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.

v2026.7.24-20 Improvement Every alert now tells you which base

If you hold more than one base, your notifications have been quietly useless for a while. A scout was lost, a convoy was mauled by a storm, a battle resolved, the Starport made a delivery — and the report said only that it happened to you. With one base that is the same sentence. With four, you had to go and find out for yourself.

That is fixed across the board. Every event in your feed now names the base it concerns, and says which role that base played: where an army came home to, where a convoy launched from, which base was attacked, where a delivery landed. Open an event and the detail page spells it out, with a link that takes you straight to that base.

Push notifications got the same treatment, and they were the worst offenders — an incoming attack warning never said which of your bases was under the crosshair, and tapping any notification dropped you on the front page. They now name the base and take you to it. An alliance defence alert goes one better: tapping it opens the garrison screen already pointed at the mate and the base that need help.

There is also a new filter on the events page. It is off by default — you still see everything, exactly as before — but if you want to read one base's history on its own, you can now pick it. It only appears if you actually hold more than one base.

Finally, the queue counters in the top bar now say what they are counting. Construction and units queue per base; research queues across your whole account. They looked identical before, which is why the numbers sometimes seemed not to add up. They didn't add up because they were never the same pot.

v2026.7.24-19 Improvement Special weapons hit one base — and every warning says which

A Nuclear or Chemical strike used to detonate everywhere at once: a single warhead took its cut from every base you owned, in the same instant. It doesn't anymore. A special weapon now hits one base, picked the same way you choose a target for a conventional attack, and the launch panel names the base under the crosshair before you commit.

That turns spreading your forces into a real defence instead of a liability — and it means a growing empire is no longer punished for growing. The strike reports on both sides now name the base that was hit, and so does the warning the defender gets.

Sandstorm warnings got the same treatment. They only ever watched your capital, so a storm bearing down on an outpost arrived without a word — even though it damaged that outpost when it landed. Warnings now track every base you hold and name the one standing in the storm's path.

The Alliance page has stopped showing only your capital, too: allied units quartered at any of your bases now appear under that base's name, each with its own occupancy.

v2026.7.24-18 Fix One tab per base — the world map finally switches

requested by Commander Destralak

Switching bases on the world map used to quietly snap you back to the base you started from. It doesn't anymore: the map now carries your base in its own address, exactly like Build and Research already did, so a switch there sticks.

That also makes running one browser tab per base work the way it was meant to. Each tab holds its own base, the menu in that tab points at that base, and the browser tab itself now says which base you're looking at — no more four identical tabs and a guess. Every dispatch panel on the map states the base your units are leaving from, with a way to change it on the spot.

The map also opens where it should now — centred on the base you're commanding, instead of dropping you on an anonymous patch of desert to hunt for yourself.

Old links, bookmarks and coordinate deep-links all still work and land where they always did.

v2026.7.24-17 Improvement Incoming raids name the base they launched from

requested by Commander Destralak

When an enemy force is inbound, the threat readout now names the base it actually launched from — a raid staged from a forward outpost no longer reads as if it left the attacker's capital. Once you already have eyes on where a strike came from, the coordinate tells the truth: which base, not just which commander. The same holds for the shared-intel view of an ally's attack on the world map.

v2026.7.24-16 Fix Get notified the moment your attack resolves

requested by Commander Destralak

When you attack a base, you no longer have to wait for your troops to march all the way home to learn how the fight went. A new notification now lands the instant the battle resolves and your report is filed — with a direct link to the full battle report — for solo, garrisoned and joint attacks alike. Your "army returned" note still arrives later when your forces (and any loot) reach home.

v2026.7.24-15 Fix Movement coordinates now name the right base across the map

requested by Commander Destralak

The origin-and-destination fix now reaches the whole battlefield. On the world map, your own spy runs and supply convoys now show the base they actually launched from — an operation sent from an outpost no longer reads as leaving your capital. And an incoming attack on the Attack screen now names the base of yours that's actually under fire as its destination, instead of always pointing at your main base. One less thing to second-guess when the sirens go off, Commander.

v2026.7.24-14 Fix Recon and launch coordinates now name the right base

requested by Commander Destralak

Two follow-ups on the multi-base attack screens. Planning a strike now shows the spy report for the exact enemy base you've picked — switch bases and the intel follows — instead of whichever base you scouted most recently. And the army-movement track now names the base your force actually launched from, so a strike sent from an outpost no longer reads as leaving your main base. Thanks for the sharp eye, Commander.

v2026.7.24-13 Fix Attacks land on the base you picked

requested by Commander Destralak

Picking an enemy's secondary base to attack now sends your force to that base — not their main base. The target picker, the target banner and the army-movement track all name the exact base your strike is heading for, so what you see is where your troops land. Thanks for the sharp-eyed report, Commander.

v2026.7.24-12 Fix Recalled attacks fully cleared from the daily hit limit

requested by Commander Destralak

Earlier today's fix stopped freshly recalled attacks from counting toward the "you've hit that base enough for one day" limit — but assaults you'd already called back in previous sessions were still filling the cap. That's now closed too: any strike that never reached the enemy base, whenever you recalled it, no longer counts. Only forces that actually land fill the daily limit.

v2026.7.24-11 Fix Recalled attacks no longer count against the daily hit limit

requested by Commander Destralak

Call an assault back before it lands and it no longer counts toward the "you've hit that base enough for one day" limit. Only strikes that actually reach the enemy base fill the daily cap — recall a force mid-flight and that slot stays yours.

v2026.7.24-10 Improvement Attack warnings now name the targeted base

requested by Commander Nrgphoenix

An incoming-attack warning now tells you exactly which of your bases the enemy is bearing down on — the base name and its coordinates appear in both the event summary and the detail report, instead of a generic "your base." Your alliance mates' defense alerts name the threatened base too, so reinforcements know where to head.

v2026.7.24-9 Feature Profile flair — colour your identity card

requested by Commander Nrgphoenix

Make your mark. The Points Shop now offers Profile flair: a one-time unlock for the round that lets you swap your fixed house colour for any accent you like on your identity card — shown on your public profile for every Commander to see. Pick from a spread of presets or dial in the exact shade with the full-spectrum colour picker, and recolour as often as you want once it's unlocked.

v2026.7.24-8 Fix Attacks land on the base you actually picked

requested by Commander Destralak

Picking an enemy commander's secondary base in the attack screen now sends your strike to that base — not their main base. The target-base selector and the target panel above it stay in lockstep, so what you see selected is exactly what your forces hit.

v2026.7.24-7 Fix Garrisoning an ally's base now works — and lands where you aim it

requested by Commander Destralak

Stationing units at an alliance mate got two fixes. If your army sits at a forward base rather than your capital, the garrison form was coming up empty with no way to send — now a "Send from base" picker lists every base of yours with its troop strength, so you launch from wherever the army actually is. And a new "Station at base" picker lets you choose exactly which of the mate's bases receives the garrison, each shown with its coordinates and its Allied Quarters space. Hitting Garrison from a base on the world map now carries that exact base straight into the picker, pre-selected.

v2026.7.24-6 Feature Two new logistics medals

requested by Commander Nrgphoenix

Keeping your supply lines busy now earns you honours. Supply Line lands the first time one of your transports completes a delivery to another of your bases, and Quartermaster rewards running twenty-five deliveries in a single round. Look for the new Logistics section on your Achievements page.

v2026.7.24-5 Feature Two new interception achievements

requested by Commander Nrgphoenix

Running down a hostile mover now earns you a place in the record books. Ambush lands the first time your committed force catches an enemy scout, spy or convoy in flight and destroys it, and Interdictor honours the hunters who pull off ten successful interceptions in a single round. Both are live on the Achievements page now.

More achievements for the newer mechanics — transports next — are still on the way, slice by slice.

v2026.7.24-4 Feature Two new recon achievements

requested by Commander Nrgphoenix

Your scouts can now earn their keep in the record books. First Light lands the first time a scout run comes home carrying intel on an enemy base, and Cartographer honours the dedicated pathfinders who scout ten distinct enemy bases in a single round. Both are live on the Achievements page now — send those trikes out and start filling in the map.

More achievements for the newer mechanics — intercepts and transports — are still on the way, slice by slice.

v2026.7.24-3 Feature Two new multibase achievements

requested by Commander Nrgphoenix

Empire-builders have two new honours to chase. Empire of Three lands when you hold three bases at once, and Sprawl crowns you for holding the full colonization ceiling of four bases. Both sit on the Achievements page just above the old Expander, and they unlock the moment your latest outpost is founded — no need to go looking for them.

More achievements for the newer mechanics — scouts, intercepts and transports — are on the way, slice by slice.

v2026.7.24-2 Feature Silence the notifications you don't want

requested by Commander Destralak

Tired of your feed filling up with scouts reporting nothing but sand? You're now in control. Head to Account settings → Notification preferences and you'll find a new Mute event categories panel.

  • Mute whole categories — recon, combat, world, progress or alliance. Anything you mute is dropped entirely: it won't reach your feed or your bell.
  • Silence empty scout runs on their own with the "Scout: nothing found" toggle — routine arrivals that spotted nobody go quiet, while a scout that actually detects an enemy still lands loud.

Your original scout complaint, answered. More notification controls are on the way.

v2026.7.24-1 Feature Sell a base and ship its value home

requested by Commander Destralak

You can now sell a secondary base, not just self-destruct it. From the Bases page, pick a base to receive the proceeds: the base's buildings sell back at half price, and that Titanite refund — folded in with the base's own stored Titanite — plus every unit stationed there leave together as one convoy bound for the base you chose. The convoy can be intercepted in transit like any other, so a sale across contested ground is a real gamble. The ISC refund is credited to you at once.

The base is razed the moment the convoy departs, freeing its rock patch for a future MCV. Selling is blocked while an attack is already inbound to that base, and your MCV is never returned.

v2026.7.23-22 Fix World map stops leaking, stops crashing

requested by Commander Destralak

The 3D world map now cleanly releases its graphics context every time you leave the page. Before this, each trip to and from the map quietly held onto a slice of GPU memory — so after enough back-and-forth the globe could fail to draw, and on mobile the browser could run out of memory and crash. Navigate to the map, away, and back as often as you like: it loads and unloads properly now.

v2026.7.23-21 Feature Spy a specific base, not just the capital

requested by Commander Destralak

Espionage just got sharper. A spy now targets the exact base you select on the world map — a rival's outpost, not always their capital. The report comes back on that base's own coordinates and reveals what's actually stationed there, so scouting a frontier station finally tells you something new.

That also lifts an old limit: you can run a spy on a commander's main base and their secondary base at the same time. The "one spy per target" cap now counts per base, so selecting a second base of the same player no longer throws that misleading "a spy is already en route" error. Launch cost and interception are unchanged.

v2026.7.23-20 Improvement The rank range limit can now be lifted

requested by Commander Destralak

Attacks have always been fenced by a rank range — a target too far above or below you in score was simply out of reach unless you were holding a revenge token. That fence now has a switch behind it.

While the rank range is lifted, every commander on the front is a legal target, whatever their score — and reaching a distant one no longer burns a revenge token, since there is nothing left to bypass. The rest of the rules of engagement are untouched: newbie protection still holds, the daily bashing cap per target still holds, and so does the hourly attack limit.

This is a round-wide setting, so the fences can go back up the moment the front needs them.

v2026.7.23-19 Feature A new Account Settings page

requested by Commander Destralak

Your account preferences now have a proper home. A new Account Settings page lives in the menu that opens when you tap your name in the top bar, right above Log out.

It opens with your notification preferences — the alliance-defense and global-event danger alerts that used to sit awkwardly on the Commander page have moved here, where they belong. The Commander page keeps just your commander persona.

More sections — password, two-factor authentication and email management — are on the way in a later update.

v2026.7.23-18 Feature Interceptions now earn your Commander XP

requested by Commander Nrgphoenix

Running down an enemy convoy or scout is a real command action — and now it pays. Every active interception that reaches combat earns your Commander experience: a clean catch that wipes the escort scores full value for everything you destroyed, and even a clash you lose still rewards the escort you managed to take down. Any interception you actually fight is worth at least a little XP, so hunting down a lone scout or a spy convoy is never a wasted sortie. A target that slips away before you make contact pays nothing — you have to catch it to count it.