• 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

  • A damaged Soviet Corps HQ burning in two places, with smoke rising past its watchtower and red flag, in OpenAllies.
    A damaged building burns: the original fire and smoke effects.
  • Several regiments with floating banners fight around a Soviet Corps HQ in OpenAllies, with shell bursts, fire on the roof and smoke drifting over the grass.
    Regiments clash around a headquarters.
  • A mortar regiment walks past red-roofed houses towards a town square with a fountain in OpenAllies.
    A town at close zoom.
  • A US Corps HQ with its watchtower among the red-roofed houses and pines of an Italian town in OpenAllies.
    A US headquarters in an Italian town.
  • Snow-dusted brick buildings, wooden sheds and pine trees at the edge of Stalingrad, in OpenAllies.
    Winter: the Stalingrad map.
  • Two bombers with red stars on their wings fly low over a Soviet Corps HQ in OpenAllies as bombs burst on its roof.
    A bombing run: aircraft over a headquarters.
  • The original main menu backdrop playing in OpenAllies: Sherman tanks and ranks of soldiers on parade before the Washington Monument.
    The original main menu video, played by OpenAllies.
  • The Custom game setup screen in OpenAllies, with player slots, map details and the Random Map, Scenario Map and Launch buttons.
    The original Custom game setup screen.

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.

Status as of 5 November 2026 (Development 24).

  • A mortar regiment walks past red-roofed houses towards a town square with a fountain in OpenAllies.
  • A US Corps HQ with its watchtower among the red-roofed houses and pines of an Italian town in OpenAllies.
  • Snow-dusted brick buildings, wooden sheds and pine trees at the edge of Stalingrad, in OpenAllies.

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).

  • Working
  • In progress
  • Not started
OpenAllies: the status of each area, from the project README, 5 November 2026
AreaStatusNotes
Original menus, setup and loading screensWorkingMain menu with the original video, Single Player, the Custom staging screen, Random Map and scenario dialogs.
Random map generatorWorkingExact 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 mapsWorkingAll 80 original maps load.
In-game HUDWorkingEconomy bar, unit panel, action buttons, minimap, message log, game menu, tooltips.
Camera, selection, ordersWorkingClick, box and double-click selection; move, attack, guard, retreat, explore and group orders.
Economy, recruiting, research, supplyWorkingIncome and upkeep, recruit queues, truck deployment, supply zones, city capture.
Fog of warWorkingThe original's zones on every building, regiment and city, on the map and the minimap.
Unit banners and selection marksWorkingThe original banner model and decals, health bars.
RenderingWorkingOriginal models, animations, terrain transitions, the original's lighting and shadows.
Films: recordingWorkingBattles record films in the original's format, and the original game can open them.
Movement and pathfindingIn progressRegiments run on the original route solver. Lone units still use a simpler route, and collisions are still being matched.
Combat and moraleIn progressDamage, zones of control, morale, routing, entrenchment, experience. Close to the original's results, not yet the same.
Computer opponentIn progressThe original AI generals, goal engine and recruit planner. Its decisions are not yet the original's.
EffectsIn progressBuilding ground patches, waving flags and many weapon effects.
Sound and musicIn progressSounds in battle, menu music and button sounds. Not all building sounds yet.
Films: watchingIn progressThe full film screens. Most films drift from what really happened partway through.
Campaign missionsIn progressMission list, saved progress, scripts, scripted cameras, movies, debriefing. Not all missions have been played through.
World War II strategic modeIn progressThe strategic map, buying armies, fighting battles and returning to the map, saves, politics. Some tooltips are not built.
MultiplayerIn progressLAN, Join Direct and Epic Online Services. Tested between two copies on one PC, not yet between two PCs.
Saved gamesIn progressSaving and loading a battle is not built yet.
EditorNot startedThe editor is still missing.
Windows ARM64, macOS, LinuxNot startedPlanned for the finished game. Windows x64 today.

Project status on GitHub (opens GitHub)

What comes next

Next:
The remaining movement differences, which decide most of the Berlin film, then the computer's orders and exact fights.
Still to build:
Editor (Not started) · Saving a battle (In progress) · Data setup tool (To come)
Planned platforms:
Windows on ARM (ARM64), macOS (Apple Silicon and Intel), Linux

There are no dates.

How it is built

Each system is written from the original game's code and data, then checked against the running original.

  1. Read the original

    Each system is studied from the original game's code and translated exactly into Rust.

  2. Run on the ports

    The game moves onto those exact ports one system at a time and stays playable at every step.

  3. 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.

  4. 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.

Build from source
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

OpenAllies system requirements
Operating systemWindows 10 or 11, x64 (Windows on ARM, macOS and Linux are planned)
GraphicsA Vulkan or DirectX 12 graphics driver
To buildA recent stable Rust toolchain (Rust 2024 edition, 1.88 or newer)
GameYour own installed copy of Axis & Allies (2004)
Game dataA 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.

  1. Find the original behaviour in the game's code and data, and cite where in the original it comes from.
  2. Follow the original's steps, rules and order. Take every number from the original data.
  3. Never add features or interface elements the original does not have.
  4. List what still has to be compared with the running original.
  5. Never commit files taken from the original game.
  6. 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.

All questions

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