validation contract 11 · Web studio Playable alpha
Compile + share .oramap The browser compiles a real map package that can move into the native game.
Open full detail Player experience Download the generated battlefield, install it locally, and reproduce the same terrain with the same mission blueprint and seed.
How it works The browser-side compiler builds a zipped .oramap with map data, rules, actors, and a source manifest.
Product boundaryThe package records its source and generation parameters so the result is inspectable and reproducible.
Real .oramap output Source manifest Deterministic seed Export workflow 12 · Native game Development build
Native editor handoff Continue from generated terrain into OpenRA's map editor for authored objectives and polish.
Open full detail Player experience Start from a playable Earth-derived base, then refine terrain, actors, resources, and mission logic with native tools.
How it works Generated packages preserve normal OpenRA map structure instead of introducing a closed proprietary format.
Product boundaryGeneration accelerates the blank-canvas work; authors keep final creative and gameplay control.
Editable package Native editor Authored mission layer Editor workflow 13 · Native game Playable alpha
Red Sea 2026 campaign A three-mission theatre proves RTS AI can ship authored experiences beyond generated skirmishes.
Open full detail Player experience Play Jizan Corridor, Hodeidah Lifeline, and Bab al-Mandab Passage as Saudi Arabia or Yemen.
How it works The theatre combines faction rules, objectives, bot priorities, localized voices, and source-dated mission contracts.
Product boundaryIt is an original fictional RTS scenario, not a claim of real-world prediction or simulation accuracy.
Three missions Two factions Bilingual radio Theatre documentation 14 · Native game Playable alpha
Iran distributed-denial faction A complete combined-arms roster turns distributed reconnaissance, layered air defense, drones, and littoral pressure into counterable RTS systems.
Open full detail Player experience Coordinate Karrar armor, Raad air defense, Fajr standoff fire, reusable and expendable UAVs, coastal forces, and the fictional Shadow One commando.
How it works Fourteen production roles use native OpenRA ammunition, rearming, stealth, targeting, naval movement, bot production, and prerequisite contracts.
Product boundaryThe roster is a fictional balanced interpretation grounded in dated capability sources, not an order of battle or claim about current readiness.
14 production roles 10 doctrine contracts Live combat evidence Research + gameplay translation 15 · Native game Playable alpha
Türkiye combined-arms faction A versatile mechanized force links armor, electronic warfare, drones, amphibious mobility, aircraft, and naval control.
Open full detail Player experience Field sixteen original combat actors through a full technology tree and play the Straits Shield land-air-sea mission.
How it works Original sprites, effects, voices, AI production rules, and one construction-enabled mission reuse OpenRA's native movement, rearm, naval, and bot systems.
Product boundaryThe fictional Anatolian Guard and Orion Group scenario avoid reproducing a real attack, deployment, or readiness assessment.
16 combat actors 54 sprite packages Live AI progression Delivery + validation record 16 · Native game Playable alpha
China networked-force faction A complete land, air, and naval roster explores how battlefield networking can become legible, counterable strategy gameplay.
Open full detail Player experience Use network specialists to coordinate armor, air defense, amphibious forces, aviation, and naval units in Haitian Network.
How it works Seventeen combat actors, original procedural effects, bilingual voice lines, bot rules, and native renderer evidence form a reproducible faction package.
Product boundaryThe faction is an original fictional RTS interpretation, not a simulation of a real operation or a claim about real-world force performance.
17 combat actors 32 original effects Native renderer proof Delivery + validation record 17 · Native game Playable alpha
Original units, art + audio Each faction track has its own recognizable battlefield identity instead of simply recoloring legacy content.
Open full detail Player experience Distinct rosters, directional vehicle sprites, faction-specific voices, UI art, effects, and battlefield evidence make every force feel authored.
How it works Assets and rules live in the mod structure, are audited against OpenRA's directional, palette, and packaging requirements, and are indexed into the public build archive.
Product boundaryAssets are original or appropriately licensed and remain separate from private model infrastructure.
216 visual artifacts 4 faction tracks Native render evidence Asset inventory 18 · Platform In progress
Reusable theatre framework Red Sea 2026 is the first instance of a broader system for complete new mods and campaigns.
Open full detail Player experience Future releases can introduce new factions, units, stories, voices, maps, and rules without rewriting the core platform.
How it works Shared platform contracts separate companion capabilities, Earth generation, distribution, and theatre-specific content.
Product boundaryFuture theatres are a roadmap direction; only shipped builds are labeled playable.
Mod boundaries Replaceable showcase Shared AI contracts Game repository 19 · Local tools Research track
Headless autonomous commander An agent can observe and command local OpenRA matches through a bounded tool surface.
Open full detail Player experience Developers can run repeatable experiments in which an agent plays a match, records evidence, and explains its decisions.
How it works A local MCP server exposes a safe observation and action allowlist to an Agents SDK commander.
Product boundaryAutoplay requires explicit authorization and the tool surface excludes destructive or hidden-information actions.
Local MCP server Safe action allowlist Headless runs Agent research 20 · Local tools Research track
Evidence, grading + lessons Agent experiments can become durable learning rather than isolated playthroughs.
Open full detail Player experience Each attempt leaves a readable trail: observations, actions, outcomes, grades, and lessons for the next run.
How it works Run evidence is graded against explicit objectives and condensed lessons are injected into subsequent attempts.
Product boundaryLearning artifacts are local, inspectable, and do not silently modify the shipped game bot.
Evidence logs Outcome grading Lesson injection Learning loop 21 · AI layer Playable now
Provider-neutral AI routing The game asks for named capabilities rather than hard-coding a model company or machine.
Open full detail Player experience Players can use hosted models for simplicity or local routes for privacy, latency, and cost control.
How it works Companion text, terrain vision, transcription, and speech are independent routes behind one generic AI layer contract.
Product boundaryProvider credentials stay outside the game and private infrastructure names never appear in the public product.
Named capabilities Cloud or local No provider lock-in Model routes 22 · Local install Development build
Optional Local AI Pack Install a curated local route bundle without loading every model into memory at startup.
Open full detail Player experience Download the pack separately, choose local capabilities, and keep core gameplay usable when no model is running.
How it works The pack prepares routes for battlefield language/vision, transcription, and speech; each capability can be started independently.
Product boundaryLocal AI is optional, hardware-dependent, and never required to launch or play OpenRA AI.
Qwen3-VL route Local Whisper Local Kokoro Local models 23 · Native game Playable now
In-game AI settings + cost view Configure provider, model routes, voice behavior, pace, and connection health from the game.
Open full detail Player experience Friendly presets keep the common path simple while advanced routing and masked credentials remain available when needed.
How it works Settings map friendly provider/model choices to AI-layer routes and estimate text, transcription, and speech usage.
Product boundarySecrets are masked, advanced details are collapsed, and no endpoint is required for standard hosted-provider presets.
Provider presets Connection test Session cost estimate AI settings 24 · Download Playable now
Verified Windows release A setup installer and portable archive provide a direct path from the website into the native game.
Open full detail Player experience Download a versioned build, verify its checksum, install or extract it, and launch the companion or current theatre.
How it works The web app discovers real release assets and exposes version, size, checksum, and local smoke-test status.
Product boundaryThe site never presents a placeholder as a working download.
Setup installer Portable ZIP Published checksums Game releases 25 · Web app Playable alpha
Accounts, blueprints + feedback The web surface supports signed-in AI work, mission blueprints, release discovery, and contextual feedback.
Open full detail Player experience Sign in with Google or email, create a mission package, download the game, and report feedback with the relevant page context.
How it works Firebase authentication gates AI-backed work while private analytics use pseudonymous account identifiers.
Product boundaryNames and emails are not sent as analytics event parameters; written feedback is handled separately.
Google sign-in Mission package export Contextual feedback Privacy details 26 · Download Playable now
Signed macOS release A signed, Apple-notarized, and stapled Apple silicon DMG provides a direct path into the native game.
Open full detail Player experience Download the disk image, copy OpenRA AI to Applications, and launch the same companion and creation experience available on Windows.
How it works Release discovery exposes the published arm64 DMG, version, size, and checksum alongside the Windows packages.
Product boundaryOnly the published Apple silicon package is labeled ready; an Intel build is not advertised until a real artifact exists.
Developer ID signature Apple notarization Published checksum Game releases