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.

v2026.7.28-2 Improvement Every force on the move now looks like what it is

requested by Commander Nrgphoenix

Until now almost everything crossing the map drew as the same amber dot. A raiding party, a spy run, a supply convoy and a garrison standing watch at a friend's base were indistinguishable at a glance — you had to tap each one to find out what it was.

Each kind of force now carries its own silhouette. Raids ride under a wedge, spies under a narrow lens, supply convoys under a cargo box, scouts keep the familiar dot, and a garrison shows as a hollow ring rather than pretending to be on the move. Your commander keeps his gold chevron.

The same shape means the same thing whoever owns it: a rival's raid and your own now share a silhouette and differ only in colour, so you can read a crowded map without counting colours first. Your own raids and convoys were plain dots on the globe too — they wear their proper markings there as well, so both views tell the same story.

This is the groundwork for riding out to meet an incoming attack: you cannot intercept what you cannot pick out of the traffic.

v2026.7.28-1 Improvement Pick your target on the flat map

requested by Commander Nrgphoenix

The flat map can now be used to pick out forces, not just to watch them. Tap a rival or allied force crossing your territory to open its details, and tap an enemy convoy to line up an interception — the same moves the globe already allowed, now available in whichever view you prefer.

The bigger fix is for anything actually on the move. A force in flight is drawn by the map's live animation layer, and that layer carried no tap targets at all, so your own scouts and attacking forces could only be selected while standing still. They stay tappable the whole way now, with a target area sized for a fingertip rather than for a mouse pointer.

One sharp edge went with it: tapping an enemy commander riding between their own bases could open an interception panel aimed at an unrelated force elsewhere on the map. Commanders are not interception targets, and the map no longer pretends otherwise.

v2026.7.27-25 Fix Returning forces now fly home on the map

requested by Commander Destralak

Forces on their way home were drawn setting out for their target all over again — the blip crept from your base toward the target instead of tracking back to you. It showed up most clearly after an interception, but it affected every force with a journey home: attacks, raids, convoys, spies and scouts alike, on the globe and on the flat map both.

A returning force now walks back down the route it came by, and its trike points the way it is actually driving. Where your units appear on the map is once again where they are.

v2026.7.27-24 Feature The Field Manual explains building, research and upgrades

The Field Manual's second chapter is live: building, research and upgrades.

It covers what a build order really costs and the moment you are charged, how the game works out the timer you are given — including why a damaged Construction Yard slows down everything that base builds — and the order your orders are checked in, so a refusal tells you something useful. It then walks the research ladders and what each one actually does, explains how upgrades differ from research, and sets out exactly what you get back when you cancel.

Manual tables also read properly on a phone now, in this chapter and in the older reference pages.

v2026.7.27-23 Improvement The Dev Channel says who is working on your request

A request in the Dev Channel now carries a small tag showing which engineer has it right now, and the tag clears the moment they park, finish or hand it over. "In progress" used to be the whole story; with two engineers working the channel at once it was not.

Behind it, a claim on a request now expires when the engineer holding it goes offline, so a request can no longer end up quietly reserved by someone who is not coming back — and a request you reopen stays with whoever was already finishing it, rather than being picked up twice.

v2026.7.27-22 Improvement The top panels unfold, and the queue shows every factory

requested by Commander Nrgphoenix

The panels that drop from the top bar no longer appear and vanish in one piece. They unfold: the top edge stays welded to the bar and the bottom edge travels down, so the panel stretches slightly past its resting height before settling instead of detaching from the bar on the bounce. Closing folds it back the same way. That is the end of the flicker on opening, and the bounce you liked is still there.

The queue panel itself now tells the whole truth about your production. Your factories have always built in parallel — a Barracks batch and a War Factory order advance at the same time — but the panel only ever showed whichever one finished first. It now lists a row for every factory that is working, naming the factory above what it is making, soonest to arrive at the top. A factory standing idle simply is not listed, and tapping a row takes you straight to that kind of unit.

The picture on each row squares up against all of the copy beside it, the "batch done" line included — so a row with several lines no longer leaves the artwork stopping short halfway down.

If your device is set to reduce motion, none of it animates.

v2026.7.27-21 Improvement The top panels unfold, and the queue artwork lines up

requested by Commander Nrgphoenix

The panels that drop from the top bar no longer appear and vanish in one piece. They unfold: the top edge stays welded to the bar and the bottom edge travels down, so the panel stretches slightly past its resting height before settling instead of detaching from the bar on the bounce. Closing folds it back the same way. That is the end of the flicker on opening, and the bounce you liked is still there.

In the queue panel, the picture of whatever is being made now squares up against all of the copy beside it, the "batch done" line included — so a lane with three lines no longer leaves the artwork stopping short halfway down.

If your device is set to reduce motion, none of it animates.

v2026.7.27-20 Feature The Field Manual explains the economy

requested by Commander Nrgphoenix

The Field Manual has its first mechanics chapter: the economy and the tick. It sets out where Titanite actually comes from, why a Harvester without a free Refinery slot earns you nothing, what each bonus and penalty multiplies, and what your storage cap does once it fills up.

It also answers the question the game has never written down anywhere: what happens while you are logged out. Offline time earns exactly what online time earns — your resources are worked out to the second the moment you open a page — and your storage cap is the only thing that ever costs you for being away.

The rest of the chapter follows the money: the bank's floating rate and its cut, the safe and its interest, what a raid can take, and what you get back when you cancel a queue. Longer manual pages now open with a contents list you can jump from.

One correction came out of writing it — the Imperial Bank's help text still described a House Ophion perk that was retired a while ago. Ophion's real edge is that they pay half the bank's cut, and the page says so now.

v2026.7.27-19 Improvement The queue panel reads at a glance, and the menus move

requested by Commander Nrgphoenix

The picture of whatever is being built or trained now stands as tall as its name and timer together, instead of the small chip it started as. You can tell a Trike from a Quad at a glance, on a phone as easily as on a desktop.

The menus have also stopped appearing out of nowhere. The panels along the top slide down into place and settle with a small bounce, as if they came to rest against something, and the base panel at the bottom does the same in reverse. Closing stays a quick clean reverse — no bounce on the way out. If you have asked your device to reduce motion, none of this animates at all.

v2026.7.27-18 Feature A daily round-up in your inbox

requested by Commander Destralak

The calmer news now reaches you by email without filling your inbox one message at a time. A new 3mail, a battle resolving at your base or your army coming home, and newbie protection running out all collect quietly and arrive together as a single daily round-up.

Each one is its own switch in the Email alerts panel under Account settings, off until you turn it on, and every round-up carries the same one-click way to stop them all — no sign-in needed. Urgent alerts are unchanged: an incoming attack still reaches you the moment it launches.

v2026.7.27-17 Feature An email alert when you lose a base

requested by Commander Destralak

Losing a base is now something Dun3 can tell you about by email. If an attack destroys the Construction Yard at one of your bases and the base is razed, the alert goes out at once — naming the base, where it stood, and who took it.

Like every other email alert it stays off until you switch it on, in the Email alerts panel under Account settings, and every message carries the same one-click way to stop them all. Taking down one of your own bases is a deliberate act, so that never sends anything.

Still to come: a new 3mail, a battle resolving, and protection running out — the calmer events, which will arrive together in a periodic round-up rather than one message at a time.

v2026.7.27-16 Feature Two more alerts can reach your inbox

requested by Commander Destralak

Email alerts now cover two more of the moments worth interrupting you for: an alliance mate with an attack inbound, and a sandstorm or sandcrawler closing on one of your bases. Both appear in the Email alerts panel under Account settings, both are off until you switch them on, and both carry the same one-click way out as the attack warning.

These can now be chosen independently of browser notifications. Previously the game only ever considered players who had the matching browser alert switched on, so asking for one of these by email alone quietly got you nothing. If you want a storm warning in your inbox but not as a browser pop-up, that combination works properly now.

One thing worth knowing: officers and alliance leaders still receive defence alerts in the browser whether or not they asked for them. Email is never sent to anyone who has not switched it on themselves.

More of the events you can be alerted about are on the way, along with a periodic round-up for the calmer ones.

v2026.7.27-15 Feature Command can email you now

requested by Commander Destralak

Dun3 can now reach your inbox when something happens on the front. The first alert is the one that matters most: a hostile force launching at one of your bases, sent the moment it leaves.

It is off for everyone until you ask for it. Switch it on under Account settings, where a new Email alerts panel sits beside the push toggles. Every message carries a one-click link that stops all notification email at once — no signing in, no hunting through settings. Mail about your account itself, like resetting a password, always still reaches you.

More of the events you can be alerted about are on the way, along with a periodic round-up for the calmer ones.

Also in this release: the Dun3 icon in your browser tab, bookmark bar and desktop shortcut used to be the whole DUN3 wordmark shrunk into a tiny square, where it turned into an amber smudge. It now shows a single bold mark cut from the same sand-carved logo, so you can pick Dun3 out of a row of tabs at a glance. Your home screen and app icon keep the full logo.

And two of the AI staff occasionally picked up the same Dev Channel request at the same time, or replied to one that was already finished and shipped. The channel now tracks who is working a request and turns the second one away.

v2026.7.27-14 Feature Command can email you now

requested by Commander Destralak

Dun3 can now reach your inbox when something happens on the front. The first alert is the one that matters most: a hostile force launching at one of your bases, sent the moment it leaves.

It is off for everyone until you ask for it. Switch it on under Account settings, where a new Email alerts panel sits beside the push toggles. Every message carries a one-click link that stops all notification email at once — no signing in, no hunting through settings. Mail about your account itself, like resetting a password, always still reaches you.

More of the events you can be alerted about are on the way, along with a periodic round-up for the calmer ones.

Also in this release: two of the AI staff occasionally picked up the same Dev Channel request at the same time, or replied to one that was already finished and shipped. The channel now tracks who is working a request and turns the second one away. For you that means clearer threads — no duplicate "picking this up" replies, and a closed request stays closed unless there is a real reason to reopen it.

v2026.7.27-13 Improvement One request, one engineer

Two of the AI staff occasionally picked up the same Dev Channel request at the same time, or replied to one that was already finished and shipped. The channel now tracks who is working a request and turns the second one away.

For you that means clearer threads: no duplicate "picking this up" replies, and a closed request stays closed unless there is a real reason to reopen it.

v2026.7.27-12 Improvement See what is on the line

requested by Commander Nrgphoenix

The queue panel at the top of the screen now shows a small picture of whatever is being made, next to its name and timer — so you can read the queue at a glance instead of by name.

It is there on the phone as well as the desktop. Research keeps its plain row; it has no artwork to show.

v2026.7.27-11 Feature The Field Manual opens

requested by Commander Nrgphoenix

Dun3 now has a manual. You will find Field Manual in the menu — a place that explains how the game actually works, rather than leaving you to piece it together from the build screens.

It opens with an orientation chapter: what Dun3 is, the shape of the core loop, how time keeps running while you are logged out, and what the resources and Houses are for. Detailed chapters follow one release at a time — the economy and the tick, building and research, combat and armour, missions and movement, the map and recon, and alliances and ranking.

The releases page is not going anywhere: it stays the record of what changed and when, while the manual describes how things stand today.

v2026.7.27-10 Fix The queue shortcut opens the right page

requested by Commander Nrgphoenix

The queue readout at the top of the screen has an "Open" shortcut for each of your lanes, and the Units one used to drop you on the Buildings page every time. It now opens the page whatever you have in production actually lives on — Vehicles while a Trike is rolling out, Aircraft while an ornithopter is, and so on. Construction does the same, so a turret in the queue opens Defense rather than Buildings.

When that lane is empty it takes you back to the unit page you were on last, and to Infantry if you have not picked one yet.

v2026.7.27-9 Fix One set of questions per request

When you file something that needs design questions, you get a form to fill in. If two of the AI maintainers picked up the same request at the same moment, the second one's form quietly replaced the first — so the questions in your inbox could be different from the ones on the page.

That can no longer happen. Whoever reaches a request first keeps it, and the other stands off. One request, one set of questions, answered once.

v2026.7.27-8 Feature A compact music player in the session menu

requested by Commander Nrgphoenix

The soundtrack now has a compact player right in the session menu, alongside the sound buttons — no trip to Account Settings just to change the track. Now playing, previous, play/pause, next, shuffle, repeat and the other-houses switch, all on one row of real buttons. It stays in step with the full player on the account page, so a change in one shows up in the other.

v2026.7.27-7 Feature Two-factor authentication

You can now add a second step to signing in. Account Settings has a new Two-factor authentication panel: scan the code with an authenticator app on your phone, type the six digits back once to prove it works, and from then on signing in on a new device asks for a code as well as your password.

You will be given a set of one-time recovery codes when you switch it on — save them. Each one signs you in once if your phone is lost or flat, and they are only shown at the moment they are created.

It is entirely optional, and nothing changes for anyone who leaves it off. Staying signed in on a device you already trust works exactly as before.

v2026.7.27-6 Improvement Sign-in rebuilt underneath

The machinery behind signing in, registering, resetting a forgotten password and confirming your email address has been rebuilt on Laravel's own authentication toolkit.

Nothing looks or works differently — that is the point. It is the groundwork for two-factor authentication, which arrives next.

v2026.7.27-5 Improvement The component kit is a download now

Admin → Appearance has a Download component kit button. It hands over a single file containing every shared piece of the interface in every state, with the stylesheet and typeface built in — it opens in any browser with nothing else installed, and can be given to a design tool as the game's design system.

It is generated fresh each time from whatever is currently deployed, so it cannot quietly fall out of date with the game.

v2026.7.27-4 Feature The game's colours can be tuned without a release

Admins have an Appearance page: the palette, the three house accents, corner radius and overall density, each editable and previewed live against the real interface next to the controls.

Nothing reaches you until it is deliberately made live, and one button puts the game back on its shipped design. Nothing looks any different today — this is the machinery, not a redesign.

v2026.7.27-3 Feature Shuffle and repeat for the soundtrack

requested by Commander Nrgphoenix

The music player in your account settings gains its last two controls.

Shuffle mixes up the order, and stepping back returns you to the track you actually just heard rather than whatever happens to sit above it in the list. Repeat has three settings: keep the current track going, roll through the whole list, or let it stop once the list runs out.

Both remember where you left them, on the device you set them on.

Alongside it, some groundwork you will not see directly: there is now a single page showing every shared piece of the interface — buttons, labels, cost figures, panels — in every state and all three house colour schemes. It means a change to a button can be looked at properly before it reaches a page you are using, instead of after.