Dun3

Releases

What has changed in Dun3, in plain language.

v2026.8.1-1 Fix

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.

v2026.7.12-14 Improvement Sharper on small screens, netter Nederlands

Two rounds of polish on today's Joint Defense arsenal, Commanders. On mobile, the alliance members list now stacks into clean cards — every action, including "Station units", is right there under your thumb instead of hiding past a sideways scroll. And for Commanders playing in het Nederlands: the new combat screens went through a language inspection — one consistent word for allied forces ("legers"), natural phrasing on the simulator and garrison screens, and buttons that finally conjugate like proper Dutch.

v2026.7.12-13 Feature Joint Defense — station your forces with your allies

The warning bell was only the beginning, Commanders. From today your alliance defends together.

Stationing — send units to live at an alliance mate's base. From the Alliance page, pick a mate, pick a force, and dispatch: once they arrive, your units fight in every battle at that base until you recall them (or the host sends them home). They stay yours — your losses, your kills, your glory — while the host's ground grants everyone its defensive advantage. Research Allied Quarters to open room for allied garrisons at your own base; the deeper the research, the larger the force you can quarter.

Sharper alarms — mates with units stationed at a threatened base are always alerted when an attack closes in, whatever their alert settings. Their army is on the line, after all.

Recon sees garrisons — spy reports on a base now reveal quartered allied forces, commander by commander, and the Combat Simulator uses that intel: simulate against a garrisoned base and see the full defense — host and allies — with losses broken out per defender. Scout the target before you commit; a quiet base may be hiding an alliance's teeth.

v2026.7.12-12 Feature Alliance defense alerts

Your alliance now watches your back, Commander. When a member has an attack inbound, alliance mates can be alerted the moment the warning sounds — a ping in the events bell and, if enabled, a push straight to your device. Officers and the leader always hear the alarm; everyone else can opt in from their profile settings ("alliance defense alerts", off by default). Alerts tell your mates exactly what the defender sees — who is coming if it's known, how many forces if it's a joint assault, and when it strikes — and repeated waves on the same target within a few minutes won't spam the channel. More joint defense is on the way; this is the warning bell.

v2026.7.12-11 Improvement Dutch, everywhere this time

The Dutch translation now reaches the places it missed at launch: building and unit names in the build queue and reports, countdown clocks ("2 uur" instead of "2 hours"), form error messages, and even the e-mails and attack-warning notifications now follow your language setting. Spot a stray English line? Tell us via the Dev Channel — the command staff can now fix any text on the spot.

v2026.7.12-10 Feature Joint Operations & the Combat Simulator

Two big additions land on the front today, Commanders.

Joint Operations — you no longer fight alone. When launching an attack you can now request reinforcements: alliance mates see your open operation and can commit their own forces while yours are underway. Everyone arrives together and fights as one combined army — one battle, with the spoils split by what each Commander's forces actually contributed. Defenders see a joint assault coming as a single warning showing how many forces are inbound — but not whose, or what. Coordinate wisely: the operation only waits so long for slower allies, and the roster is capped.

Combat Simulator — a new command-post tool next to Attack. Load one of your spy reports (or enter numbers by hand), pick your forces and tactics, and preview how the battle could unfold — best case, expected, and worst case, depending on how sharp your intel is. Simulations are free and consequence-free: nothing is spent, nothing travels, and newbie protection is untouched. New Commanders can now finish the last Getting Started step with a simulation instead of a live attack.

v2026.7.12-9 Feature Dun3 spreekt nu ook Nederlands

The whole game is now playable in Dutch — over 1200 lines of interface, building names, research, achievements and events translated. Flip between English and Nederlands with the EN/NL toggle in your commander menu (top bar) or in the footer before you log in; your choice sticks to your account across rounds. Spot a clumsy translation? Report it in game — vertaalfouten zijn ook bugs.

v2026.7.12-8 Feature A welcome boost for finishing the getting-started checklist

Completing all six getting-started steps now pays out a welcome boost of +500 Titanite and +250 ISC, on top of the achievement. The checklist card tells you up front what's waiting, and returning Commanders get the boost again each new round — a fresh economy deserves a running start.

v2026.7.12-7 Improvement Proper app icons for your home screen

Dun3 now ships real high-resolution app icons. If you've added the game to your phone's home screen (or install it as an app), the icon is crisp at every size — including the rounded/masked shapes Android and iOS cut icons into. Re-adding the shortcut picks up the new artwork.

v2026.7.12-6 Fix Starport price tags get some air

requested by Commander Apocalypse

The price tags on the Starport now put a little breathing room between the resource icons and the numbers, matching how costs read everywhere else in the game. Easier on the eyes, especially on mobile.

v2026.7.12-5 Improvement A leaner sidebar logo

requested by Commander Destralak

The Dun3 wordmark in the sidebar traded its bulky square frame for a sleek wide cut — the menu now starts noticeably higher, putting an extra command in view without scrolling.

v2026.7.12-4 Improvement Pages now update themselves

requested by Commander Destralak

No more hammering refresh: the Dev Channel (board and open threads), your mailbox, local and global events, and the alliance page now pick up new messages and status changes on their own while you have them open — just like the build queues already did.

v2026.7.12-3 Fix Scout route lines no longer sink into the storm

requested by Commander Destralak

Long-range scout routes on the world map could look broken — parts of the destination line dipped beneath the spice storms and even below the horizon, leaving gaps mid-route. Route lines now hug the planet's curve smoothly for their entire length, so tapping a scout always shows one clean, unbroken path.

v2026.7.12-2 Fix Sandworms roam like they should

requested by Commander Destralak

Sandworms had a bad habit of circling the same patch of desert for a day at a time — one Commander had an unwanted houseguest parked beside his base since yesterday. Worms now pick a heading and actually travel the dune sea, so wormsign near your base means a visitor passing through, not a permanent neighbor. Changes to worm speed also take effect right away instead of hours later.

v2026.7.12-1 Fix Admin settings save reliably

requested by Commander Destralak

Round settings that were still at their factory value could refuse to save with a confusing "must be numeric" error. Every settings field in the admin console now saves correctly on the first try.

v2026.7.11-5 Fix The sandworm stays 3D at every angle

requested by Commander Destralak

Spotted the old flat sandworm marker sneaking back when a worm crossed near the planet's edge? No more. The world map now decides between the full 3D sandworm and its distant-view marker purely by how far you're zoomed out — never by where the worm happens to be on the globe — so the great beast keeps its body wherever it roams. Thanks to Commander Destralak for the sharp screenshot.

v2026.7.11-4 Fix Tankers now count toward the Harvester escort bonus

Upgraded your Carriers to Tankers and watched your Harvester escort bonus collapse? Fixed. Tankers are your Carriers, evolved — they now count toward the pairing bonus exactly like the Carriers they replaced, and any future evolutions of the line will too. Thanks to Commander Nrgphoenix for the sharp-eyed report.

v2026.7.11-3 Improvement Finer control over sandstorm damage

Command staff can now tune exactly how hard a sandstorm's building damage bites, alongside the full set of Global Events knobs (storm/eruption/bank/sandcrawler cadence, duration, and effect strength) already in the admin Round page.

v2026.7.11-2 Feature The game is now a single smooth app

Moving between screens no longer reloads the page — navigation is instant, with a loading bar in your house's colors. Your background music keeps playing while you move around the base, and the world map comes back instantly when you return to it.

When we ship an update, your game now quietly refreshes itself at a calm moment and tells you which version just landed — no more stale tabs after a deploy.

v2026.7.11-1 Feature Release notes arrive

Dun3 now wears its version on its sleeve: every page ends with the current release number, and clicking it opens the new Releases page — a plain-language history of what's changed, from the first round to today. Watch for the amber glow: it means something new has landed since your last visit.

early days Improvement Sharper sands

A visual pass over the world map: zoom in deeper, spot worms at a glance, and watch storms and convoys move smoothly.

early days Feature The planet strikes back

Global events arrive: sandcrawler columns, roaming sandstorms, Titanite eruptions, and Imperial Bank decrees now shake up every round.

early days Feature Into the unknown

Fog of war descends. Send scout runs across the sands, uncover enemy bases, and keep an eye out for wormsign.

early days Feature A living planet

The world map goes fully 3D: a spinning globe with real terrain, drifting storms, and your empire pinned to its surface.

early days Feature Spoils of war

Raiders can now steal blueprints, battles leave real damage to repair, Commanders get an avatar creator, battle sounds land, and Dun3 installs to your home screen with push alerts.

early days Feature The war deepens

Tiers 2 through 4 unlock the full war machine: advanced units and buildings, research upgrades, special attacks, alliances, and achievements to chase.