THE FULL PRODUCT, WITHOUT THE WALL OF TEXT

Everything built.
At the depth you need.

Start with outcomes. Filter by the experience you care about. Open any capability to see how it works, what proves it, and where its safety boundary sits.

26 documented capabilities
21 playable now or alpha
3 depths outcome · implementation · boundary
CAPABILITY ATLAS

Scan the surface.
Open the engineering.

Every card starts with the player outcome. Expand it for implementation detail, proof, and the boundary that keeps the feature honest.

26 of 26 capabilities

01 · In matchPlayable 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 boundary

Routine 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 matchPlayable 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 boundary

Voice can be muted independently and the feed remains available without speech output.

  • Visible transcription
  • 80-entry tactical log
  • Interruptible speech
Voice controls
03 · In matchPlayable 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 boundary

The 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 matchPlayable 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 boundary

No 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 matchPlayable 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 boundary

AUTO 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 matchPlayable 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 boundary

Unexplored and currently hidden information is filtered before the observation reaches the model.

  • Viewport image
  • Tactical overview
  • Fog filter
Vision contract
07 · Web studioPlayable 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 boundary

Source attribution and the selected geographic footprint remain visible before generation.

  • Place search
  • Interactive map
  • Scale-aware footprint
Earth Mission Studio
08 · Web + gamePlayable 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 boundary

AI 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 + gamePlayable 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 boundary

The 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 + gamePlayable 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 boundary

Failed validation blocks the ready state instead of presenting an attractive but unusable map.

  • Tracked-unit paths
  • Connected starts
  • Reachable resources
Validation contract
11 · Web studioPlayable 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 boundary

The 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 gameDevelopment 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 boundary

Generation accelerates the blank-canvas work; authors keep final creative and gameplay control.

  • Editable package
  • Native editor
  • Authored mission layer
Editor workflow
13 · Native gamePlayable 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 boundary

It 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 gamePlayable 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 boundary

The 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 gamePlayable 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 boundary

The 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 gamePlayable 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 boundary

The 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 gamePlayable 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 boundary

Assets are original or appropriately licensed and remain separate from private model infrastructure.

  • 216 visual artifacts
  • 4 faction tracks
  • Native render evidence
Asset inventory
18 · PlatformIn 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 boundary

Future theatres are a roadmap direction; only shipped builds are labeled playable.

  • Mod boundaries
  • Replaceable showcase
  • Shared AI contracts
Game repository
19 · Local toolsResearch 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 boundary

Autoplay 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 toolsResearch 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 boundary

Learning artifacts are local, inspectable, and do not silently modify the shipped game bot.

  • Evidence logs
  • Outcome grading
  • Lesson injection
Learning loop
21 · AI layerPlayable 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 boundary

Provider 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 installDevelopment 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 boundary

Local 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 gamePlayable 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 boundary

Secrets 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 · DownloadPlayable 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 boundary

The site never presents a placeholder as a working download.

  • Setup installer
  • Portable ZIP
  • Published checksums
Game releases
25 · Web appPlayable 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 boundary

Names 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 · DownloadPlayable 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 boundary

Only 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
THE BUILD ARCHIVE

See the factions.
Inspect the work.

Concepts, production cameos, directional sprites, effects, missions, and live OpenRA evidence—collected from the game repository and labeled by what each image actually proves.

216 optimized visual artifacts · 4 faction tracks
Saudi Arabia + YemenPlayable alpha

Red Sea 2026

Armor, drones, ambushes, air power, and maritime control collide across three authored missions.

Explore the story, units and game modes →
15custom combat roles
3authored missions
2complete factions
  • Jizan Corridor
  • Hodeidah Lifeline
  • Bab al-Mandab Passage
  • Bilingual radio
Read the faction dossier
ASSET LIBRARY

From source board to live proof.

Showing 18 of 52 matching assets for Red Sea.

Content-hashed files Lazy-loaded gallery Source path on every assetOpen public manifest
READY TO MOVE FROM READING TO PLAYING?

Build a battlefield.
Then meet it in the game.

The web studio produces the mission package. The native build delivers the companion, theatre, editor, and full OpenRA experience.