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A modding toolkit for Alien: Isolation that gives access to scripting, assets, configurations, and behaviour trees.

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Open-source mod tools for Alien: Isolation

OpenCAGE is an extensive open-source modding toolkit for Alien: Isolation which unlocks the ability to fully customise and build new levels, missions, modes, characters, props, weapons, behaviours, UIs, and more!

Get it on Steam Documentation Discord GitHub Stars

OpenCAGE editing the airport's baggage collection area: the 3D viewport above the composite's flowgraph, with a seat selected and its parameters open

Download for free from Steam, and explore the documentation to learn more.



The 3D Viewport in the editor across multiple levels with flowgraph pages below

Browse Levels in a 3D Viewport

Open any level and fly through it. Click anything you see to find it in the level’s scripts, move and rotate it with the gizmo, or drag new content in straight from the Composite Browser.

Viewport guide →



Browsing the Torrens' first mission script in the flowgraph with the 3D Viewport above

Edit Existing Game Scripts

Alien: Isolation runs on thousands of CATHODE scripts. Open any of them as a flowgraph laid out over pages, then rewire it, delete what you don’t need and tune any parameter in the inspector.

Introduction to scripting →



Building a script for entering a trigger box

Build Your Own Scripts

Drag any of the game’s entity types from the Entity Palette onto a graph and link up their pins. Trigger volumes, markers and props go straight into the world from the Viewport’s Create menu.

Available script entities →



Show Activity lighting up links and counting pin calls in the editor while driving an in-game debug marker

Debug Scripts at Runtime

With Live Link connected, Show Activity lights up each link as it fires and counts every call on its pins. Trigger any method from the inspector to test a script without playing up to it, set breakpoints on nodes to stop the game’s scripts and step through them, and put values on screen in game with debug text and position markers.

Live Link →  ·  Debug text and markers →



Editing camera animation curves and scrubbing the camera path in the Viewport

Create and Modify Scripted Keyframes

Open any CAGEAnimation to edit its tracks on a curve editor: drag keys and bezier handles, add new tracks, and switch on Animation Mode to scrub the result in the Viewport.

CAGEAnimation editor →



One of the alien's threat animations looping in the Animation Preview

Import, Export, and Preview Animations

Preview any clip on its character’s own model, export clips or import your own, and edit the animation trees that blend them together.

Animation Editor →  ·  Animation Tree Editor →



Moving a asset in-game live with live-link

Live Edit Scripts In-Game

Live Link connects OpenCAGE to the game while it runs. Place and move props, change lights, tweak scripts and call methods, and the game updates without a reload. The game camera can follow the Viewport, so you see every edit from the same angle.

Live Link →



Importing a custom gun model, with a 3D preview of the model

Import, Export, and Preview Models

Import your own models with a 3D preview and a scale check, then browse, export and edit any mesh in the game from the Model Editor.

Model Editor →



The Texture Editor previewing a decal

Edit Materials, Shaders, and Textures

Change a material’s shader, samplers and parameters, and browse, export and replace any texture in a level.

Material Editor →  ·  Texture Editor →



A custom Sponza level, modifying the light at runtime

Create New Levels from Scratch

Start a new level, fill it with composites from other levels or your own imported geometry, and let Save and Build generate its lighting, navmesh, collision, cover and sound.

Creating a level →  ·  Save and Build →



Creating and playing back a smooth camera track on the Torrens bridge using the Cinematic Camera

Film the Game with a Cinematic Camera

With the Debug Menu ticked in Launch Game, fly its free camera anywhere in the level, drop camera track nodes along the way and play them back as one smooth move. The Cinematic group also sets depth of field and colour, hides the HUD and takes screenshots.

Free camera →  ·  Camera tracks →



The in-game Debug Menu drawing character view cones, awareness labels, navmesh, and model/collision inspection

See Inside the Game with the Debug Menu

With Debug Menu ticked in Launch Game (it is by default), press F7 in game. Draw every character’s view cones and alertness over the game, show the nav mesh the AI walks on, and point a crosshair at anything to read its collision, materials and model.

Debug Menu →



The Mod Manager with the Sponza mod installed

Package or Install Mods via the Mod Manager

Create a Mod lists everything you’ve changed, so you choose exactly what goes in. Players install it with the Mod Manager, which also combines, updates and removes mods for them.

Making mods →  ·  Installing mods →



The Alien Configuration editor

Configure Characters, Items, Weapons, and More

Dedicated editors for the game’s configuration: the alien’s behaviour settings, character asset sets, inventory items, crafting recipes and every line of localised text.

Game configs →



Zooming into and panning round the alien's behaviour tree in the Behaviour Tree Editor

Edit and Create Behaviour Trees

Open the behaviour trees that drive the alien, androids and humans, and edit them node by node.

Behaviour Tree Editor →




OpenCAGE is a hobby project and is not affiliated with Creative Assembly, SEGA, or Feral Interactive.
Alien: Isolation must be purchased and installed to use OpenCAGE.
Please see THIRD-PARTY-NOTICES.md for any embedded library/code licenses.

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A modding toolkit for Alien: Isolation that gives access to scripting, assets, configurations, and behaviour trees.

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