OpenCAGE is an open-source modding toolkit for Alien: Isolation which enables custom scripting, configuration, and content modification through graphical interfaces.
- Join the Discord to share your mods, and get tips & tricks from the community!
- Follow on X (Twitter) or Bluesky to get the latest news, including update previews and modding videos!
OpenCAGE can be downloaded via Steam, ModDB, Nexus Mods, or directly via GitHub.
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After downloading, launch OpenCAGE and locate Alien: Isolation's AI.exe if requested.
Once the toolkit has set itself up you will be prompted to load a level into the editor. After loading you can browse all of the level's scripts (called Composites) within the main window to modify the logic. From the toolbar at the top you will find the ability to launch into the game, manage backups, and modify a variety of configurations for characters, items, and more. In the toolbar you can also find tools to edit behaviour trees and assets (models, textures, materials, and more) within the loaded level, or globally across the game.
Documentation can be found on the OpenCAGE website for most functionality within the toolkit.
If there is a section missing from the docs currently that you'd like to see added, feel free to open an issue on GitHub and it will be prioritised. Additionally, join the Discord to get direct help from the community!
When you're importing/exporting content with OpenCAGE, the following tools are recommended for working with the files:
- JPEXS Flash Decompiler - for UI
.GFXfiles - NVidia Texture Tools Exporter - for texture
.DDSfiles
OpenCAGE is a project that is constantly evolving - here's a vague roadmap of things I'm currently working towards, or have plans to start in the near future:
- Contextual script editing: follow composite chains to modify instanced mover entities
- Extended script resource editing: support for physics/collision resources
- Content porter: ability to port composites and all contained resources and assets between levels
- New level creator: create a new game level from scratch
- Mod installers: compile your maps and modifications out to installer executables
- 3D viewer improvements: extended support for editing levels within Unity
- Navmeshes: generate custom navmeshes for your modified levels to support AI
- Skinned meshes: import and export skinned meshes for custom animated models
- Extended animation support: view animations by name and display animated skeleton previews
- Sound import/export: integrated support for importing and exporting sounds
I don't expect donations, but if you'd like to contribute you can do so via GitHub Sponsors, where a variety of options are available! Similarly, this project is fully open source, and any code contributions are welcome!
OpenCAGE includes libraries and code from the following 3rd party sources:
- Brainiac Designer: created by Daniel Kollmann.
- Cinematic Tools: created by Matti Hietanen.
- AlienBML: created by x1nixmzeng.
- STNodeEditor: created by st233.
- Assimp-net: created by Tesla3D.
- DirectXTexNet: created by deng0.
This code is used either with permission, or under license.
Additionally I'd like to thank Daniel Maciel, Ryan Gray, and Jeff for their help in expanding and testing the toolkit.
OpenCAGE is in no way related to (or endorsed by) Creative Assembly or SEGA.
Alien: Isolation must be purchased and installed to use OpenCAGE.






