Releases
What has changed in Dun3, in plain language.
Upgrades keep their place, and straighter answers from the Dev Channel
Upgrading a building no longer costs you the things it unlocked. A Nuclear Reactor now counts as the Power Plant it replaced, so anything that asked for the old building — Barracks and the rest — stays available instead of locking up the moment you upgrade. The same holds the whole way up a chain, so late upgrades like Foundation or Laser Wall still stand in for the buildings they grew out of. Upgraded buildings also keep their old spot in the build list rather than dropping to the bottom, so the Reactor sits where the Plant did.
That fix has been carried through the rest of the game. An upgraded building now does its old job as well as filling its old requirement: a Refinement Plant refines like the Refinery it grew out of, so your income keeps flowing instead of stopping dead. Heavy Harvesters still take up harvester slots, Radars still keep the world map and your spy runs open, upgraded Starports still count toward trading, and a damaged building still slows production after you upgrade it. Build limits keep applying too, so an upgraded Refinery line is capped exactly as it was before. This holds across every upgrade in the game, at every tier — not just the ones named here.
Scouting survives an upgrade too. A commander who had turned every Trike into a Fast Trike could no longer scout at all — the garrison held no plain Trikes to send, so the order was simply refused. Your Fast Trike now rolls out, and it runs at its own faster pace, so an upgraded scout comes home sooner than a Trike would have. It stays the same vehicle the whole way through: a Fast Trike that leaves defends as a Fast Trike if it is caught, and returns to the garrison as one. If you happen to hold both, the plain Trike goes first and the faster one stays home.
Upgrades now have a face. The Upgrades tab used to be plain text, so the artwork being drawn for each upgrade had nowhere to appear. Every upgrade now shows its own picture on its card, beside the name and what it does. Upgrades whose art is still on the easel show the usual placeholder for now, and fill themselves in as the artwork lands.
Research can be called off. A project already in the lab queue had no way to stop it — you could cancel a building or a batch of units at any time, but a research order, once placed, simply ran to the end. Every row in the research queue now carries a Cancel of its own, and it behaves exactly like the ones on the build screen: it asks first, shows what you get back before you commit, and returns the usual share of whatever has not been spent yet. Queued upgrades in that same lane can be called off the same way, and the countdown and its Cancel now stay together on narrow screens instead of the link drifting off on its own line.
Two bits of Dev Channel bookkeeping now tell the truth. If a change is pulled back before a release goes out, its request no longer gets stamped as live — it stays open until the work really ships. And a request can no longer be flagged as "Awaiting your input" when you have already answered: your reply is read first, and the thread moves on instead of asking you twice.
v2026.7.14-2 Improvement A tidier top bar, and every base gets its own colour
requested by Commander Destralak
The top bar has had a clean-up, Commander.
The base icon is a real control now. Tap it anywhere — the icon itself, not just the name beside it — and your base list opens: switch base, read each one's status at a glance, and jump straight to Bases. It opens even when you hold only a single base, where it used to sit there looking like a button that did nothing.
Every base can fly its own colour. Pick one on the Bases page — any colour you like, or one tap on a preset — and the top bar's base icon wears it, so you always know which base you are commanding. Your main base always keeps its clear M.
Fewer things in the way. The stray expand arrow on the right of the bar is gone; tap your name to open your menu instead. Commander, Achievements and the Points Shop have left that menu — all three were always one tap away in the side menu.
And if you command from a tablet: the bar no longer sprawls, with your name marooned at one end and everything else at the other.
v2026.7.14-1 Fix The Max control, properly fixed
requested by Commander Destralak
The new Max control shipped with real faults, and they are now corrected everywhere it appears.
On phones it was too large for the Build cards and pushed the layout out of shape. Worse, it was sitting on top of the button next to it — so a tap aimed at Build, or at the Bank's own Sell, Buy, Deposit and Withdraw buttons, could fire Max instead. The Bank was affected on every screen size, not just phones.
The amount field and Max now fill the width together on a phone, with the action button on its own line beneath, and every control keeps a comfortable tap target.
The icon has changed too: a battery says "charged", not "buy as many as I can afford". It is now an arrow driven up into a ceiling — fill it to the limit.
v2026.7.13-12 Art Titan's poles no longer pucker
requested by Commander Destralak
Every globe built the way ours is has the same flaw: the terrain wraps around the planet in columns that all meet at a single point at the top and bottom, so the ground smears into an ugly pinch exactly where you were looking.
Both poles now wear a scoured, wind-blasted polar flat that covers the convergence and reads as part of the planet rather than a glitch in it. Tilt the map up or down as far as it goes: the pucker is gone.
v2026.7.13-11 Feature Global events now tell you what is coming for you
requested by Commander Destralak
The global events feed treated a storm sitting on top of your base and an exchange rate wobble on the far side of the planet as the same kind of news.
Every event now carries a severity — info, warning, or danger — and anything within range of one of your bases is marked "near you" and sorted to the top of the feed. A storm crossing empty desert is a warning; the moment it reaches your ground, it is a danger, and it says so.
You can also opt in to be alerted when something dangerous reaches you, using the same alerts you already get for allied defence. It is off by default — switch it on from your Commander page.
v2026.7.13-10 Feature Max buttons, everywhere you spend
requested by Commander Destralak
The Imperial Bank had a Max button. Nowhere else did — so every build order and every starport purchase meant doing the arithmetic yourself, then discovering the cap you forgot about.
Now the Build page, the Starport and the Bank all carry the same one-tap Max control. It is an icon rather than a word, so it does not crowd the field on a phone, and it is honest: it fills in the largest amount the game will actually accept, having already accounted for what you can afford, your build caps, and your order limits. If the answer is zero, it tells you so instead of letting you find out at the confirm step.
v2026.7.13-9 Improvement The Bases menu stays out of sight until you can actually use it
requested by Commander Destralak
Until you have researched Colonization, you command exactly one base — so a "Bases" entry in the menu had nothing to offer but a page telling you so.
It is now hidden until the moment you unlock it, and when that moment comes it arrives with the same amber reveal the World map and Starport already use, in step with the base selector appearing in your top bar.
v2026.7.13-8 Fix Recon plates now render properly on iPhone and iPad
requested by Commander Destralak
If you scout from an iPhone or iPad, your recon snapshots were arriving rough: hard stair-stepped edges, no soft feather around the mapped corridor, and washed-out terrain colours — while the same plate looked perfect on desktop.
Safari draws its maps with a different engine, and it was quietly skipping every blur and colour pass we asked for. The rendering pipeline has been rebuilt so every device now draws the exact same plate, pixel for pixel.
Bonus fix for everyone: an unscouted sandworm tremor on Safari was showing the crawler's crisp silhouette through the fog. A tremor is a rumour, not a photograph — it is a dim pulse again, on every device.
v2026.7.13-7 Fix Recon plates — every scout death now reports back
requested by Commander Destralak
More work on the scout recon snapshot.
Sandstorm losses finally show their plate. A trike killed by a sandstorm maps ground right up to the moment it dies, exactly like one that is intercepted or taken by a worm — but that was the one death that showed you nothing at all. The intel your trike paid for is now on the table where it belongs.
The wreck and homecoming plates got their edges back. They draw the run's whole corridor rather than a scan disc, and were being cut to a circle that never fitted them. They now follow the ground the trike actually mapped.
The scout's approach trail is visible. It was always drawn, but a thin line against bright sand or black rock is no line at all. It now carries a dark casing and a marker at the point the trike crossed into scan range.
Terrain seams blend properly, on every plate.
v2026.7.13-6 Fix Scout recon plate — smoother terrain seams
requested by Commander Destralak
The scout recon snapshot now blends the borders between terrain types into a soft transition instead of a blocky, stair-stepped edge — and it finally looks right on high-resolution phone screens, where the smoothing was slipping out of place before. The reveal circle stays crisply round.
v2026.7.13-5 Fix The recon plate is properly round now
requested by Commander Destralak
The scout recon snapshot had a stair-stepped edge — the disc was drawn from square tiles, so its rim came out as a staircase rather than a circle. The smooth edge we added last time was being drawn outside the staircase, which meant it trimmed almost nothing and you only ever glimpsed it flickering at the rim.
The circle now sits inside the tile edge, where it can actually do its job: the plate reads as a clean, round scan disc.
v2026.7.13-4 Feature Spies take the long road, and the map finally takes you there
requested by Commander Destralak
A big wave lands on the front today.
Espionage is a real operation now. Your spy no longer flies a straight line to its target — it takes an actual route across the terrain, its arrival time comes from the ground it has to cross, and you can watch its track on the world map. It also runs a risk: crossing a defended perimeter, your informant can be caught. A lone agent is far harder to spot than a recon trike, but if they are caught you lose the fee, you get no report, and the target learns someone was probing them. Espionage finally has a price of failure.
Coordinates are clickable everywhere. "View on world map" used to drop you on the right side of the planet and leave you to hunt for the rest. Now the globe rotates and zooms straight to the tile you asked for. Every coordinate in the game — events, recon reports, base lists, mission tracks — is a link that flies you there.
The interface only shows what you actually have. Features you haven't unlocked yet no longer clutter the menu. When you do unlock one it doesn't just quietly appear — the new item slides into place with a proper reveal, once. And so you're never left guessing what's out there, the Research page now lists what's still locked and exactly what it takes to open it.
Recon plates match the world. Scout snapshots were painting terrain in colours the world map never used — rock especially read far too bright. The recon view now takes its palette from the map itself, the sweep circle is properly round, and the seams between terrain types are softened.
The mobile topbar fits again. Long commander names were getting clipped. Base selection has moved out to its own control, so your name renders in full.
v2026.7.13-3 Improvement Spy reports now read at a glance
requested by Commander Destralak
Spy reports used to hand you one long run-on line of unit names and numbers. Now the estimate lands as a clean table — each unit's sprite alongside its name and your spy's estimated count — so you can size up a target's forces at a glance instead of parsing a paragraph.
v2026.7.13-2 Fix Local events all speak plainly now
requested by Commander Destralak
A handful of things that happen at your base — Starport deliveries, garrisons arriving, being sent home or wiped out defending an ally, and a base being razed — were turning up in your local messages as a vague "Something happened at your base." Every one of them now carries a proper headline, a clear description of what actually took place, and the right type and colour so you can tell good news from bad at a glance.
v2026.7.13-1 Feature Expansion has arrived — found new bases with the MCV
The biggest update since the world map: you are no longer bound to a single base.
Research the new Colonization line to unlock the MCV — the mobile construction vehicle veterans will remember. Build one at a high-level Repair Platform, load it up with an escort, and send the convoy to a rock patch you have explored. If it survives the journey — sandstorms, sandcrawlers and rival interceptors are all real threats on the way — it unpacks into a brand-new base: its own buildings, its own Titanite economy, its own army, and its own build queues running in parallel with your other bases. Each Colonization level allows one more base, up to four in total.
With expansion comes logistics and risk. Transport convoys move Titanite and units between your bases. Scouting now uncovers individual bases, and attacks strike the base you pick — so a well-defended capital no longer protects a frontier outpost. And should the Construction Yard of a secondary base fall, the base falls with it. Your main base can never be razed.
Switch between bases from the new selector in the top bar, or command your whole empire from the Bases overview. Good hunting, Commanders.
v2026.7.12-25 Improvement Local events got a proper detail page, and the recon snapshot finally looks like Titan
Every entry in your local events feed is a full clickable row now, not just the gaps between the text — attack warnings, scout reports, achievements, everything. Each one carries a type tag and an outcome badge at a glance, and opens onto a real detail page that matches the look of the Global Events dispatches.
The recon snapshot — the map a returning scout hands you — has been rebuilt from the ground up. It used to be flat colored squares; now it's painted with the same ground textures the world map uses, with rock reading clearly as buildable ground. Discovered bases and other units inside the scouted area now show up on it too, and the plate itself uses the full width of the page instead of being squeezed into a narrow column. A scout lost to an ambush or a sandcrawler now shows the wreck site and everything it managed to map before going down, and a scout that made it home shows the ground it mapped on the way out and back. The drawn route only ever runs over ground you have actually revealed — where the trail passes out of what you know, the line breaks rather than guessing.
Relief shading (hills and dunes you can see the height of) is coming in a later pass — this one is about getting the ground materials right first.
v2026.7.12-24 Fix No more text-selection popup when scouting on a phone
requested by Destralak
Pressing and holding the globe to mark a scout target on an iPhone could also set off the phone's own text-selection gesture — the magnifier, the little selection handles and the share menu popping up over the map mid-press. The map surface no longer answers to that gesture, so a press-and-hold does one thing only now: plot your scout run. Panning, pinch-zoom and every tap on the map behave exactly as before, and text everywhere else in the game stays perfectly selectable.
v2026.7.12-23 Feature Local events are now clickable — plus a recon snapshot for scouts
requested by Destralak
Every entry in your Local Events log now opens its own detail page — tap or click any row for the full story. "Scout on station" is renamed to "Scout reached target coordinates," and that page now shows a top-down recon snapshot: a scaled map of the ground your trike surveyed, showing dune sea, flats, buildable rock, and cliffs, along with the route it took to get there and a terrain breakdown of the area. It only ever shows ground you've actually scouted.
Attack warnings, battle results, upgrades, tier advances, achievements, and alliance events all got more detail on their pages too — distances, standing defences, what an upgrade actually changed, how rare an achievement is, and links straight through to the full battle report or world event behind it.
v2026.7.12-22 Improvement Commander and Profile are now one page
requested by Destralak
Your Commander page now doubles as your profile: identity, house, rank, score, coordinates, battles, and achievements all sit together, right above your service record and your bio. Editing your "about" text and your alliance-alert preference happens right there too, in an inline panel instead of on a separate page.
The standalone Profile and Info menu items are gone — Commander is now the one place to check your own standing. Old links to your profile still work; they simply take you to Commander. Nothing changed about how other Commanders' public profiles look or work.
v2026.7.12-21 Improvement Steadier scouting on the world map
requested by Destralak
On phones and tablets, scrolling the globe could accidentally drop a scout target right where your finger lifted off — annoying if you were just panning around to look at the map. Marking a spot to scout now takes a proper press-and-hold, with a small ring under your finger showing the hold building up. A quick tap or a swipe across the map does nothing to your scout plans anymore. Clicking still works exactly as before on a mouse.
Also fixed: tapping a scout or a base while you already had a scout location picked used to leave both selected at once. Now it cleanly swaps to whatever you just tapped.
v2026.7.12-20 Improvement Dev Channel replies now render as formatted text
requested by Destralak
Maintainer replies in the Dev Channel — from the Scout, the holiday builder, or the Chief Engineer — now render with proper formatting: headings, bold and italic text, bulleted and numbered lists, code blocks, quotes, and clickable links. No more walls of plain text on longer replies. The same formatting now shows up in the email notification you get when a request moves.
Looks and works the same on phone, tablet, and desktop — nothing scrolls sideways, even with a long link or a long code snippet in the reply.
v2026.7.12-19 Improvement Global events, in plain words
requested by Destralak
The dispatches were written like literary fiction, Commanders, and Dun3 is played all over the world. They have been rewritten in plain, simple English — short sentences, everyday words, no showing off. The Dutch has had the same treatment.
The headline now tells you what it MEANS, not just what happened: "Fire in the bank vault — Titanite now sells for less", "Sandstorm hits the region — buildings there take damage", "Titanite eruption — bases nearby harvest more". You can read the feed at a glance and know whether an event helps you or hurts you.
Every event also carries a type tag now — Bank event, Sandstorm, Titanite eruption, Sandcrawler attack — sitting beside the severity badge, so the kind of trouble and the size of it both read instantly.
Every dispatch in the archive has been rewritten in the new plain style.
v2026.7.12-18 Improvement More dispatches, and a story for every event in the archive
requested by Destralak
Yesterday's dispatches had a bias, Commanders: the big disasters were well covered, but the everyday ones — the quiet storm, the modest vein, the near-miss out on the sand — drew from a thin pile of stories and repeated themselves. Since most events are small ones, that is exactly backwards. There are now half again as many dispatches, and the new ones are all quiet-day stories: an evening till count that comes up short at the branch counter, a courier that grounds early rather than chase a fringe gust, a pressure-gauge blip that sends a crew out and turns up a modest pocket of Titanite.
And the events already in your history are no longer blank. Every global event this round has been given its dispatch, so the archive reads like a record of the war instead of a list of timestamps.
v2026.7.12-17 Feature Dispatches from Titan — and the Bank finally takes a cut
requested by Destralak
World events used to be a line of text. Now every one of them is a dispatch: click any event on the Global Events feed and you get the story — a Consortium freighter lost in orbit with a full hold of ISC, a vault fire that guts the branch reserve, a coriolis wall rolling out of the storm caps, a Titanite bloom breaching in the dune sea. Every event that fires writes its own bulletin, and no two read the same. The events already sitting in your history have been given theirs too.
Under the headline, a plain "What this means" block spells out exactly what the event is doing and with what numbers — no more guessing what a bank event actually cost you.
Events now also come in three weights: Minor, Major and Catastrophic. Most are minor, as before. But a catastrophe is now genuinely catastrophic: a major storm tears through far more of a base, a rich eruption pays out far harder — and a catastrophic run on the Imperial Bank can drive the exchange rate clean out of its normal 1.50–2.50 band, as low as 0.90. The peacetime rate still drifts the way it always has. A crisis no longer has to play by peacetime rules.
One change you will feel at the Bank: it now takes a cut on both sides of an exchange. You sell Titanite a little below the quoted rate and buy it back a little above, so trading back and forth is no longer free. Ophion, as befits the merchant house, pays only half the Bank's cut and remains the best trader on Titan.
v2026.7.12-16 Fix Trikes on the sand, pointed the right way
Yesterday's trikes were driving blind, Commanders — and hovering. Three fixes.
Your scouts now point where they are actually going. A trike's heading comes straight from its route, so it faces down its path the moment it appears instead of stubbornly facing north.
They've also come down out of the air. Trikes now lie flat on the sand and shrink with the terrain like real vehicles, so at a low angle you see them from the side of the dune rather than floating above it.
And they no longer ignore the weather: a sandstorm now rolls over a trike the way it rolls over everything else on the surface. Zoom out and they still fold back into the coloured blips you know.
v2026.7.12-15 Art Your scouts are trikes now
Scouts have stopped being dots, Commanders. Every scout on the world map is now an actual Scout Trike, seen from above — and it points where it's driving, so you can read a run's heading at a glance instead of inferring it from the route line.
Each trike wears its owner's colours: the hull is painted in that Commander's house accent, so an Asturian raider and a Hybris raider no longer look alike. Around it, a coloured ring answers the only question that matters in a hurry — amber for yours, green for an ally, red for a rival.
Zoom out and the trikes fold back down into the familiar coloured blips, so the wide view stays as readable as it always was. Zoom in and you can see who's actually out there on your sand.