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.

v2026.7.20-5 Fix

The "How scouting & spying work" explainer on the world map now stays open when you expand it — previously the map's live refresh snapped it shut a second later. It holds across ticks now.

v2026.7.20-4 Fix

The Attack page now shows only the units stationed at the base you're viewing — no more phantom harvesters and forces from your other bases padding the roster — and switching bases updates the list. The strike force is also grouped and ordered to match the Combat Simulator, so Infantry, Vehicles and Aircraft line up the same way on both screens.

v2026.7.20-3 Fix

Scouts on the world map now point where they're actually headed. Since the smooth-glide update they could face the wrong way mid-journey — especially on a multi-stop route — turning to follow each leg as they travel instead.

v2026.7.20-2 Fix

Fixed a display glitch where the Research and Tier-Advance screens could briefly show a cost as unaffordable in red even though you had enough Titanite banked — the balance just hadn't caught up yet. Both screens now settle their books before painting the button.

v2026.7.20-1 Feature Scout waypointing — plot the route, hold the line

requested by Commander Destralak

Scouts now take orders like a real recon wing. On the world map, plot a route of up to five stops — each click adds a numbered stop, Undo takes the last one back — and your Trike scouts them in order, revealing the ground at every stop along the way. Untick "return to base" and the scout parks on station at its final stop, keeping live eyes on the area until you recall it or re-task it straight from the field to a fresh route. Mind the enemy garrisons though: a scout parked inside a defended perimeter risks being found the longer it lingers. Every scout and spy dial behind all this is now tunable by round admins.

v2026.7.19-21 Improvement Outposts come into their own

requested by Commanders Destralak & Nrgphoenix

Your second base now truly stands on its own feet: research, tier projects, upgrades and the Imperial Bank all spend and earn Titanite at the base you are viewing — no more silent raids on your main base's stores. Founding a base also clears the fog of war across its entire rock patch, with a little visibility around the cliffs, Dune-style — retroactively for bases you already hold. The Build, Attack and Combat Simulator screens share one roomier three-column layout, the simulator now groups Infantry, Vehicles and Aircraft in Build order, Dev Channel rows carry their request number, and expansion commanders finally unlock the Expander achievement.

v2026.7.19-20 Feature Smooth attack glides, achievement details, and the refinery economy

requested by Commanders Nrgphoenix, Apocalypse & Destralak

A big combined drop tonight, Commanders:

Attacks now glide. Your own forces move continuously across both the world map and the 3D globe — no more waiting for the next tick to see your attack crawl forward. Tapping a moving force selects it exactly where you see it. (Other players' movements stay tick-based on your screen, as intended.)

Achievements open up. Every achievement on your profile is now clickable, with a detail view showing exactly what it takes to earn it and how far along you are.

Refineries now run the harvester economy. Each Refinery supports 1 harvester out of the box, and the Refinery Logistics research raises that back to 3 — so the research is now genuinely worth taking. Refineries cap at 5 per base, and the old flat limits are gone: your base footprint and refinery slots are the real constraints. The build queue and Starport both refuse a harvester when no slot is free — no more spending Titanite on machines that would idle. Nothing you own is deleted: anything above the new limits stays on the map, it just earns nothing extra.

Also fixed: each base's Build page now shows only that base's own queues (your Outpost no longer displays the main base's units), with a note when other bases are building elsewhere. And a new automated QA Player has joined the Dev Channel staff — it patrols the front and files what it finds.

v2026.7.19-19 Feature A way back for stuck Commanders

requested by Commander Apocalypse

Two safety nets for anyone who traps themselves early on. If you're completely broke with everything locked in the bank safe, an emergency withdrawal now lets you break the lock early — you forfeit a quarter of the locked amount, so the safe stays a real commitment for everyone else. And if your start has gone truly sideways, a one-time self-destruct on the Commander page wipes your base and respawns you fresh, exactly like a new arrival — available only while you're still under new-player protection, never while an enemy fleet is inbound, and once per round.

v2026.7.19-18 Feature Choose which base is your main base

requested by Commander Destralak

Hold more than one base? You can now promote any of them to be your main base. Open the Bases page and hit Set as main base on the secondary you want — a quick confirm, and it's done. The newly-promoted base gains the main base's protection (it can be raided but never razed), and your old main becomes an ordinary, razeable base. The "M" mark and Main badge follow along; any custom tags and colours you've set stay put.

Two safeguards keep it fair: you can't switch while any of your bases has an incoming attack (no dodging an inbound raze by hot-swapping), and there's a cooldown between switches — 24 hours by default. Your rank and score are unaffected either way.

v2026.7.19-17 Improvement Dev Channel threads open on their own page

requested by Commander Destralak

Clicking a Dev Channel thread now opens it on its own page — just like local events — instead of expanding it inline above the list. Your browser's back button (or the new "Back to dev channel" link) returns you to the board right where you left off, with your filters intact, and every thread now has its own shareable link. Older notification-email links keep working: they redirect straight to the thread's new page.

v2026.7.19-16 Feature Name and tag your bases

requested by Commander Destralak

Your bases are yours to label now. Rename any base freely, and give each one a single-character tag — the little mark on the base chip in the top bar and on the Bases page. Your main base still defaults to M, but you can change it too; a new base starts with the first letter of its name until you pick your own. Set both right beside the colour picker on the Bases page.

v2026.7.19-15 Improvement Refinery card reads what it does

requested by Commander Apocalypse

Following on from the clearer Refinery income lines: the activation row now reads Activated idle harvesters — past tense, so it says what the refinery did rather than leaving a bare count to puzzle over. The Refinery's detail panel has been brought in line with the build card too, showing the same breakdown (income · activated harvesters · slots), so the card and the detail view finally tell one story.

v2026.7.19-14 Improvement Clearer refinery income on the build card

requested by Commander Apocalypse

The Refinery build card used to squeeze its per-minute Titanite income and the "activates idle harvesters" note onto a single line, so the number read like a harvester count rather than income. Those are now two separate lines: a clear Titanite/min income figure, and a line naming how many of your idle harvesters the refinery puts back to work.

v2026.7.19-13 Improvement Instant refresh when you return to the tab

requested by Commander Destralak

Reopen the game on your phone after it's been in the background and the screen now snaps up to date the moment you look at it — your resources and the panel you're on refresh immediately, instead of sitting on old numbers until the next tick. A quick flick to another app and straight back won't trigger it, so nothing flickers when you didn't really leave.

v2026.7.19-12 Improvement A cleaner, more informative Build screen

requested by Commander Destralak

The Build screen's object cards have had a thorough tidy-up. Prerequisites you don't meet yet now sit in clear blocks at the top of a locked card — each showing the required building's image, how many you own versus need, and its name — so it's obvious at a glance what's gating a unit. What a building gives you (extra Titanite storage, harvester slots) now sits in matching blocks along the bottom.

The stats under each name are reordered into a tidy, aligned grid — HP and attack, Titanite and ISC, power and build time, grid usage and range — with rows hidden where they don't apply so nothing looks cluttered. Combat units now show their unit type and plain-language effectiveness ("Strong vs Infantry", "Can't hit Air") right on the card — the same badges you already see on the Attack picker and the Combat Simulator — plus their speed and range. And when you can't afford something, the shortfall note now sits neatly centred under the Build button.

v2026.7.19-11 Improvement Closed requests stay open for a full 24 hours

requested by Commander Destralak

On the Dev Channel board, freshly closed requests now stay expanded for a rolling last-24-hours window instead of only until the clock ticks past midnight. A thread shipped late in the evening no longer collapses out of sight the moment a new day starts — the section is now headed "Last 24 hours" to match.

v2026.7.19-10 Fix "Idle" now means idle

requested by Commander Destralak

A base that was busy training units could still get flagged "idle" — just because its construction lane happened to be free. That read wrong, and it was: a base is now marked idle only when it is doing nothing at all, with nothing building AND nothing training. The flag on the top bar and the Bases page now says what it means.

v2026.7.19-9 Fix Recon checklist no longer forgets your Trike mid-scout

requested by Commander Nrgphoenix

The World map's recon-readiness checklist used to un-tick "A Trike in your garrison" the moment you sent your only Trike out scouting — flashing "build one" at you right when a Trike was already on the job. It now counts Trikes in flight as well, so once you can scout, the tick stays put until the Trike is genuinely gone.

v2026.7.19-8 Improvement Build tab shows what Harvesters and Refineries do to your income

requested by Commander Apocalypse

The Build tab now spells out what each income building does to your Titanite flow before you commit. A Harvester tells you whether it will earn right away — landing in a free Refinery slot — or bring in nothing until a Refinery opens a slot for it. A Refinery shows the income it unlocks: the boost from switching on any idle Harvesters you already own, or the new slots future Harvesters will earn through. No more guessing why a freshly built Harvester sits there earning nothing.

v2026.7.19-7 Improvement Concrete slabs now clip to fit

requested by Commander Nrgphoenix

Laying concrete just got a lot less fiddly. A slab no longer refuses to place when part of it overlaps an existing slab or hangs over a border tile — it now drops just those cells and lays the rest, so you can close small gaps and tidy up edges without hunting for a pixel-perfect fit. As you position a slab, the preview shows exactly what will happen: the cells that will be laid glow green, and any that would be clipped away stay dimmed. A clipped slab still costs one from your stock, and patchwork coverage counts for protection — tile a building's footprint from two adjacent slabs and it's shielded just the same.

v2026.7.19-6 Improvement Clearer scouting & spying guidance

requested by Commander Nrgphoenix

Not sure how to scout or spy — or what to build when you don't have a Trike yet? The World map now spells it out. A new "How scouting & spying work" panel lays the two out side by side: what each reveals, what it needs, and what it costs. Below it, a live readiness checklist ticks off exactly what you still need — an Observatory, a Trike to scout, Espionage research to spy — with a direct link to build or research whatever's missing. The scout panel now tells you where Trikes come from when your garrison is empty, and the Getting Started checklist names the prerequisites on the recon step. Nothing about how recon works changed — it's just no longer a guessing game.

v2026.7.19-5 Improvement Concrete slabs shield across seams

requested by Commander Nrgphoenix

Concrete now protects a building even when its footprint sits across SEVERAL slabs instead of one. Before, a structure only counted as shielded if a single slab covered its whole footprint — tile it from two adjacent slabs and the protection quietly vanished. No longer: every tile of the footprint standing on any slab is enough. Lay concrete under a building you've already placed, too — that has always worked, and now the protection follows. More on the way: slabs that clip to close small gaps and edges are coming next.

v2026.7.19-4 Improvement Combat Simulator becomes a full battle planner

requested by Commander Nrgphoenix

The Combat Simulator's strike force is now a proper planner. Instead of only the units sitting in your garrison right now, it lists every mobile unit you could field at your tier — Trikes included — each pre-filled with what you hold at home and editable upward. Want to know whether 60 Trikes crack a base before you build a single one? Type it in and simulate. Your Commander bonuses are still folded in automatically, and the defender side stays bound to your own recon, exactly as before.

v2026.7.19-3 Improvement The World Map is always within reach

requested by Commander Nrgphoenix

The World Map no longer vanishes from your menu before you've built the Observatories to unlock it. Head there any time and the page itself explains exactly what you need — build 2 Observatories — with a shortcut straight to the build yard. One less dead end for commanders finding their feet; the Starport and Bases entries stay hidden until unlocked, since their pages carry no such guidance.

v2026.7.19-2 Improvement Bigger, clearer research blueprints

requested by Commander Nrgphoenix

The blueprint thumbnails on the Research page are now noticeably larger, so each technology reads at a glance instead of squinting at a postage stamp. Same layout, more legible art.