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.
v2026.7.23-17 Improvement The top-bar warning lights actually mean something now
requested by Commander Destralak
The two alarm icons up top just got a lot smarter about when to shout.
The local-events bell now wears the colour of your most urgent unread report: it flares red and pulses when something dangerous lands (a base hit, an army lost), turns steady amber for a heads-up (an attack inbound, a storm warning), and stays a quiet sand for routine arrivals. One glance tells you whether the desert is on fire or just busy.
The global-events globe stops crying wolf: its red dot now lights only when an active hazard — a sandstorm or sandcrawler — is genuinely close to one of your bases. Faraway storms and round-wide news still show in the feed, but they no longer leave a red bullet nagging you over something that can't touch you.
More granular notification controls are on the way in a following update.
v2026.7.23-16 Feature See your newbie protection at a glance
requested by Commander Destralak
Your newbie protection is no longer a silent countdown. While it holds, a blue ring now circles your commander icon in the top bar — tap it open to read exactly how long you have left. You'll get a heads-up the day before it lifts, and a clear alert the moment it ends, so opening up to attack never catches you off guard. Launching your own first strike still lifts protection instantly — and now tells you so.
v2026.7.23-15 Fix Scout corps housekeeping
requested by Commander Destralak
Scout operations got a thorough sweep. Phantom scout blips — leftovers of patrols you had already re-tasked — no longer show on the map, can no longer be "intercepted", and can no longer be recalled into duplicate trikes. Base perimeter defenses now recognize allied scouts and hold their fire. Tapping one of your own scouts on the world map brings up its command panel directly, and switching your active base from a non-base page now sticks for that browser tab.
v2026.7.23-14 Feature Self-destruct a secondary base
requested by Commander Destralak
Need to clear a rock patch and make room to found a new base elsewhere? You can now self-destruct any of your secondary bases from the Bases page. It razes the base instantly — every unit stationed there is lost and there is no refund, so a red confirm spells out the stakes before it happens — and the rock patch frees up for anyone to claim. Your main base is safe and can never be decommissioned. The value-preserving sell option — evacuate your units and salvage the base as a convoy — is on its way next.
v2026.7.23-13 Improvement Garrison an ally straight from the map
requested by Commander Destralak
Reinforcing an alliance mate is no longer a guessing game. Select an ally's base on the world map — the 3D globe or the 2D view — and you'll find a new Garrison action right beside Attack. It jumps straight to that mate's stationing screen with the target already picked, so you can send units to hold their front in just a couple of steps. (The action only appears where a garrison can actually land — never for a base still under newbie protection.)
v2026.7.23-12 Improvement Spies can no longer be spammed
requested by Commander Destralak
Espionage just got some discipline. You can now have only one spy in flight to a given base at a time — no more machine-gunning the launch button at a single target. A rejected launch costs you nothing, and the launch fee is never refunded if your spy is caught at the perimeter, so pick your moment. New rounds also mint with a higher default spy fee to keep recon spam in check.
v2026.7.23-11 Feature Search the Dev Channel board
requested by Commander Apocalypse
The Dev Channel board now has a search box. Type any word and the feed narrows to the requests whose title — or any message inside them — mentions it, working right alongside the category and time filters. Clear it (or hit Clear filters) to see the whole board again.
v2026.7.23-10 Improvement The MCV card shows its research lock up front
requested by Commander Apocalypse
The MCV no longer waits until you press Build to tell you it needs Colonization research — its card and detail sheet now show the lock plainly, with a "Unlock via Colonization research" shortcut that takes you straight to the Research page. No more discovering the requirement by bouncing off a rejection.
v2026.7.23-9 Improvement Interceptors fly home honestly, and the workshop never sleeps
Interception forces that reach their rendezvous early and wait for the target no longer count that waiting time again on the trip home — the return leg now takes exactly as long as the flight actually takes, so your returning-force ETAs are honest. Behind the scenes, the maintenance crew can now work in parallel: the automated Field Engineer keeps building and shipping approved requests even while a live maintainer session is working on bigger things, so fixes land sooner.
v2026.7.23-8 Fix Every blip on the world map answers your tap
requested by Commander Destralak
Tapping a rival or allied scout on the world map now always opens its detail panel — even when one of your own units is parked right beside it, which used to silently swallow the tap and leave the panel empty. Blips on the far side of the planet no longer catch your cursor or taps "through" the globe, and scout blips on the 2D map view are now tappable too, just like on the globe.
v2026.7.23-7 Fix Main-base switching and map taps, un-stuck
requested by Commander Destralak
Two stubborn command-post gremlins down:
- Set as main base works again for everyone. The old confirmation used the browser's built-in dialog, which iPhone Safari can silently mute for a whole site — after that, the button just did nothing. The confirmation is now part of the page itself, so no browser setting can swallow it.
- Rival and allied scouts on the world map are properly tappable. Their markers only answered a pixel-perfect hit before; now they accept a normal fingertip like everything else on the map.
v2026.7.23-6 Fix Parked scouts sit properly on the ground
requested by Commander Destralak
Scouts holding on station no longer stand bolt upright out of the planet — a parked scout now sits flat on the terrain, nose to local north, in both the globe and flat map views.
v2026.7.23-5 Feature Send Titanite with your MCV
requested by Commander Destralak
Founding a new base no longer means starting broke. The Deploy MCV panel now has a Titanite cargo slider — load up to your base's full stock onto the convoy, and it arrives with your new base, ready to spend. It defaults to enough for a Power Plant and Refinery.
Fair warning, Commander: the cargo travels with the convoy. If the convoy is destroyed on the way, the Titanite is lost with it. Turn the convoy back and the cargo returns home safely.
Also fixed: resting your cursor on the side menu no longer freezes page scrolling on desktop.
v2026.7.23-4 Fix Morning maintenance wave
A broad maintenance sweep across the front:
- Attack & Simulator are now one screen — plan a strike in Simulator mode, then flip to Launch mode without re-entering your force.
- Transports show a live ETA while you pick units and cargo, updating as you change the load.
- Scouts holding on station are now visible on the map like any other force — and can be intercepted.
- Recalling scouts is always allowed, even when you're at the scout cap.
- Fog of war now reveals correctly along a glide path, in both map views.
- Interceptor forces that are wiped out now report their fate properly in your events.
- New accounts confirm their email before entering the round, and admins gained proper account clean-up tools.
- Assorted smaller fixes: event list refresh glitches, top-bar queue sync, and spy-report clean-ups.
v2026.7.23-3 Fix The page and the top bar agree again — plus sharper reports
requested by Commander Destralak
An early-morning catch by Commander Destralak: after last night's per-base URLs, the top bar could show one base while the page underneath acted on another — making a flush base look broke and its purchases fail. Fixed: on a base's own URL the top bar always mirrors that exact base, and the base you visit becomes your default everywhere else, so no hop through an old link can silently retarget you.
Also in this drop: perimeter-contact reports now name WHICH base was probed (with coordinates), spy reports name both the target base and the launching base, and the game's confirm dialogs and buttons moved onto one shared design system — plus the Research tab's "queue is full" notice now follows you as a toast. Under the floor, the last remnants of single-base bookkeeping were removed entirely; every Titanite balance now lives only on a base.
v2026.7.23-2 Feature Every base gets its own address — plus a night of repairs
requested by Commanders Destralak, Nrgphoenix & Apocalypse
Each of your bases now lives at its own web address. Open one base per browser tab and command them side by side — every tab remembers its own base, the base switcher jumps straight between sibling pages, and old links keep working (they simply forward to your current base). The world map now knows which base you came from, too.
Under the hood, a whole sweep of "wrong base" gremlins died tonight: battle loot lands in the base your army marched from (silo-capped), special weapons and spies draw from the base that launched them, units sent with an MCV stay to garrison the new outpost, and prerequisite checks, tier reviews, the Starport, the Bank's emergency valve, the tutorial reward and the topbar queue readout all count per-base correctly. "Set as main base" now tells you loudly when a guard refuses the swap.
Also in this drop: menus no longer stack and the page behind an open menu stays put; alliance leaders get join-request notifications and invite senders no longer see a broken Accept button; world-event Titanite boosts show as their own income line; queued upgrades are labeled as upgrades everywhere; refinery-capped build buttons gray out; and locked unit cards put their "Unlock via…" button right under the requirements.
v2026.7.23-1 Fix Tanker Conversion now sweeps up every last Carrier
requested by Commander Destralak
Researching Tanker Conversion is meant to turn all of your Carriers into Tankers — but it was only converting the ones sitting at a single base, and any Carriers still rolling off a build queue were delivered as Carriers, leaving you with an awkward mix of the two. Both gaps are now closed: completing the upgrade converts Carriers at every one of your bases and re-points any Carrier still in a build queue, so it finishes and shows as a Tanker. We've also swept existing fleets, so anyone who already owns the upgrade has had their leftover Carriers brought over.
v2026.7.20-13 Fix Scouts trace their real route again, plus a shortcut to locked-unit upgrades
requested by Commander Destralak
A returning scout was being drawn cutting a straight line across the map instead of retracing the winding route it actually flew. Your scout was always pathing correctly — the fix is to how the map draws it between updates, and it now follows every turn of the corridor again, on both the flat map and the globe. (This was only ever a display glitch; nothing about where your scouts went or what they revealed was affected.)
Riding along: on the Build tab, a unit that's locked behind an upgrade — Engineer, ATV, Rocket Tank — now shows a clear "Unlock via …" button that jumps straight to the Upgrades tab, and the unit's detail panel spells out which upgrade unlocks it and that the buildings it needs must stay standing. Thanks to Commander Apocalypse for the nudge.
v2026.7.20-12 Fix Starport trading from any base, plus a few quality-of-life touches
requested by Commander Destralak
Trading at the Starport now reads the base you actually have selected. If a second base earned its own Starports, you can order from its Starport page and the crates are charged to — and delivered to — that base, not your capital.
A couple of smaller touches rode along:
- Your event feed now flags the moment a Titanite silo fills up, so wasted production at the cap no longer slips by unnoticed.
- The quiet "scout departed" and "scout re-tasked" notices are off by default — the scout's arrival and contact reports still come through as always.
- The Upgrades tab now labels its buttons "Upgrade / Upgrading / Upgraded" instead of borrowing the Research wording.
- Recalling an MCV convoy now charges the return trip only for the distance it actually flew — turn one back a minute after launch and it is home in a minute, not hours — and your event feed correctly reports that you recalled it, rather than "site no longer available".
v2026.7.20-11 Feature The tech tree, retuned
requested by Commander Apocalypse
The road up the build tree just got smoother — and a little smarter. Observatory, Starport, Trike, War Tank, Howitzer, Harvester and the MCV all reach their unlocks sooner, with lighter building requirements than before.
Three units — the Engineer, the ATV and the Rocket Tank — now come from a one-time factory upgrade instead of a raw building count. Research the upgrade at your Barracks, Combat Factory or War Factory (keeping the required buildings standing) and that unit joins your production line for the rest of the round. Anyone who already had the buildings to field them keeps them, no upgrade needed.
Rounding it out: founding your first Colony now takes a heftier investment, the MCV asks for a War Factory alongside its Repair Platforms, and the Build tab is tidier — Concrete sits with the Construction Yard, and the Silo with the Refinery.
v2026.7.20-10 Feature A leg up when you join the fight late
requested by Commander Apocalypse
Arriving to a round that's already well underway — or rebuilding after a self-destruct — no longer means grinding from zero with no hope of catching the pack. Late entrants under new-player protection now get a temporary production boost that quietly ramps your harvest income while you're furthest behind and fades away on its own as you close in on the middle of the field. It's a hand up to a fair fight, not a free ride: it only helps while you're protected, only once per round, and switches off past the round's midpoint.
v2026.7.20-9 Feature Size up the ground before you deploy
requested by Commander Destralak
Deploying an MCV now shows you what you're claiming. Tap a green landing site and the whole rock patch lights up — a green outline with a soft translucent fill — so you can judge the base size before you commit. Tap again to send the MCV. Works on both the flat map and the globe.
v2026.7.20-8 Fix
Base-sourcing now covers the whole dispatch board, not just attacks. Scouts, garrison stationing and joint-strike reinforcements all launch from the base you have selected — they draw that base's units and travel from its coordinates. A base with no Trikes can't send one scouting, and units you don't have at the launching base can't be sent.
v2026.7.20-7 Fix
The Refinery and Harvester build cards now show the real per-base cap — Refineries against the 5-per-base limit, Harvesters against the refinery slots that actually support them — instead of the old flat 100/300 numbers that no longer apply.
v2026.7.20-6 Fix
Attacks now launch from the base you have selected — the strike spends that base's units and travels from its coordinates (and the survivors return there). Before, an attack always drew from your main base's pool no matter which base you were looking at. A base without the right units can't send them.