- Open Annihilation 0.9 Trailer: Return of the Boneyards

Open Annihilation. Classic strategy games, reconstructed.

Press kit

An open source engine that plays the original Total Annihilation natively on macOS, Windows, Linux, iPhone and iPad, from your own copy of the game.

Thirty-five releases in under six weeks since launch on 27 September, itself 29 years to the day after the original game.

Return of the Boneyards, the 0.9 trailer

New in 0.9

The Boneyards are back

Total Annihilation's original online lobby, inside the game. Press ENTER on the Boneyards strip of the main menu and log in with a Core Prime account.

  • The Galactic WarThe war map of planets and sectors where Arm and Core fight for control, with Recon on any sector and ranks earned from each side's war record.
  • LaddersRanked play on Two Player, Three Player and Galactic War ladders, with published standings.
  • MatchmakingCore Prime's match queue pairs players by side, planet and skill bracket. QuickPlay uses it to find a forming battle or host one; the full Matchmaking screen follows in a later release.
  • NewsCore Prime's news, ticker and announcements, in the lobby.
  • Chat and pagingChat rooms and battle rooms, pages to any player online, and the Locator to find one.
  • Relayed battlesBattles are played through Core Prime's relays, so nobody needs to forward a port and players in different regions can play together.

Next in the 0.9 series: further releases are intended to bring mods and mutators into the galactic war.

The 0.8 series: Rise of the Mods

  • A Library of over 3,000 community maps
  • 32 mods, including TA Escalation, Rainbow Edition and Great War At Sea
  • 115 mutators
  • Brains: computer players written in Lua
  • Five new playable races and five more languages
  • A 3D camera with Full hardware acceleration
  • Big battles in the turned 3D view drawn about 10x faster than 0.8.7, with no stutter when the camera turns, and in 0.8.10 about 5x faster than 0.8.9, with the picture reaching the screen sooner
  • Every key rebindable, with layouts that can be shared
  • A new look for its own screens
  • Updates that can be rolled back, and a Mac copy that updates in place
  • Single-player games that pause while the window is away
  • In 0.8.11, the speed keys back on AZERTY, QWERTZ and other keyboards, and an order wheel that works properly on a held mouse button
  • In 0.8.12, automatic updates fixed and back on macOS (Mac players install 0.8.12 by hand, once), an update channel for taking Testing releases first, and settings to invert the 3D camera pan, the 3D camera rotation and the mouse zoom

The 0.8 trailers

The Atlas: over 3,000 community maps, in the Library
That ESCalated Quickly: TA Escalation
Super Senpai Lets Go: Rainbow Edition
Uninvited Guests: five new races

Fact sheet

Project
Open Annihilation
Tagline
Open Source, cross-platform re-implementation of Total Annihilation game engine.
Developers
Steve Gray, with contributors Silencer, Zane van Iperen and JulienS
Release
Version 0.9.0, 6 November 2026. First public release, version 0.2, on 27 September 2026, 29 years to the day after Total Annihilation's North American launch
Platforms
macOS 11 or later (Intel and Apple silicon, signed and notarized); Windows 64-bit, 32-bit including XP, Windows 11 on ARM and Windows 95, each with an installer; Linux x86-64 and ARM, including the Raspberry Pi; the Steam Deck, experimentally, with a package of its own; iPhone and iPad, built from source with Xcode
Languages
English, German, French, Spanish and Italian built in; Simplified Chinese (横扫千军), Japanese, Korean, Russian and Ukrainian from the Library, switching without a restart
Library
Over 3,000 community maps, 32 mods including TA Escalation, Rainbow Edition and Great War At Sea, 115 mutators, the Classic brain, five new races, the Cavedog map packs and bonus units, and language packs, from signed catalogues built into the game
Codebase
More than 1.7 million lines of C++20 on SDL3
Price
Free and open source. Requires a copy of Total Annihilation, sold on Steam and GOG, currently $1.49 on GOG. The original free demo, preserved on the Internet Archive, also works.
Licence
GNU General Public License version 3. The engine is free software and will stay that way.
Source code
github.com/open-annihilation/open-annihilation
Modding tools
Kbot, an MIT-licensed toolchain for Total Annihilation and TA: Kingdoms
Website
play.coreprime.net
Community
Discord
Online service
Core Prime, the rebuilt Boneyards service. Since 0.9 the Boneyards lobby is in the game, with a Core Prime account: the Galactic War, ladders for ranked play, QuickPlay on Core Prime's match queue, news, chat and paging, with battles played through Core Prime's relays. Its content catalogue is built into the Library. The full Matchmaking screen follows in a later release, and further releases in the 0.9 series are intended to bring mods and mutators into the galactic war. Register at coreprime.net
Press contact
Steve Gray, steve@coreprime.net
Author
Steve Gray on LinkedIn

Description

Short

Open Annihilation is a free, open source engine that plays the original 1997 real-time strategy classic Total Annihilation on modern macOS, Windows and Linux machines, on iPhone and iPad, and experimentally on the Steam Deck. It reads the game's own data files and save games from a copy bought on Steam or GOG, or from the original free demo, and aims to match the final official release, version 3.1c, in behaviour rather than reimagine it. Version 0.8, Rise of the Mods, adds a Library that installs over 3,000 community maps, 32 mods including TA Escalation, Rainbow Edition and Great War At Sea, five new playable races and language packs from signed online catalogues, in one place and without a restart. Version 0.8.5 added 115 mutators, small packages that change one game over the base game or any mod, version 0.8.6 added brains, computer players written in Lua and chosen for each computer seat, and a 3D camera with Full hardware acceleration, version 0.8.7 added a key editor that gives any action any key or mouse button, with layouts that can be shared, a new look for Settings and the Library, and an updater that installs a new release only when you say so and can roll back, version 0.8.8 drew big battles about 10x faster than 0.8.7 in the turned 3D view, version 0.8.9 paused a single-player game while the window is away and updated a Mac copy installed from the package in place, version 0.8.10 drew big battles about 5x faster than 0.8.9 in the turned 3D view, version 0.8.11 brought back the speed keys on AZERTY, QWERTZ and other keyboards, version 0.8.12 brought back the game's own update on macOS and added an update channel for Testing releases and settings to invert the 3D camera and the mouse zoom, version 0.8.13 runs the game on the faster graphics card of Windows laptops that have two, and version 0.9 brings back the Boneyards, the game's original online lobby, inside the game, with a Core Prime account and battles played through Core Prime's relays.

Long

Total Annihilation, designed by Chris Taylor and released by Cavedog Entertainment on 27 September 1997, is one of the most influential real-time strategy games ever made: three-dimensional units and terrain, physics-simulated projectiles, a streaming economy and a scale of warfare that later games spent years catching up with. The game is still sold today, but it was written for Windows 95 and 1997 hardware, and playing it on a current machine, especially a Mac or a Linux desktop, means compatibility layers, resolution hacks and luck. Open Annihilation's first release arrived on 27 September 2026, 29 years to the day later, and thirty-five releases have followed in under six weeks.

Open Annihilation replaces the original executable with a new, portable engine written from scratch. It ships no game content. Instead it loads the archives, maps, unit models, unit scripts, sounds and music from an installed copy of the retail game, including both expansion packs, The Core Contingency and Battle Tactics. The single-player campaigns, skirmish against the original computer players or against brains written in Lua, network games over the original protocol, mods, recorded games and the original save-game format all run in the new engine, and a built-in Library adds the community's maps, mods, mutators, races and languages from signed catalogues. Matches render at any resolution up to 8K with the original 8-bit look intact, drawn by the graphics card where there is one and by the processor where there is not, down to a 256 MB Windows XP machine or a Raspberry Pi. With Full hardware acceleration the camera can also leave the classic top-down view and turn the battlefield in 3D. Every action can take a key of the player's choosing, and on macOS, Windows and Linux the game looks for new releases itself and keeps the version before, so an update can be rolled back. A single-player or skirmish game pauses while the window is away, or keeps playing in the background if the player chooses.

Core Prime, the rebuilt Boneyards service, is in the game. Since 0.9 the Boneyards, Total Annihilation's original online lobby, opens from the main menu with a Core Prime account: the galactic war map with its planets and sectors, Recon, Chat, battle rooms, News, Ladders, profiles and Help, in Cavedog's own lobby screens, art and sounds, installed from Core Prime on the first entry. Ladders rank play on Two Player, Three Player and Galactic War ladders, players page each other and the Locator finds them, and QuickPlay finds a forming battle or hosts one through Core Prime's match queue, which pairs players by side, planet and skill bracket; the full Matchmaking screen follows in a later release. Battles are played through Core Prime's relays, so nobody needs to forward a port and players in different regions can play together. Further releases in the 0.9 series are intended to bring mods and mutators into the galactic war. Core Prime's catalogue of mods, map packs, bonus units and languages is built into the Library, and players register at coreprime.net. The engine also speaks the original game's network protocol, so cross-play with unmodified Total Annihilation clients is possible.

What it does today

What's new since launch

Version 0.2 shipped on 27 September as a playable single-player engine for macOS, Windows and Linux. Thirty-five releases later, the 0.8 series, Rise of the Mods, has turned the engine into a platform for everything the community has made for the game, and 0.9 brings back the Boneyards, the game's original online lobby. The major additions, in the order they landed:

Release timeline, newest first

  1. 0.9.0
    The Boneyards in the game: the galactic war map, chat, battle rooms, ladders and QuickPlay with a Core Prime account, and battles through Core Prime's relays; a faster megamap
  2. 0.8.14
    The first start after an update uses your own folders
  3. 0.8.13
    Windows laptops use the faster graphics card
  4. 0.8.12
    Automatic updates fixed and back on macOS, which Mac players install by hand, once; an update channel in Settings › Developer for taking Testing releases first; Invert 3D camera pan, Invert 3D camera rotation and Invert mouse zoom in Settings › Controls; the new settings in German, French, Spanish and Italian
  5. 0.8.11
    The speed keys back on AZERTY, QWERTZ and other keyboards; an order wheel on a held mouse button that works properly; explosions under the water keep their colours; a host can start a multiplayer game against computer players alone; the in-game update for Macs withdrawn until 0.8.12, so Mac players install by hand, as do players on 0.8.8 or older on every system
  6. 0.8.10
    Big battles drawn about 5x faster in the turned 3D view, with smooth turning and panning and the picture reaching the screen sooner; 4x edge smoothing that also covers wide windows such as 2560x1440; letters like ç and ã in 3.1c's menus; fixes to the macOS pointer and memory; Mac players install it by hand from the .pkg
  7. 0.8.9
    Single-player and skirmish games pause while the window is away, with a setting to keep playing; Mac copies installed from the package update in place; updates install from the release's own packages; the update screens in the new look; a clear message when macOS refuses access to Documents
  8. 0.8.8
    Big battles drawn about 10x faster in the turned 3D view and no stutter when the camera turns; a Double-click selects setting; GET MAP checks your game can play the host's map; the Mutators and Maps windows in the new look; fixes to building past the map edge, Windows names outside the code page, the key clash question and the Library's scroll
  9. 0.8.7
    Any key for anything with a key editor and layouts that can be shared, a new look for Settings and the Library in Barlow, an updater with Roll back on macOS, Windows, XP and Linux, mods past 256 weapons and five sides, allied sight on the minimap; fixes to repairs, the minimap, fog, underwater features, Windows 95 saving and the 3D camera
  10. 0.8.6.1
    Hotfix: gentler default levels for the graphics effects, nanolathe glow that no longer slows the game, coastal waves that show, right clicks without a stutter, the unit info panel as in 3.1c
  11. 0.8.6
    Brains: computer players written in Lua for each computer seat, with Classic the first in a new Brains tab; a 3D camera with Full acceleration through Metal and Vulkan, coloured weapon lighting, nanolathe and wreck glow, heat distortion, water ripples and naval reflections
  12. 0.8.5
    Mutators: 115 in a new Mutators tab of the Library and a MUTATORS button on skirmish, campaign and battle room setups; Shift ends an armed order as in 3.1c, Classic or Smooth fog of war
  13. 0.8.4
    A mod side's order buttons work, mod settings for Cavedog's downloadable maps, queued buildings dragged to a new site with Shift, wrecks reclaimed on the sea bed, the Full tier on more graphics cards
  14. 0.8.3
    Deep unit-script expressions as in 3.1c (Devolution's beacon), a third side's own panel art (Rumad), faster frames zoomed out; 22 mods in the Library
  15. 0.8.2
    Computer players follow a mod's whole AI profile, silos stockpile nukes, saved games load in a fraction of the time, first-run setup carries on, Smooth motion setting; Argon, Total Mayhem and TA: Zero
  16. 0.8.1
    Hotfix for Windows: the game finds its own language, registry and log files again
  17. 0.8.0
    Rise of the Mods: the Library, over 3,000 maps, 14 mods, five new races, Ukrainian and Korean, Windows 95 with installers, first-run setup, launch files
  18. 0.7.4
    Animated mission briefings, Full graphics in the biggest battles, a Steam Deck package, smaller programs, Windows 95 from source
  19. 0.7.3
    A steady camera when following units, view past the map's edge, HUD scaling, computer players that build as in 3.1c
  20. 0.7.2
    Simplified Chinese, Unicode chat, explosion flash, zoom to the whole map, every screen size
  21. 0.7.1
    Steam Deck, .oamod installs, demo recorder playback and recording, every setting documented
  22. 0.7.0
    Full hardware acceleration, mods, iPhone and iPad, five languages, modern text, files in Documents
  23. 0.6.1 to 0.6.2
    Multiplayer over TCP/IP with the original protocol; data-file parsing matched to the original, historical bugs included
  24. 0.6
    Windows XP, 32-bit and Raspberry Pi; up to 45% faster; deterministic across processors; aircraft as in 3.1c; no FFmpeg
  25. 0.5 to 0.5.3
    Signed macOS app and installer, smooth motion up to 120 fps, the settings dialog
  26. 0.3 to 0.4.3
    First binary releases and launch-week fixes
  27. 0.2
    Launch: single player on macOS, Windows and Linux, 29 years to the day after the original

Full notes for every version are on the releases page.

Current state

Open Annihilation is playable today in single player, the Arm and Core campaigns and skirmish against the built-in computer player or brains written in Lua, and over the network with other Open Annihilation players or, over the original protocol, with unmodified copies of the game. With Full hardware acceleration the camera turns in 3D, through Metal on a Mac and Vulkan on Windows 7 to 11 and Linux, and 0.8.10 draws big battles about 5x faster in the turned view than 0.8.9 did, measured in a 550-unit battle on an Apple M5. Every key can be rebound in the game's key editor, and on macOS, Windows and Linux the game updates itself when you say so and can roll back to the version before, with Settings › Developer › Update channel letting a copy take Testing releases first; Mac players install 0.8.12 by hand, once, and from 0.8.12 on Macs update in the game again, while players on 0.8.8 or older, on every system, also install by hand. A single-player or skirmish game pauses while the window is away unless you choose otherwise, 0.8.11 put the speed keys back on the keys that type + and - on AZERTY, QWERTZ and other keyboards, 0.8.12 added Invert 3D camera pan, Invert 3D camera rotation and Invert mouse zoom to Settings › Controls, and 0.8.13 runs the game on the faster graphics card of Windows laptops that have two. The Library installs over 3,000 community maps, 32 mods including TA Escalation, Rainbow Edition and Great War At Sea, 115 mutators, the Classic brain, five new races and ten languages. Since 0.9 the Boneyards, the game's original online lobby, opens from the main menu with a Core Prime account, with the Galactic War, ladders for ranked play, news, chat, paging and QuickPlay on Core Prime's match queue, and battles played through Core Prime's relays; the full Matchmaking screen follows in a later release, further releases in the 0.9 series are intended to bring mods and mutators into the galactic war, and Core Prime's catalogue is built into the Library. iPhone, iPad and Steam Deck support is new and looking for testers.

Roadmap

Modding tools

Alongside the engine, Steve Gray has released Kbot, a full suite of modern, cross-platform modding tools for Total Annihilation and Total Annihilation: Kingdoms. Kbot is open source under the MIT licence and runs on macOS, Windows and Linux.

Source code: github.com/coreprime/kbot

The story

Steve Gray has been part of the Total Annihilation community for more than 25 years. He ran Planet Annihilation, one of the game's main fan sites during its heyday, and has followed the game through its patches, expansions and community mods ever since.

The idea of rebuilding the engine so the game could outlive Windows 95 first came up on a community forum more than twelve years ago. Like many such projects it stalled: reverse engineering a 1997 engine, its dozen file formats and its unit scripting language is a multi-year job for a single developer working evenings.

What changed is AI. Working with AI coding assistants, the author was able to turn years of accumulated community knowledge about the game's formats and behaviour, together with his own independent research into the game's network protocols and file formats, a personal project since 2014, into a working engine in a fraction of the time, while a growing test suite checks every part of it against the data and save files of an installed copy of the game.

How it was built

The engine was reverse engineered from the 1997 releases of the game and from the Boneyards-era updates of 1999 and 2000, released in the final days of Cavedog Entertainment. The file format handling that makes up much of the code was informed by community documentation dating back to 1997 and 1998, when modders first pried the game apart to build their own units and maps. That documentation was refreshed and updated as part of the Kbot project. The original executables were analysed with Ghidra, the open source software reverse engineering suite. The output of that analysis was not code but a set of specifications and tests describing how the game behaves, and the body of game logic was then implemented from those specifications, with Anthropic's Claude models, Fable and Opus, doing the bulk of the implementation under the author's direction alongside other tools, and the tests checking the result. The engine has grown to more than 1.7 million lines of code, and its test suite also checks it against the data and save files of an installed copy of the game.

Quotes

"I first remember opening PC Gamer magazine in 1997 and seeing a giant pull-out ad for Total Annihilation, an A3 sized single screenshot. 3D units, meaningful terrain and physics, and battles on a scale that other games didn't do. Ever since I've played Total Annihilation, tinkering with the game and its sequel, and being part of the game's community.

"The lack of source code for the game has challenged players and creators for decades, as limits with the technology kept getting in the way of ideas. After trying to get the multiplayer services working again over a decade ago, it was too time consuming so I parked the project. Fast forward to today, and with AI I was able to realise the project - and hopefully let Total Annihilation be enjoyed by a new generation of players."

Steve Gray, author of Open Annihilation

About Total Annihilation

Total Annihilation was released in North America on 27 September 1997 by Cavedog Entertainment, a division of Humongous Entertainment, and published by GT Interactive. Designed by Chris Taylor, it was followed by two expansions, The Core Contingency (1998) and Battle Tactics (1998), and by a stream of free downloadable units and maps from Cavedog, an unusual practice at the time. Its final official patch is version 3.1c, which Open Annihilation targets.

The game remains on sale with both expansions included. At the time of writing GOG lists the Commander Pack at $1.49. The original free demo is preserved on the Internet Archive and also runs in Open Annihilation, so anyone can try the engine without buying the game.

Screenshots, video and logos

All images on this page may be used freely in coverage of the project. Screenshots show the original game's art, which belongs to its rights holders.

Screenshots

Every capture below is the engine running natively on macOS, window title bar included. Click any image for the full-size PNG.

Intro playback: the original Cavedog Entertainment intro, played by the engine
Intro playback: the original Cavedog Entertainment intro, played by the engine
Main menu, the original frontend running in Open Annihilation
Main menu, the original frontend running in Open Annihilation
Campaign play
Campaign play
Boneyards login screen, connecting to the Core Prime service
Boneyards login screen, connecting to the Core Prime service
Boneyards Galactic War map
Boneyards Galactic War map
Boneyards chat
Boneyards chat
Variable resolution support: the game in a portrait window
Variable resolution support: the game in a portrait window

Video

Downloadable copies for embedding are available to press on request.

Logos

Open Annihilation wordmark
Wordmark, 1837x342 PNG
Open Annihilation header banner
Header banner, 1728x592 PNG
Open Annihilation icon
Icon, 1024x1024 PNG
Open Annihilation compact icon
Compact icon, 1024x1024 PNG

Source files for all logos: github.com/open-annihilation/branding.

Frequently asked questions

Is this legal?

Open Annihilation is a new engine that contains none of the original game's code, art, sound or data. It requires a legitimately purchased copy of Total Annihilation and reads the game's files from that copy at run time. It is not affiliated with, endorsed by or supported by the owners of the Total Annihilation trademark.

This is a well-established way of keeping classic games alive. OpenRA has run the original Command & Conquer and Red Alert assets in a new open source engine for well over a decade, and in February 2025 Electronic Arts went further and released the original games' own source code under the GPL. OpenMW does the same for Morrowind, OpenXcom for X-COM, OpenRCT2 for RollerCoaster Tycoon 2, CorsixTH for Theme Hospital, and ScummVM for hundreds of classic adventure games. In every case the player buys the original game, and the open engine gives it a future on hardware and operating systems its makers never saw.

Does it include the game?

No. Buy Total Annihilation on Steam or GOG, install it, and point Open Annihilation at the installation folder on first launch. To try the engine without buying the game, the original free demo from the Internet Archive works the same way.

How is this different from Spring or Beyond All Reason?

Spring and Beyond All Reason are new games inspired by Total Annihilation, with their own units, balance and rules. Open Annihilation runs the actual game: the original units, maps, campaigns, scripts and balance, from the original data files, with the aim of matching version 3.1c's behaviour closely enough that its save games load.

Why not just play the original?

On a current Windows machine the original can be made to work with community patches. On macOS and Linux it means Wine or a virtual machine, and on any platform high resolutions, modern displays and future operating system changes are a constant fight. A native, open engine removes that fight permanently, and gives the community a codebase it can fix and extend.

Does it work with mods and community units?

Yes. Community maps and units that use the game's own data formats work as they do in the original, and the engine plays full mods by their own rules: a mod describes how it differs from 3.1c in one profile file and the engine applies the standard hacks it names, with no code for any particular mod. Since 0.8 the Library installs them from signed catalogues, and Core Prime's catalogue already offers 32 mods, TA Escalation, Rainbow Edition and Great War At Sea among them, five new races, over 3,000 community maps and the Cavedog map packs and bonus units. Mods also install from a single .oamod file, and other catalogues can be added by address. Since 0.8.5 the Library also offers 115 mutators, small packages that change one game over the base game or any mod, switched on with the MUTATORS button on the skirmish setup, the campaign launch and the battle room; a mutator is a manifest, a short Lua script and the files it needs, and Modding Info on mods.coreprime.net explains how to make one. Since 0.8.6 the Library has a Brains tab for brains, computer players written in Lua and chosen for each computer seat, with Classic, the built-in computer player in Lua, as the first; Modding Info on mods.coreprime.net and the OABrain standard explain how to make one, and Classic's source is in open-annihilation/ai-brains. Since 0.8.7 a mod can have more than 256 weapon types and more than five sides, and a mod that does plays only between Open Annihilation machines. For building and inspecting content, the author's Kbot toolchain covers the same formats the engine reads.

What does it run on?

macOS 11 or later on Intel and Apple silicon, Windows 95, Windows from XP SP3 on 32-bit through current 64-bit Windows, and Windows 11 on ARM, each with an installer; Linux on x86-64 and ARM, including the Raspberry Pi; iPhone and iPad, built from source with Xcode since there is no App Store release; and, experimentally, the Steam Deck. The smallest supported machine has one Pentium III-class core and 256 MB of memory. The 3D view needs Full hardware acceleration, drawn through Metal on a Mac and through Vulkan on Windows 7 to 11 and Linux where the graphics driver offers it; Windows XP and 95 keep the classic view. On a Windows laptop with two graphics cards, NVIDIA Optimus or AMD switchable graphics, the game runs on the faster, separate card; a choice made in Windows' Graphics settings or in NVIDIA's or AMD's control panel still wins. On macOS, Windows, including XP, and Linux, Open Annihilation can update itself: it looks for a newer release every time it starts and every hour while it runs, installs one only when you say so, and keeps the version you had, with its settings, so Roll back in Settings › Updates puts it back. On a Mac, a copy installed from the package updates in place, and macOS asks for an administrator's password with its own prompt when only an administrator can replace the app. Settings › Developer › Update channel lets a copy take Testing releases before everyone else; Stable is the default.

Can I change the keys?

Yes. Since 0.8.7 every action in the game, in Open Annihilation's own screens and in the menus can take a key of your choosing, or a mouse button, in the key editor (Settings › Controls › Key layout › Edit keys…), which finds an action by the key you press and warns when two actions want the same key. A layout can be cloned, renamed and described, saved as an .oakeys file or copied as text to share, and the Library's Keys tab holds layouts. 3.1c's own keys work as they did, keys set with older key-remapping patches and tools carry into a layout of your own, and the keys overlay (Cmd+/ on a Mac, Ctrl+/ elsewhere) shows the keys you have in a match.

Can I play online?

Yes. Host or join a game over TCP/IP from the Multiplayer menu and set it up in the battle room; a map a player lacks is fetched from the battle room with GET MAP, which first checks that the player's game can play it and says what is missing, and the host's mutators with GET MUTATORS. A computer seat in the battle room can play the built-in computer player or a brain, and each brain runs in its own sandbox, so network games stay in step. The engine speaks the original game's protocol, so it can play with unmodified copies of Total Annihilation as well as with other Open Annihilation players. Since 0.9 the Boneyards, the game's original online lobby, is built in: press ENTER on the Boneyards strip at the bottom of the main menu, or the B key, and log in with a Core Prime account, which you can create at coreprime.net/register. The Galactic War, ladders for ranked play, news, chat and paging are there, QuickPlay finds a forming battle or hosts one through Core Prime's match queue, the Locator finds a player, and Boneyards battles are played through Core Prime's relays, so nobody needs to forward a port. The full Matchmaking screen follows in a later release.

Can I play mods in the Boneyards?

Not yet. Boneyards battles play 3.1c, Core Contingency or Battle Tactics, without mods or mutators, and the Boneyards switches a mod off for you, after asking, and offers to switch it back on when you leave. Further releases in the 0.9 series are intended to bring mods and mutators into the galactic war.

Can I contribute?

Yes. The source is on GitHub, the build takes a few minutes on any of the three platforms, and the README describes the layout and conventions. Bug reports from players who know the original game well are especially valuable.

Is all of it open source?

Yes. The engine is released under the GNU GPL version 3 and will remain free.

Boilerplate

For copy and paste into coverage:

Open Annihilation is a free, open source engine that plays the original 1997 strategy classic Total Annihilation natively on macOS, Windows, Linux, iPhone and iPad, and experimentally on the Steam Deck. It contains no game content and instead loads the maps, units, campaigns and save games from a copy of the game bought on Steam or GOG, including both expansion packs, aiming to match the final official release exactly. Its first release, on 27 September 2026, came 29 years to the day after the original game's North American launch. Thirty-five releases later, version 0.9 brings back the Boneyards, the game's original online lobby, inside the game, with a Core Prime account, the Galactic War, ladders for ranked play, news, paging and battles played through Core Prime's relays, and the 0.8 series, Rise of the Mods, added a Library that installs over 3,000 community maps, 32 mods including TA Escalation, Rainbow Edition and Great War At Sea, 115 mutators that change one game over the base game or any mod, computer players written in Lua, five new playable races and ten languages from signed online catalogues, on top of network play over the original game's protocol, full hardware acceleration with a 3D camera, a key editor that rebinds every action and an updater that can roll back, while still running on Windows 95 or a Raspberry Pi. It is developed by Steve Gray, a member of the Total Annihilation community for more than 25 years and the former owner of the fan site Planet Annihilation. Core Prime, the rebuilt Boneyards online service, is at coreprime.net. The engine is free software under the GNU GPL version 3. Website: play.coreprime.net. Source code and downloads: github.com/open-annihilation/open-annihilation

Press contact

Steve Gray, author
Email: steve@coreprime.net
Website: play.coreprime.net
Discord: discord.gg/KyUExvCnQ
LinkedIn: linkedin.com/in/eventualconsistency
Review builds, interviews and additional screenshots on request.