- Open Annihilation 0.8.3 Released: Rise of the Mods, now 22 mods in the Library

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. The 0.8 series, Rise of the Mods, adds a Library of over 3,000 community maps, 22 mods including TA Escalation, Rainbow Edition and Great War At Sea, five new playable races and three more languages.

Twenty-two releases in the three weeks since launch on 27 September, itself 29 years to the day after the original game.

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 0.8.3, 18 October 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), Ukrainian and Korean from the Library, switching without a restart
Library
Over 3,000 community maps, 22 mods including TA Escalation, Rainbow Edition and Great War At Sea, five new races, the Cavedog map packs and bonus units, and language packs, from signed catalogues built into the game
Codebase
More than a 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, a rebuilt Boneyards service. Its content catalogue is built into the game's Library today; matchmaking and competitive play launch in the coming weeks. 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, 22 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.

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 twenty-two releases have followed in the three weeks since.

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, 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, 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.

Core Prime, the rebuilt Boneyards service, is already in the game: its catalogue of mods, map packs, bonus units and languages is built into the Library. Its online service for matchmaking and competitive play launches in the coming weeks, and players can register at coreprime.net in advance. The engine already speaks the original game's network protocol, so cross-play with unmodified Total Annihilation clients is possible today.

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. Twenty-two releases later, the 0.8 series, Rise of the Mods, turns the engine into a platform for everything the community has made for the game. The major additions, in the order they landed:

Release timeline, newest first

  1. 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
  2. 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
  3. 0.8.1
    Hotfix for Windows: the game finds its own language, registry and log files again
  4. 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
  5. 0.7.4
    Animated mission briefings, Full graphics in the biggest battles, a Steam Deck package, smaller programs, Windows 95 from source
  6. 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
  7. 0.7.2
    Simplified Chinese, Unicode chat, explosion flash, zoom to the whole map, every screen size
  8. 0.7.1
    Steam Deck, .oamod installs, demo recorder playback and recording, every setting documented
  9. 0.7.0
    Full hardware acceleration, mods, iPhone and iPad, five languages, modern text, files in Documents
  10. 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
  11. 0.6
    Windows XP, 32-bit and Raspberry Pi; up to 45% faster; deterministic across processors; aircraft as in 3.1c; no FFmpeg
  12. 0.5 to 0.5.3
    Signed macOS app and installer, smooth motion up to 120 fps, the settings dialog
  13. 0.3 to 0.4.3
    First binary releases and launch-week fixes
  14. 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 computer players, and over the network with other Open Annihilation players or, over the original protocol, with unmodified copies of the game. The Library installs over 3,000 community maps, 22 mods including TA Escalation, Rainbow Edition and Great War At Sea, five new races and eight languages. Core Prime's catalogue is built in; its online service for matchmaking and competitive play launches in the coming weeks. 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 a 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 22 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. 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.

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. 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. Core Prime's catalogue is built into the Library today; its service for matchmaking, ladders and competitive play launches in the coming weeks, and you can register in advance at coreprime.net.

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. Twenty-two releases later, version 0.8, Rise of the Mods, adds a Library that installs over 3,000 community maps, 22 mods including TA Escalation, Rainbow Edition and Great War At Sea, five new playable races and eight languages from signed online catalogues, on top of network play over the original game's protocol and full hardware acceleration, 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, a rebuilt Boneyards online service, launches in the coming weeks. 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/GWgWTQKuv
LinkedIn: linkedin.com/in/eventualconsistency
Review builds, interviews and additional screenshots on request.