reTS
reTS is an early clean-room project rebuilding the classic Westwood isometric real-time-strategy engine behind the Command & Conquer titles Tiberian Sun, Red Alert 2, and Yuri's Revenge. The goal is a faithful, standalone, moddable engine; every implemented slice is held to recovered behavior before modern extensions can build on it.
Last verified against the project charter and release state: 2026-07-16.
⚠️ Early and in active development. There is no public engine source release, playable build, or native authoring tool yet. The public surface today is this documentation site, the growing Original Engine Reference, and the devblog.
How far along is it?
≈21% of the way to a fully-playable, faithful Red Alert 2 / Yuri's Revenge engine, end to end (excludes mod-compatibility scope).
| Area | Done | |
|---|---|---|
| Foundations & harness | 85% | |
| Primitives (math / RNG / coords / time) | 94% | |
| Data & rules interpretation (INI / inheritance) | 34% | |
| Asset formats (MIX / SHP / VXL / TMP / PAL / CSF / maps) | 23% | |
| Object model & world grid | 37% | |
| Movement & locomotion | 33% | |
| Combat (weapons / projectiles / targeting / veterancy) | 41% | |
| Unit & building sim (production / power / deploy / SW) | 19% | |
| Economy (harvest / refine / tech tree) | 12% | |
| House & skirmish AI (build order / teams / triggers) | 17% | |
| Campaign / scenario (triggers / tags / objectives) | 16% | |
| Presentation / rendering (iso / SHP / VXL / shroud) | 4% | |
| Audio (SFX / EVA / music) | 12% | |
| Shell / UI (menus / sidebar / build queue) | 6% | |
| Multiplayer / netcode (lobby / lockstep / replay) | 3% | |
| Save-load & game loop | 18% |
Layered scope — additive, opt-in on the faithful core (not counted in the engine % above).
| Dimension | Progress | |
|---|---|---|
| Tooling (workbench / map editor / viz / converters) | 7% | |
| Parameterization (de-hardcoded reversed limits) | 0% | |
| Modernization (code / assets / presentation / modding) | 1% |
Empirical function coverage. Faithfulness means all three engines in the lineage are equal targets, so coverage is measured against every one. Together the 3 original binaries contain 23,808 functions; filtering out compiler runtime and trivial accessor glue — absorbed by data-structure modeling rather than reversed function-by-function — leaves 9,015 substantive functions the work actually has to conquer. Counted directly from the analysis record, as a complement to the judgment-based estimate above.
| Of all 23,808 functions across the lineage | ||
|---|---|---|
| Located in the RE record | 2,323 (9.8%) | |
| Analyzed in depth | 456 (1.9%) | |
| In verified reimplementation code | 940 (3.9%) |
| Of the 9,015 substantive functions | ||
|---|---|---|
| Located in the RE record | 1,269 (14.1%) | |
| Analyzed in depth | 311 (3.4%) | |
| In verified reimplementation code | 520 (5.8%) |
| Substantive surface located, per engine | ||
|---|---|---|
| YR | 704 / 3,345 (21.0%) | |
| RA2 | 246 / 3,181 (7.7%) | |
| TS | 319 / 2,489 (12.8%) |
Explore
- 📖 Introduction — what reTS is and how it's built.
- 🎮 For players — current release availability.
- 🛠️ For modders — the planned authoring direction.
- 🧩 For contributors — architecture and source-release status.
- 🏺 Original Engine Reference — verified-only original-engine behavior.
- ✍️ Devblog — the reverse-engineering → modernization journey.