- Playable test build
- Work in progress
OpenAllies
The original game, rebuilt in Rust.
No download yet. Build it from source on GitHub.
- original maps load
- 80
- random maps equal the original's world
- 12 / 12
- real recorded films open
- 52 / 62
As of 5 November 2026 (Development 24)
Screenshots
About
OpenAllies recreates Axis & Allies (2004), the real-time strategy game by TimeGate Studios, in Rust with the Bevy engine. The goal is a game so close to the original that a player can barely tell the difference. Menus, HUD, maps, models, animations and texts are read from your own installed copy of the original game.
OpenAllies is a work in progress: a playable test build. There is no download yet. You can follow it and build it from source on GitHub.
What you can do today
Custom battles
Against the computer, on the original setup screen.
Campaign and World War II
Campaign missions and the strategic game, partly: the strategic map, buying armies, fighting battles and returning to the map, saves.
Films
Watch films recorded by the original game, and record your own in the original's format. The original game can open them.
Multiplayer
Between copies of OpenAllies: a LAN game list, Join Direct by address or host name, or online through Epic Online Services. Tested between two copies on one PC so far.
All 80 original maps
Every original map loads.
Random maps
The generator matches the original's world on all 12 maps compared.
Still missing: the editor and saved battles, and most recorded games do not yet replay exactly as they happened.
How close is it?
The original game records every battle as a film of orders. A film plays back correctly only if every result comes out the same, so replaying the original's films is the hardest test there is.
As of 5 November 2026 (Development 24)
12 / 12
Random maps equal the original's world: every object, both height layers, tiles and the final random state.
52 / 62
Real recorded films open. The other 10 refuse with the original's own messages.
140 / 266
Checkpoints match in order on a 2-against-2 Berlin film, about 53 %, up from 32 at the start of November.
At least 6
Real films replay with no mismatch.
All
Checkpoints match when OpenAllies replays its own films: 204 of 204 and 240 of 240 in the runs checked.
Next: the remaining movement differences, then the computer's orders and exact fights.
150 real regiments take about 5 ms a tick, and 2,000 moving men 23 to 45 ms, against the game's 62.5 ms tick.
Project status
From the project README, 5 November 2026 (Development 24).
| Area | Status | Notes |
|---|---|---|
| Original menus, setup and loading screens | Working | Main menu with the original video, Single Player, the Custom staging screen, Random Map and scenario dialogs. |
| Random map generator | Working | Exact on the standard data: all 12 maps compared equal the original's world. Mods with their own random map folder are not exact yet. |
| Original maps | Working | All 80 original maps load. |
| In-game HUD | Working | Economy bar, unit panel, action buttons, minimap, message log, game menu, tooltips. |
| Camera, selection, orders | Working | Click, box and double-click selection; move, attack, guard, retreat, explore and group orders. |
| Economy, recruiting, research, supply | Working | Income and upkeep, recruit queues, truck deployment, supply zones, city capture. |
| Fog of war | Working | The original's zones on every building, regiment and city, on the map and the minimap. |
| Unit banners and selection marks | Working | The original banner model and decals, health bars. |
| Rendering | Working | Original models, animations, terrain transitions, the original's lighting and shadows. |
| Films: recording | Working | Battles record films in the original's format, and the original game can open them. |
| Movement and pathfinding | In progress | Regiments run on the original route solver. Lone units still use a simpler route, and collisions are still being matched. |
| Combat and morale | In progress | Damage, zones of control, morale, routing, entrenchment, experience. Close to the original's results, not yet the same. |
| Computer opponent | In progress | The original AI generals, goal engine and recruit planner. Its decisions are not yet the original's. |
| Effects | In progress | Building ground patches, waving flags and many weapon effects. |
| Sound and music | In progress | Sounds in battle, menu music and button sounds. Not all building sounds yet. |
| Films: watching | In progress | The full film screens. Most films drift from what really happened partway through. |
| Campaign missions | In progress | Mission list, saved progress, scripts, scripted cameras, movies, debriefing. Not all missions have been played through. |
| World War II strategic mode | In progress | The strategic map, buying armies, fighting battles and returning to the map, saves, politics. Some tooltips are not built. |
| Multiplayer | In progress | LAN, Join Direct and Epic Online Services. Tested between two copies on one PC, not yet between two PCs. |
| Saved games | In progress | Saving and loading a battle is not built yet. |
| Editor | Not started | The editor is still missing. |
| Windows ARM64, macOS, Linux | Not started | Planned for the finished game. Windows x64 today. |
How it is built
Each system is written from the original game's code and data, then checked against the running original.
Read the original
Each system is studied from the original game's code and translated exactly into Rust.
Run on the ports
The game moves onto those exact ports one system at a time and stays playable at every step.
Use the original look
Menus and HUD are built from the original layout files. Models, animations and textures are the original files from your copy.
Compare with the original
Behaviour is checked against the running original game: screenshots, unit speeds, damage, recruit times, AI timelines, and recorded films.
Faithful
The same rules, numbers and behaviour as the original.
64-bit
No 32-bit memory ceiling.
No engine limits
Fixed-size engine arrays become growable. Gameplay rules keep their original defaults.
Every platform
Windows x64 today. Windows on ARM, macOS and Linux are planned.
Build from source
There is no public download yet. The source code is on GitHub under the Mozilla Public License 2.0.
git clone https://github.com/haskbasirat/OpenAllies.git
cd OpenAllies
cargo build --release --manifest-path crates/aa-bevy/Cargo.toml
The game also reads a local folder prepared from your installed game. A single setup tool for that is still to come, so running from a fresh clone needs that preparation first. Online play through Epic Online Services is an optional build feature: it needs Epic's SDK and the project's online settings, which are not in this repository.
To update: pull the latest code from GitHub and build again.
System requirements
| Operating system | Windows 10 or 11, x64 (Windows on ARM, macOS and Linux are planned) |
|---|---|
| Graphics | A Vulkan or DirectX 12 graphics driver |
| To build | A recent stable Rust toolchain (Rust 2024 edition, 1.88 or newer) |
| Game | Your own installed copy of Axis & Allies (2004) |
| Game data | A local folder prepared from your installed game (a setup tool is still to come) |
Contribute
Contributions follow the original game's code and data. These rules come from the README.
- Find the original behaviour in the game's code and data, and cite where in the original it comes from.
- Follow the original's steps, rules and order. Take every number from the original data.
- Never add features or interface elements the original does not have.
- List what still has to be compared with the running original.
- Never commit files taken from the original game.
- Agree to the Contributor Agreement (opens GitHub): the project's owner owns accepted contributions and can relicense them.
OpenAllies is licensed under the Mozilla Public License 2.0 (opens GitHub). The license covers the OpenAllies source code only, not the original game.
FAQ
Can I download OpenAllies?
Not as a ready-made game yet. You can build it from the source code on GitHub. A setup tool that prepares the game data from your installation is still to come.
Do I need the original game?
Yes. OpenAllies uses the art, sound, maps and data of Axis & Allies (2004) from your own legally obtained copy. Neither this site nor the GitHub repository includes any original game files.
Is it free?
Yes. OpenAllies is a non-commercial fan project and open source under the Mozilla Public License 2.0. You only need your own copy of the 2004 game.
How does online play work?
OpenAllies has a LAN game list, Join Direct by address or host name, and online play through Epic Online Services as an optional build feature. It has been tested between two copies on one PC, not yet between two PCs. OpenAllies plays with other copies of OpenAllies, not with the original game.
Which Windows versions?
Windows 10 or 11, 64-bit (x64), with a Vulkan or DirectX 12 graphics driver. Windows on ARM, macOS and Linux are planned for the finished game.
How do updates work?
Pull the latest code from GitHub and build again.
Also on this site
- Unofficial
- Coming soon
Axis & Allies: Expanded
The original 2004 game on its own engine, restored for today's Windows.
See Axis & Allies: Expanded








