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Discover how to play Tiberian Sun on Windows 10 for free, watch livestreams, read the latest news and more!

How to play
Tiberian Sun

Releasing in 1999, Tiberian Sun introduced a new isometric art style to the C&C franchise and raised the quality bar of the FMV cutscenes. Firestom was the game's one and only expansion pack, which expanded upon the story and introduced a handful of interesting new units. 

Follow our simple how to play guide in order to experience the original campaigns in their full glory or dive straight into multiplayer via CnCNet.

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"I am the future. The Tiberian Sun has risen!" - Kane

Latest Tiberian Sun videos

Discover the latest Tiberian Sun video content on Twitch

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Tro0per07 (TL) En3rgy (BL) Vs. Toprush (TR) Tigerr (BR) (Terraces) 2/3

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C&C Tiberian Sun || More hard missions on RTS wednesday!

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C&C Tiberian Sun || More hard missions on RTS wednesday!

Tiberian Sun News

Discover the latest Tiberian Sun news from around the C&C community. Including patches, maps, mods and much more!

Quick News Roundup

Quick News Roundup

Hello everyone! Sorry for being slacking with news. I thought I was only a couple of weeks behind my schedule with my Ph.D. thesis, but the problem is actually a matter of months and the tight schedule makes things quite tough for me. Regardless of my news inactivity, the community is still alive constantly posting cool looking voxels and some other resources. So, I'll be quick with the news today: Unoficial D-Day Multiplayer Edition with CnCNet Client support With the blessing from Mig Eater, twistedconversion has posted a D-Day 3.7b with CnCNet client support. Head to this topic for further information. Note that this specific edition of the mod is currently hosted on MediaFire. We'll be creating a mirror for it soon in PPM. Phobos is getting some updates: Kerbiter is looking for testers for the upcoming version of Phobos, which, together with Ares, extends Yuri's Revenge modding features. Here's the changelog of the Build 5 Quote: Changelog: - New Dump Object Info command (by secsome) - Remove Disguise and Remove Mind Control warhead effects (by secsome) - Projectile Interception Logic (by AutoGavy) - Custom per-WH SplashLists (by Uranusian/Thrifinisema); - Optional mind control range limit (by Uranusian/Thrifinisema); - Tileset 255+ bridge fix (by E1 Elite) Also thanks to thomassneddon, BoredEXE (Otamaa) and FS-21 for assistance on implementing the features. TEST BUILD: https://github.com/Phobos-developers/Phobos/releases/tag/build-5 As always, you can read the wiki here: https://github.com/Phobos-developers/Phobos/wiki Share your feedback here. Revora is moving to a new server and we shall move there as well: For those who complain that PPM runs slowly, we will be moving to a new server which is far better than the current one. However, due to some software differences between both machines, it will possibly have some minor traumas with SSL support, once it happens. But it won't be something that can't be fixed. We don't have a date for this operation yet, but we might be surprised with it in the next days. For now, Revora Forums and some of its hostees are already running on this new server. For further information, I've been posting about it at the forums (registered users only).

Upcoming Tiberian Sun Mods

Upcoming Tiberian Sun Mods

Tiberian Sun modding is still active in 2020 and looks to still continue on into 2021! Here are some updates on some of the more interesting TS mods in the community. Tiberian War: Warzone, the first release of the "Tiberian War Collection" mod for Tiberian Sun, will release this month. You may be familiar with this mod, as it used to be known as "Tiberian Sun WarZone", before mod author Trif_Mircea decided to switch around to a different naming convention.   

DTA Naval Patch (1.194) available!

DTA Naval Patch (1.194) available!

Dawn of the Tiberium Age, the Tiberian Sun mod that reworks and mixes Tiberian Dawn with Red Alert 1 on the Tiberian Sun engine, has received its long-awaited Naval Patch. This latest update, which reworks the Navy in the entire mod, for all 4 factions, and add finally adds Naval Transports, as well. You can read about the update below and download it through the link below: https://www.moddb.com/mods/the-dawn-of-the-tiberium-age/news/naval-patch-is-here Enjoy, Commanders!

[Fire Support] Javelin MissileMech

[Fire Support] Javelin MissileMech

Name: Javelin MissileMech Role: mid-range fire support Cost: 1,00 Strength: 350 HP, heavy armour Weapons: quad barrage rockets Download Asset: https://ppmforums.com/topic-56091/ts-voxel-assets-from-ts-forgotten-wars/ Initially passed by in favour of the Juggernaut project, the Javelin MissileMech was an older attempt at providing fire support on a walker base. It lost out to the Juggernaut in terms of range and firepower, compared to the naval cannons carried by the other mech, and its ability to move and fire at the same time was considered not enough of a plus point over the Juggernaut. However, with the passing of the Firestorm Crisis, and the spread of CABAL's sub-commander cores, the Javelin design was revisited when the need for more mobility, to strike fast and relocate faster, became an increased priority versus the CABAL aerial drones and their relentless ability to swarm stationary targets. The original guided missiles on the Javelin were swapped out for unguided barrage rockets, which required less targeting time and gave greater area denial at the expense of accuracy; with the Juggernaut already setting a baseline for acceptable accuracy, the Javelin's barrage rockets were considered well within acceptable bounds. The Javelin has known limitations around hitting targets close to it (as with most artillery units), and is easy prey for hostile air units. Commanders are advised to keep the Javelin operating behind a Titan screen, and well within the flak cordon created by the Watchman and Hover MLRS supporting units.

[Fast Attack] Moto-Hunter

[Fast Attack] Moto-Hunter

Name: Moto-Hunter Role: scout & fast attack Cost: 600 Strength: 150 HP, wood* armour Weapons: dual incendiary cannons Download Asset: https://ppmforums.com/topic-56091/ts-voxel-assets-from-ts-forgotten-wars/ The first Moto-Hunters were encountered on long-range patrols around CABAL installations, and were initially mistaken for regular Attack Cycles, as used by Nod forces. However, where the Nod bike carries a small anti-armour rocket launcher, the Moto-Hunter is equipped with dual low-velocity cannons firing incendiary white phosphorous rounds. This makes them lethal against both infantry and structures, which will both quickly catch fire from the firestorm unleashed by the Moto-Hunter. When paired with the slower Infantry-Hunter drones, they can decimate infantry squads in a matter of seconds. The CABAL sub-commanders are often seen using the Moto-Hunters as fast skirmishers, to lure enemy forces into ambush situations where heavier CABAL units can then spring the trap. If cornered or attacked from the air, these attack bikes are still too fragile and lightly armoured to last long.

[Main Battle Tank] Laser Hunter II

[Main Battle Tank] Laser Hunter II

Name: Laser Hunter II Role: main battle tank Cost: 950 Strength: 350 HP, heavy armour Weapons: laser turret Download Asset: https://ppmforums.com/topic-56091/ts-voxel-assets-from-ts-forgotten-wars/ A parallel evolution to the newly unveiled Nod Scarab Laser Tank, the Laser Hunter II came from a separate CABAL development stream that focused on recreating the classic main battle tank configuration, but with a laser cannon as primary armament. Where the CABAL design succeeded in recreating a nimble turret mount, and a broad-spectrum laser effective against any target, it fell short on the speed and cost side - Laser Hunters are not only slower than most other battle tanks of the time, they are also about 20% more expensive. Once moved into position, these hunter drones will present a formidable and nigh-impenetrable wall of steel and firepower to any force that faces them. Enemy commanders are advised to exploit their slow speed to hit them with EMP and artillery strikes while they are on the move, for once they reach their target there is little stopping them.

[Support] Servitor Drone

[Support] Servitor Drone

Name: Servitor Drone Role: vehicle repair Cost: 1000 Strength: 300 HP, heavy armour Weapons: welder & repair claw Special Ability: can detect stealth Download Asset: https://ppmforums.com/topic-56091/ts-voxel-assets-from-ts-forgotten-wars/ Formed by mating a construction drone torso to a heavy tracked chassis, the Servitor Drone is a common feature in most CABAL bases. Its ability to repair CABAL's extensive fleet of vehicular drones makes it invaluable for the AI to continue its operations, and its advanced sensor suite makes it the ideal sentry for detecting cloaked units around sensitive installations. They are often seen guarding CABAL's Advanced Refineries too, where they will maintain the integrity of the fragile Scarab Drone swarms upon which CABAL relies for its resource collection. Due to its heavy chassis, it is also far more durable than the comparable Nod Mobile Repair Vehicle, which allows it to better keep up with CABAL attack forces as they advance across the Tiberian landscape.

[Battle Tank] Nod Scorpion Hunter

[Battle Tank] Nod Scorpion Hunter

Name: Scorpion Hunter Role: tech battle tank Cost: unknown Strength: unknown Weapons: lasers, rockets With the newly developed Cyborg Reaper lost to CABAL's homicidal treachery, Nod labs had to work fast to find a replacement for this unit in its arsenals, and the Scorpion Hunter was the solution to this. Taking the "fear and awe" element of previous Nod designs, together with the scorpion symbol so important to the group, the Scorpion Hunter represents another terrible weapon in the Nod arsenal - both in terms of its appearance, as well as its armament. Armed with dual cluster-missiles launchers similar to that carried by the Reaper, and with a paralysing EMP sting in its "tail", the Scorpion Hunter is perfectly suited for hunting, paralysing, and smashing apart CABAL cyborgs. This unit still appears to be going through final development, so its fielded battlefield performance is probably subject to change.

[Bomber] Falcon Gunship

[Bomber] Falcon Gunship

Name: Falcon Gunship Role: light bomber Cost: 1,200 Strength: 230 HP, light armour Weapons: GP bombs, 4x loads Download the asset: xxx Combining older VTOL technology with a weapons rack filled with low-yield bombs, the Falcon Gunship offers the Forgotten a light bomber option that can loiter over the battlefield and perform a number of bombing runs before its stores are depleted. Ideal for strafing enemy ground columns, the Falcon can also be used against enemy turrets if they work together in squadrons; on their own, a single Falcon lacks the accuracy to do great damage quickly, and concentrated AA fire will down them before they can do much.

[Helipad] Forgotten Airstrip

[Helipad] Forgotten Airstrip

Name: Forgotten Airstrip Role: primary aircraft production & reloading structure Cost: 750 Strength: 600 HP, concrete armour Foundation: 2x3 Fielding a larger variety of older S/VTOL tech for their air units, the Forgotten Airstrip is by necessity a slightly larger structure than comparable GDI and Nod Helipads. The Airstrip is also more expensive than regular Helipads, although it does have one advantage: being made from almost solid concrete, it it far more resistant to damage. It is capable of producing and reloading all of the various Forgotten air units.

[Bomber] Lancer Bomber

[Bomber] Lancer Bomber

Name: Lancer Bomber Role: fast bomber Cost: 1,600 Strength: 180 HP, light armour Weapons: smart bombs, 1x load Download the asset: xxx Built around a battlefield requirement for surgical strikes against targets with light or medium armour, the Lancer Bomber emphasized speed at the expense of payload. Faster than the Orca Bomber, the Lancer will deliver its entire payload with pinpoint accuracy on a single spot, making it the perfect tool for taking out targets fast. It is more fragile than the Orca Bomber though, and Forgotten commanders are advised to keep them well away from enemy SAM sites, and repair them as often as possible. Too many hits will see these craft tumbling from the skies in no time.

[Transport] Drone Exo-Barge

[Transport] Drone Exo-Barge

Name: Drone Exo-Barge Role: hover transport Cost: 900 Strength: 400 HP, heavy armour Weapons: none Abilities: transport 10x infantry Download asset: xxx Repurposed from an existing trans-oceanic cargo liner design, the Exo-Barge gives CABAL sub-commanders the ability to land troops on any beachhead where the AI might need them. Slow but heavily armoured, the Exo-Barge can unload its cyborg cargo within seconds before pulling back to safety again.

[Fighter] Helix Jet

[Fighter] Helix Jet

Name: Helix Jet Role: light fighter Cost: 1,100 Strength: 180 HP, light armour Weapons: HE rockets, 2x shots Download the asset: xxx Developed around a prominent European aerospace design, the Helix was intended to offer military force a fast-strike ability on the changing battlefields of a post-tiberium world, but did not manage to impress the intended GDI audience with its performance. Considered too fragile and too poorly armed against the competing Orca designs, the Helix was instead bought up by a scattering of small national users and private security forces, and has proliferated slowly over the globe ever since. Armed with a cluster of high explosive rockets, and boasting unrivalled speed, the Helix is best used for surgical strikes against targets without any AA defences. Too fragile for a stand-up fight, and carrying too little ordnance for a prolonged bombardment, the Helix shines best in situations where its high speed can be used to best effect.

[Bomber] Falcon Bomber

[Bomber] Falcon Bomber

Name: Falcon bomber Role: light bomber Cost: 1,200 Strength: 200 HP, light armour Weapons: smart bombs, 1x shot Download the asset: xxx Built around a battlefield requirement for surgical strikes against targets with light or medium armour, the Falcon Bomber emphasized speed at the expense of payload. Faster than the Orca Bomber, the Falcon will deliver its entire payload with pinpoint accuracy on a single spot. It is more fragile than the Orca Bomber though, and Forgotten commanders are advised to keep them well away from enemy SAM sites, and repair them as often as possible.