Launching 10 November 2026

Out now · Free for your copy of TA

Total Annihilation Reborn

The 1997 classic, rebuilt from scratch in Rust: a clean-room engine that plays your own copy of Total Annihilation on modern hardware.

-- Days
-- Hours
-- Minutes
-- Seconds

Release day: the downloads open any moment now.

  • Ray tracing
  • 20,000 units
  • A cockpit in every unit
  • 28 maps of its own
  • Mods from ModDB
  • 14 languages

Your copy of TA

TA Reborn contains no original game data: no units, maps, art, sound, music or video. It reads them in place from your own install of Total Annihilation, GOG's, Steam's or another, and never changes it.

Free and open source

Free software under the GNU GPL v3 or later. Every line of the engine is new, written in Rust: sixteen crates around a deterministic 30 Hz simulation and a wgpu renderer.

The source code is published with the release.

Windows, macOS and Linux

Native builds for x64 and ARM64: an installer or portable ZIP on Windows, an app on macOS, and DEB, Arch and portable packages on Linux.

System requirements

TA Reborn is an unofficial fan project, not affiliated with or endorsed by the owners of Total Annihilation.

Features

Everything at a glance

  1. The battlefield Every world its own sky and light · ray-traced shadows and reflections · surf, wakes and caustics · lava, rain and moonlit nights · 20,000 units in one battle · two art styles · twelve skins and an editor
  2. Construction Nano-lathe beams and build lattices · buildings rising out of the green and sagging into rubble · factories that roll their units out · reclaim, wrecks and heaps
  3. Perspective Ride along in any unit · eight modelled cockpits · live instruments · rain on the glass
  4. Command and control The command deck, or TA's own 1997 panel · formations that march as armies · strategic zoom · a companion screen · photo mode · all of TA's keys · gamepads
  5. Ways to play Skirmish for ten · every campaign of your install · Conquest · eight scenarios · lockstep multiplayer · replays with a cast view and MP4 export
  6. Computer players They build, raid, nuke and fight at sea · personas with names and manners · transmissions in battle · rivals who remember you
  7. The launcher Finds GOG and Steam copies · mods from ModDB in a click · a map library · commander profiles, 21 ranks and 134 achievements · a benchmark
  8. TA Reborn's worlds 28 maps of its own · forests, deserts, islands, fire, metal, space and winter villages · Australia, the USA and the whole world
  9. The Archives Every unit on show, wallpapers to 8K · the intro's 1997 bedroom · the Galactic War · a title screen that films the worlds · a jukebox

The battlefield

Worlds · Water · Fire · Weather

TA's worlds, lit as they never were. Each has a sky and a light of its own; hills cast long shadows and steep faces stand as walls of rock; surf breaks along the shores and ships leave wakes.

Fire burns through orange to white; rain soaks the ground and stands in puddles that mirror the sky; and past the map's edge the world runs on to the horizon. Seen from TA's usual height, the battle keeps the art exactly as it was painted.

War at sea Bow waves and wakes, surf on the shores, hulls seen through the water.
The air war Thunders out of the setting sun over a Core base.
Weather Showers that soak the ground and dry after.
Lava worlds The melt crusts over, glows through its cracks and lights the rock.
Experimentals A Krogoth walks out of the dusk on Cinder Basin.
Nuclear strikes The flash, the shockwave, the fireball.
Time of day An Arm column fords the river at first light.
Fire A wood burning under the hunter's moon.
Full armies 3,500 units on Cinder Basin at dusk, the camera gliding over their lines.
Twenty thousand units Reactor Grid filled edge to edge, the Arm's half and the Core's fighting along the front, the camera pulling back until they are two blocks of colour.
  • A modern renderer for TA's art: physically based lighting, soft shadows that harden at the contact, ambient occlusion, HD surfaces that wear paint, soot and embers, and the ground's own materials (sand, soil, turf, rock, snow, ice, volcanic rock, metal, lunar dust) told from TA's painted colours. On cards that trace rays: ray-traced shadows, occlusion and reflections.
  • Worlds of their own: smoke over lava, smog over metal and cities, violet over crystal, a black, starry sky on the moon. Beyond the map's edge the world runs on: the map's own ground across the edge, then land and sea like the map's round that stretch of it (a metal world's city of plating, the moon's craters), never copies of it.
  • Water: surf and whitecaps, shallows graded by depth with caustics on the bed, bow waves and wakes behind ships and hovercraft, hulls and wading legs seen through the water. Lava crusts and glows; acid looks like acid.
  • Time and weather: dawn, dusk, a moonlit night (bases light up, aircraft blink their beacons) or a full day and night; showers that soak the ground and dry.
  • Battles with weight: vehicles squat, dip and lean on their suspension; guns kick their units back and big blasts shove the units round them; walkers walk in step with the ground; aircraft fall trailing smoke; ships list and go under; shells landing in the sea throw up spray.
  • 3D close to the ground: TA's painted trees, rocks, crystals, ruins, pipework and relays stand as models of TA Reborn's own when the camera comes down to them.

Two art styles

Reborn rebuilds TA's designs in detail as the game loads, mods' too: armour plates, bolts and road wheels, domes, barrels and rounded hulls cut into finer facets, and its metal repainted crisp and clean, four times as fine.

Enhanced Classic keeps TA's own models and paint.

The Arm Bulldog in Enhanced Classic: TA's own model and paint
The same Bulldog in Reborn: armour plates, bolts and road wheels, its metal repainted
Drag across the picture: Enhanced Classic on the left, Reborn on the right, both the Archives' 4K wallpapers.

Skins: twelve built in, Reborn's own finish and eleven liveries laid over every unit's own detail (Heritage's battle-worn TA as it was, desert, winter, woodland, navy, urban, tiger and night camouflage, Christmas, Halloween and parade dress), for your army, the enemy or both, and an editor to make your own.

Construction

The nano-lathe at work

Everything is built the way TA built it: a constructor plays its nano-lathe on the ground, a green lattice of the building rises out of the beams and fills in, and the finished building unfolds.

Here the beams are streams of light that arc and splash, the lattice glows and shimmers as it fills, wrecks are reclaimed into metal, and a destroyed building sags into its rubble.

A morning in a few seconds: a base rising on Highland Rift, eight times as fast.

The Commander arrives Rising out of its lattice against the sunrise.
The first extractor Rising on its deposit under the Commander's nano-lathe.
Solar collectors Rising and unfolding, one after the other.
Factories at work The Kbot Lab opens and its first Peewee walks out.
Building at sunset The beams green in the low gold light.
Even the loading screen Two nano-lathes build the emblem while you wait.

Perspective

Ride along in any unit

Select a unit and press Q: the camera dives into it, onto a tank's turret, into a walker's head, onto a ship's bridge, up a submarine's periscope or into a fighter's canopy, and you ride along while it goes on with its orders.

The mouse looks round, the wheel magnifies the sight, and Escape climbs back out.

  • Eight modelled cockpits, made in Blender for TA Reborn: a tank's vision port, a kbot's visor, the Krogoth's heavy cab, the Commander's helmet, a ship's bridge, a fighter's canopy, a gunship's glass, a gun house's slit in concrete. Glass in every window: dust that catches the sun, and in the rain, drops that cling and run down it.
  • Live instruments: what the unit is doing, each weapon's state and reload, a radar scope, the hull in segments, the Commander's economy; aircraft get a flight display with the horizon's ladder.
  • Yours, an ally's, or anyone's: ride along with an ally's unit, or any unit in a replay or as a spectator. You hear the battle from inside the hull, the glass cracks as it wears, the cabin lamp stutters as the hull fails, and a unit lost takes its signal with it.

Command and control

Formations · Two interfaces

The command deck: the minimap, the selection and its orders on three steel plates along the foot of the screen, and the battlefield between and above them. Or TA's own 1997 interface, as it was.

The selection's card says what it is doing; beside it stand a mixed selection's kinds and the switches that narrow it, a factory's or a constructor's queue, or one kind's key figures. The orders keep their keys, the standing orders show their setting with lamps, and the build menu spreads out as wide as it needs. Units are pictured by portraits drawn from their own models in their owner's colours.

Formations A group sent somewhere shuffles into rows, the short-ranged in front…
On the march …and marches side by side at the pace of its slowest unit.
TA's own 1997 interface, with its build pictures and orders
Or TA's own interface As it was in 1997, in TA's oblique view.
Strategic zoom: five thousand units become icons in their owners' colours
Strategic zoom Pull back and every unit becomes an icon.
The companion screen: the map at full size beside the economy, forces, factories and events
The companion screen On a second display: the map at full size beside your intel.
Photo mode's tilt-shift turns a battle into a miniature
Photo mode The battle holds still: tilt-shift, lens focus, up to 4K.
  • Armies move as armies: a group order lays its units out in a formation; they march at the pace of the slowest and arrive in shape, facing the way they went. The movement rule "As in TA" keeps the old way.
  • TA's controls, all of them: force fire (Ctrl+right-click), the Ctrl+letter selections, TA's order keys, F1 on a unit for everything TA told about it, factories that feed their squads, the chat commands.
  • And modern ones: area orders, formation lines drawn with Ctrl+right-drag, factory routes, control groups with a bar of their own, camera bookmarks, idle alerts, a battle history (Alt+H), units that give way to each other in traffic.
  • Two cameras: a modern 3D camera that turns and tilts, or TA's own oblique view (F5).
  • The companion screen (Alt+C) puts the battle's map at full size on a second display beside the economy, your forces, your factories and the battle's events; a click there looks or orders, and it never takes the keyboard from the battle.
  • For everyone: rebindable keys, left- or right-button orders, gamepads (the Steam Deck's too), colour-blind colours, interface scaling and reduced motion.

Ways to play

Skirmish · Campaigns · Conquest · More

The skirmish page: maps, players, teams and rules
Skirmish Up to ten players in teams on every map of your install.
An incoming transmission: a campaign mission's briefing
The campaigns Briefed as TA gave them: an incoming transmission.
Conquest: a galaxy of TA's worlds, territory and front lines
Conquest Take a galaxy of TA's worlds system by system.
The scenarios page: Last Stand, King of the Hill and six more
Scenarios Eight battles with goals of their own.
The debrief What decided the battle, your figures, your best unit, its key moments.
The cast view Replays as a tournament's broadcast, the camera directing itself.
Skirmish
Up to ten players in teams, computer players at three levels, starting rules, TA's line of sight choices
Campaigns
Every campaign of your install (Arm and Core, The Core Contingency's, Battle Tactics'), with TA's own mission scripts and briefings
Conquest
A galaxy of TA's worlds taken system by system: rewards for every system held, counter-attacks to beat off, veterans carried from battle to battle, and a Commander who earns perks at each promotion
Scenarios
Last Stand, King of the Hill, Extraction, Decapitation, Doomsday Clock, Metal Rush, Armageddon and Endless Siege, on three difficulties; your own as TOML files
Multiplayer
Lockstep over a local network or the internet: a lobby, spectators, chat, rejoining, an ally taking over a lost player's army
Replays
Every game recorded: seek backwards and forwards, rewind, watch it as a cast, see its highlights, or export it as an MP4 (720p to 4K, 30 or 60 a second, the director's camera or a cinematic one, with the battle's sounds and music)
Tutorial
Three short lessons, and field notes on the loading screen

After a battle, its highlights replay its decisive moments with a circling camera and slow motion; WATCH HIGHLIGHTS is a click away on the result page.

Computer players

Names, manners and grudges

The computer players run their economies and tech, build defences, raid, send attack waves, air strikes and nukes, fight at sea and ferry armies across the water. Hard pulls hurt units back for repairs, concentrates its fire and fights island wars from the air.

They also talk, in person. Each enemy is a persona with a name and a title (an Arm field commander, a Core machine intelligence, a mercenary), and their lines come in as transmissions: their Commander on a little screen, static as the link is made, the words typed out as they speak.

They greet you, taunt you, answer what you ask on the chat line, gloat and grumble as the battle turns, mourn their experimentals, make a last stand when their factories fall, and remember you: an enemy Commander you have fought before may come back, and greets you by who won last time.

Cheats work in single player: TA's codes (+atm, +nowisee, +radar…) and new ones (+god, +instant, +spawn peewee 10 enemy), with a panel that places any unit anywhere. A cheat costs the battle its career: its XP, records and achievements are taken back.

The launcher

Mods · Maps · Skins · Your career

The launcher finds your GOG or Steam copy by itself (or point it at the game's folder), checks what is there, sets the graphics up for your computer, and keeps TA Reborn up to date.

Quick starts for skirmish, campaign, tutorial and the map editor; your recent saves and replays; TA's calmer music playing quietly; seasonal dress at Halloween, Christmas and the New Year; keyboard help on F1 and search on Ctrl+F.

The Mods page: a library of community mods with their banners and details
Mods ModDB's conversions in one library, a click to install.
The Maps page: cards of every map with its terrain, Australia's details beside them
Maps Every map with a picture of its own terrain.
The Skins page: cards of the built-in skins on a tank and a Raider
Skins Twelve skins and an editor for your own.
The Profile page: a commander's service record, rank, showcase and XP
Your career Profiles, XP, ranks and achievements.
The Profile page's achievements: 85 of 134 earned, the latest with their medallions
Achievements 134 in six categories and four tiers, each with its own medallion.
The Benchmark page: eight scenes and two tests measured, a score of 9,815, the graphics card's, processor's and memory's scores, and Ultra recommended
Benchmark Eight scenes and two tests: your scores, what each effect costs, and the settings that hold 60 frames a second.
  • Mods: the catalogue's community conversions (Total Mayhem, TA: Escalation, Talon, Total Battletech, The Final Frontier and more) and your installed mods in one library: search, filter, install in a click (or, for a mod hosted on its own website, with Have the file?), update all; see what each mod changes; drag the load order into place.
  • Maps: cards with each map's own terrain, filters by players, size, world and source, favourites, a random pick; details with the numbered start positions, PLAY, SET UP SKIRMISH and EDIT A COPY; map archives imported in a click.
  • Skins: every skin on your units, for your army or the enemy; make your own in the editor (a pattern from tiles in your colours, palettes, finish and weathering, pictures of your own on the armour, all live, with undo) and share .taskin packs.
  • Commander profiles: several people on one device, each with their own settings, saves, campaign progress and career. Playing earns XP for time, kills, units and buildings, captures, economy and results; twenty-one ranks from Recruit to Commander, each with its insignia, and service stars past level 100.
  • Achievements: 134 in six categories and four tiers, each with its own medallion, a notice when earned and a picture of the moment kept for its page.
  • Benchmark: eight scenes on eight of TA Reborn's worlds in about five minutes, from fleets trading broadsides at dawn and a ride in a Stumpy's cockpit to twenty thousand units and fireworks at midnight (QUICK RUN takes a minute and a half). Scores for your graphics card, processor and memory against an RTX 4080 with a Ryzen 9 5950X (10,000 each), what each effect costs, and the settings that hold 60 frames a second.

TA Reborn's worlds

Twenty-eight maps of its own

Twenty-eight maps of TA Reborn's own, grown by its map generator and shipped with the game.

The duels and team maps are point-symmetric, each half the other turned round the middle; every base has level ground to build on and its metal close by; and on land maps a tank can drive from every base to every other. The real places are as they are, their bases at their cities.

Forests
Mossvale, Timberline, Greenmantle, and Highland Rift's river canyon
Deserts
Sunscar Dunes, Redstone Mesas, Mirage Basin
Islands
Twin Reefs, Crescent Keys, Stormbreak Archipelago, Sapphire Reach
Fire
Embergate, Furnace Caldera, Obsidian Wastes, Cinder Basin's molten rivers
Metal
Foundry Deck, Reactor Grid, Hammerfall Works: decks of plating over coolant canals
Space
Rift Belt, Lagrange Station, Starfall Expanse: rocks adrift over a planet, joined by gantries
Winter
Frostfall Hollow, Hollyridge, Midnight Square, First Light Peaks: villages lit by night, fireworks at New Year
Real places
Australia, the United States and the whole world, their coasts and lakes from Natural Earth
Australia 28 × 24 for eight players, alone in its ocean.
Lagrange Station Six rocks round a station, a planet far below.
Hollyridge at Christmas The great fir lights up at dusk.
Midnight Square A truce under the fireworks.

The Archives

TA's heritage, honoured

Every unit Mods' too, standing, moving or firing in a world of your choosing; wallpapers up to 8K.
The intro's room A 19-inch CRT, late at night in 1997, where TA's intro plays.
The title screen It films TA Reborn's worlds behind it, a scene at a time.
The Galactic War: a timeline of the TA universe
The Galactic War The TA universe's story, mission by mission.
  • The encyclopaedia lists every unit by side and kind, in its side's colours, beside everything TA's F1 page tells and the build chain that makes it; WALLPAPER saves the very picture you frame.
  • The intro's room is a modelled bedroom lit by the moon through the blinds: the movie on the tube, a lava lamp, a turbo display reading 166, the calendar open at September 1997.
  • The title screen is a film of short scenes staged live on TA Reborn's worlds, each with its own light, weather and camera; leave it a while (or press WATCH) and the menu steps aside for it.
  • A jukebox for TA's soundtrack by its parts and your own music beside it; TA's own interface sounds; the credits roll Cavedog's teams, read from your install.
  • Fourteen languages: English, German, French, Spanish, Italian, Brazilian Portuguese, Polish, Russian, Ukrainian, Turkish, Japanese, Korean, and Simplified and Traditional Chinese.

Mods and making

ModDB · A map editor · Skins

The launcher's mod library installs community conversions from ModDB in one click, Total Mayhem, Talon and Total Battletech among them. TA: Escalation and The Final Frontier come from their own websites: Have the file? checks the download and installs it.

  • Mods need no code: they load from folders or TA's own archives, later ones over earlier ones, and the rules and the computer players read unit properties. Mods made for patched original engines can load their own sides.
  • Every mod is checked for its files, references, sounds and packaging, in the background against the game without it, so what it breaks counts and what was broken before does not; a readable report says where and how to fix it.
  • The map editor works on new maps or copies of existing ones: tools by name, the map in miniature, a check for problems and TEST PLAY; it takes your pictures as heights, art or tile brushes, and saves maps as mods the skirmish page lists at once.
  • ta-tools inspects, converts and validates TA's data files, and grows TA Reborn's maps.
The launcher's mod library: Total Mayhem, TA: Escalation and more, each with its banner
The mod library: search, filter, install in a click, update all; drag the load order into place.
The map editor on a copy of Gods of War
The map editor Shape the ground, paint, place features and starts, test-play.
TA's F1 page on a Krogoth, its weapons and figures
F1 on any unit Everything TA's data says about it, mods' units too.

Under the hood

A new engine for a 1997 classic

The simulation runs at TA's 30 ticks a second in fixed-point arithmetic, with table trigonometry and its own random numbers, so every computer playing a game computes the same battle.

That is what lockstep multiplayer, replays and rewinding stand on. TA's own unit scripts (COB) run in a virtual machine inside it, and the computer players give the same orders a player does. It is 64-bit throughout, with room to grow for mods: 256 unit categories, and build times exact however long.

30 Hz A deterministic, fixed-point simulation
20,000 Units in one battle
16,384 Cells a side, the most a map can have
64 Players inside the game, for mods that want them
ta_formats
TA's file formats: HPI archives, GAF, 3DO, COB, TNT, TDF, PCX…
ta_vfs
Finds the install (GOG, Steam or a folder), mounts the archives, TA Reborn's maps and the mods as one file system
ta_data, ta_sim
Game data, and the deterministic 30 Hz simulation with the COB script VM
ta_ai
The computer players
ta_render, ta_audio, ta_video
The wgpu renderer with ray tracing, sound and music, TA's movies
ta_net, ta_config, ta_ui, ta_skins, ta_mp4
Lockstep multiplayer, settings and careers, the shared interface, unit skins, video export
ta_game, ta_launcher, ta_tools
The game, the launcher, the data tools and map generator

Get started

Your copy of TA and one installer

  1. 1

    Own Total Annihilation

    The Commander Pack, with The Core Contingency and Battle Tactics, from GOG.com or Steam: both ship the same data files. Other copies work too.

  2. 2

    Download TA Reborn

    x64 or ARM64. Windows has an installer and a portable ZIP; macOS an app ZIP and a disk image; Linux an Ubuntu DEB, Arch and Arch Linux ARM packages, and portable ones.

  3. 3

    Start TA Reborn

    The launcher finds GOG and Steam installs by itself, checks what is there and sets the graphics up for your computer. Create your commander profile (a name, a picture and an allegiance) and press PLAY.

  4. 4

    Run the benchmark

    If you like: the BENCHMARK page finds the settings that suit your computer in about five minutes, or a minute and a half with QUICK RUN.

The launcher's Play page: ready for deployment, with quick starts, and the original game found and its content checked
The launcher's Play page: your copy found and checked, ready for deployment.

System requirements

What it runs on

System requirements
Part Needs Best with
Systems Windows 10+ x64 or Windows 11 ARM64; macOS 13+ on Intel or Apple Silicon; Ubuntu 22.04+ on x64 or ARM64; Arch Linux on x64, Arch Linux ARM on ARM64 A second display for the companion screen
Graphics DirectX 12 or Vulkan on Windows, Vulkan on Linux, Metal on macOS; integrated graphics on Low 6 GB of video memory for High, 10 GB for Ultra; a card that traces rays for ray tracing
The game Total Annihilation, legitimately owned The Commander Pack, with both expansions, from GOG.com or Steam

Questions

Frequently asked

Do I need the original Total Annihilation?

Yes. TA Reborn contains no original game data: no units, maps, art, sound, music or video. It plays the data of your own copy, read in place from its install folder, and never changes it.

Total Annihilation: Commander Pack, with The Core Contingency and Battle Tactics, from GOG.com or Steam: both ship the same data files, and the launcher finds either by itself. Other copies work too.

How much does it cost?

Nothing. TA Reborn is free and open source, under the GNU General Public License v3 or later. All you need is your own copy of Total Annihilation.

Is it official?

No. TA Reborn is an unofficial fan project, not affiliated with or endorsed by the owners of Total Annihilation. It is a clean-room reimplementation: a new engine, written from scratch in Rust on the community's decades of research into TA's file formats, without the original game's code.

Which computers does it run on?

Windows 10 and 11 on x64, and Windows 11 on ARM64; macOS 13 or later on Intel and Apple Silicon; and Ubuntu 22.04 or later and Arch Linux on x64 and ARM64 (Arch Linux ARM).

Windows has an installer and a portable ZIP, macOS an app ZIP and a disk image, and Linux DEB, Arch and portable packages.

I have never played Total Annihilation. Where do I start?

With the primer on this site: the Arm and the Core, your Commander, metal and energy, factories and orders. In the game, the tutorial teaches the same in three short guided games on Painted Desert; then play a skirmish against an Easy computer player, then Normal.

Does it still play like TA?

Every unit, map, campaign and sound of TA's comes from your install; everything around them is new, 28 maps of TA Reborn's own among them. The simulation runs at TA's 30 ticks a second and TA's own unit scripts drive the units.

You can keep TA's 1997 interface and its oblique view (F5), all of TA's controls and chat commands, and its way of moving: the movement rule "As in TA" turns formations off.

Do mods work?

Yes, and they need no code. The launcher's mod library installs community conversions from ModDB in one click, Total Mayhem, Talon and Total Battletech among them; TA: Escalation and The Final Frontier come from their own websites, and Have the file? checks the download and installs it. Mods load from folders or TA's own archives, later ones over earlier ones.

Every mod is checked in the background against the game without it, with a readable report of anything it breaks. The map editor saves its maps as mods that the skirmish page lists at once.

Credits

Who made it

A fan project, free software under the GNU GPL v3 or later. Thanks to the Total Annihilation community, whose decades of file-format research made it possible, and everyone who has kept Total Annihilation alive since 1997.

Project lead
Jared Woodruff
Programming, art and translations
Jared Woodruff, with the AI coders Claude Code Opus 5.5 (Max) by Anthropic and GPT6 ASTRA (Ultra) by OpenAI
Built with
Rust, wgpu, winit, egui and eframe, symphonia, cpal, glam, rayon, serde and other libraries; the original art made with Blender and Python; the installer with NSIS
Map data
Coastlines and lakes from Natural Earth
Total Annihilation
Cavedog Entertainment, 1997. The game's credits roll its teams, read from your install

The war never ended

TA Reborn launches on 10 November 2026. Have your copy of Total Annihilation ready.

TA Reborn is out now, free for the copy of Total Annihilation you already own.

-- Days
-- Hours
-- Minutes
-- Seconds

Release day: the downloads open any moment now.