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.

v2026.7.19-1 Improvement Tidier tileset design tools

requested by Commander Destralak

Behind the command deck, the tileset design tools got a tidy-up: the edge and corner labels no longer show up twice on the page, and clicking a tile in the live preview now jumps you straight to its editable row below. Purely a maintainer-tools polish — nothing changes out on the front.

v2026.7.18-23 Fix Combat Simulator — manual entry respects your tier

requested by Commander Destralak

The Combat Simulator's manual defender entry no longer lists units from tiers above your own — it now shows only what you'd plausibly know, capped at your tier and below. Simulating against a spy report is unchanged: a report can still reveal a higher-tier target's forces, exactly as before.

v2026.7.18-22 Improvement Build screen — cleaner Power readout

requested by Commander Destralak

Another tidy-up on the Build screen's Power and Titanite Storage pair. The Power card no longer carries the small "used/produced" caption that, on phones, pushed its figure onto a second line and knocked its bar out of line with the Titanite Storage bar beside it. Both readouts now sit on a single line — the same bold-now / faded-max style used elsewhere — and their bars line up neatly at the same height across phone, tablet and desktop.

v2026.7.18-21 Improvement Build cards — tidier stat table

requested by Commander Destralak

The Build screen's cards have had another polish pass. Each building's stat table — HP, power, size, cost and build time — now sits neatly to the right of the artwork, tucked in under the name and lined up snugly with the bottom of the image, instead of spilling across the full width below it. The result is a tighter, more coherent card on phone, tablet and desktop alike.

v2026.7.18-20 Improvement Guardrails against self-locking your economy

requested by Commander Apocalypse

New commanders no longer have to learn the hard way. Two friendly confirmations now stand between you and an accidental economic softlock: selling your last Titanite-income building warns you the base will earn nothing until you rebuild, and banking the last of your ISC when you hold no Titanite asks you to confirm before it locks away in the Safe. Deliberate all-in plays still go through — you just won't do it by accident anymore.

v2026.7.18-19 Improvement Map tuning gets storm & dust controls

The admin map-tuning workbench now carries two more live dials. Storm spin sets how fast the preview sandstorm churns, and a Wake dust group tunes the sand-cloud trail a worm leaves behind — its lifetime, how often it puffs, and how far the dust drifts. Both preview against the live globe in real time, so the look can be dialled in by eye. These two are preview-only tuning aids and aren't saved as the player default.

v2026.7.18-18 Improvement Cleaner Build cards — clearer stats, HP and damage at a glance

requested by Commander Destralak

The Build screen's object cards got a second polish pass. Every card now carries one tidy stat table — HP, power, build space, Titanite, ISC and build time all in one place, with bigger figures on mobile. HP reads as current / max, so a damaged building shows exactly how much health is left, and the health bar at the foot of the card now appears only when something is hurt, shading from green through orange to red as the damage deepens. The stray "Owned: 0" line is gone; a count only shows once you actually own one.

v2026.7.18-17 Improvement Safe shows your next unlock at a glance

requested by Commander Apocalypse

The bank's Safe now shows a live countdown to your earliest still-locked deposit, right beside the balance that frees up when it matures — no more scrolling the ledger to work out when your next tranche opens.

v2026.7.18-16 Improvement Tougher gates on the recruitment office

requested by Commander Apocalypse

We've reinforced the front door. New recruit sign-ups now pass through several quiet checks that turn away automated bot registrations before they ever reach the battlefield — without adding a single extra step for a real Commander joining the fight. Legitimate sign-ups are as fast and simple as ever; the scripts trying to flood the ranks are not.

v2026.7.18-15 Improvement A cleaner Build screen

requested by Commander Destralak

The Build screen got a proper redesign. Power and Titanite storage now sit side by side, the Base-layout jump lives right in the Build-space panel, and the categories are a single tidy row of icons — Buildings, Defense, Infantry, Vehicles, Aircraft — with Upgrades on its own line.

Selling is now a simple Build/Sell switch: leave it on Build to construct, flip it to Sell and every building you own shows its sell controls instead. Each card has a larger image on mobile, the amount you own shown as a corner badge, cleaner stats, and a slim health bar tucked along the bottom edge.

v2026.7.18-14 Fix Banned accounts drop off the ladder

requested by Commander Apocalypse

Caught cheating and banned? That account no longer clutters the rankings. Banned players are now hidden from the leaderboard the moment the ban lands — and everyone below them shifts up to the rank they've actually earned. Lift the ban and the account returns to its rightful place.

v2026.7.18-13 Improvement Live world-map look tuning for the command staff

The command staff can now tune the world-map's atmosphere from a live control panel: colour grade — contrast, brightness, saturation, warmth and vignette — and the drifting haze band's heading and speed, all adjusted against a real 3D globe that updates as the dials move. Once a look is dialled in it can be saved as the default every Commander sees on their own planet view. It's an operator console you won't find in your command deck, but the next time the front feels a little warmer or the dust drifts a touch differently, this is why.

v2026.7.18-12 Improvement A live status readout for the automated Field Engineer

requested by Commander Destralak

The maintainer's console now shows what the behind-the-scenes Field Engineer — the automated builder that ships many of these updates — is doing right now: a small "building / idle" readout beside its dial, and a peek at the last cycle's work log. It's an operator-only view you won't see in your own command deck, but it means whoever's on the bridge can tell at a glance whether the machine room is mid-job or standing by. Nothing changes on the front lines.

v2026.7.18-11 Improvement Finer control over the automated Field Engineer

requested by Commander Destralak

The behind-the-scenes Field Engineer — the automated builder that ships many of these very updates — can now be pointed at a different AI model straight from the maintainer's console, no redeploy needed. It's an operator-only control you won't see in your own command deck, but it means fixes and features can keep flowing even when one model is having a busy day. Nothing changes on the front lines; the machine room just got a cleaner set of dials.

v2026.7.18-10 Feature Counter-espionage — catch the spies at your gate

Enemy operatives no longer slip through unseen. A new Counter-Intelligence research line gives your base a growing chance to detect an enemy spy the moment it reaches you — and once you push the line to its top level, your counter-intel network names the culprit: both the spy you catch and the scout your defenses shoot down are traced back to whoever sent them.

Commanders who invest in the Recon tree get an edge too: the Counter-Intelligence skill is now live, raising the odds your bases run down enemy scouts crossing your perimeter. Keep your secrets — and start reading theirs.

v2026.7.18-9 Improvement Max button on the sell row

requested by Commander Apocalypse

Selling buildings just got quicker. The build tab's sell row now has a Max button — the same one-tap control the build row already uses — that fills in exactly how many of that building you own. Tap Max, hit Sell, done. It sits right beside the Sell button at every screen size, from mobile to desktop.

v2026.7.18-8 Improvement Groundwork for an automated QA Commander

requested by Commander Destralak

We've laid the first stones for an automated "QA Commander" — an AI that will play the game the way you do, to catch issues before you ever hit them. This first piece teaches the engine to run a hidden, throwaway practice world alongside the live round: it ticks like any world, but stays completely walled off from the rankings, news and exchange, so nothing it does can ever touch the live front. There's nothing to see yet — the QA Commander itself arrives in a later update — but the foundation is in place.

v2026.7.18-7 Improvement Full Titanite storage now flashes a warning colour

requested by Commander Apocalypse

When a base's Titanite storage fills up, the Titanite figure in the top bar now turns a warning orange — so you can tell at a glance that income is about to be wasted and it's time to spend, expand your storage, or ship the surplus off. It lights up on both desktop and mobile, and updates live as the counter climbs.

v2026.7.18-6 Feature Deep Survey widens your scout's eyes

requested by Commander Nrgphoenix

Your Commander's Deep Survey skill leaves "coming soon" and goes live. Spend a point in the Recon branch and every scout you send out widens the ground it charts on arrival — +25% reveal radius per level, up to +50% with the line maxed. A deeper survey doesn't just clear more fog: any enemy base caught inside that wider circle is spotted and logged too. The bonus shows on both the 3D globe and the 2D map. With this, the Commander's Recon branch is fully online — only Counter-Intelligence still waits on its counter-espionage groundwork.

v2026.7.18-5 Feature Pathfinder Corps comes online

requested by Commander Nrgphoenix

Your Commander's Pathfinder Corps skill leaves "coming soon" and goes live. Spend a point and your scout runs and spy missions move faster the instant you unlock it — +15% recon speed per level, up to +30% with the line maxed. The two remaining Recon skills — Deep Survey's wider reveal radius and Counter-Intelligence — follow in their own updates.

v2026.7.18-4 Feature Five Commander skills come online

requested by Commander Nrgphoenix

Five more Commander skills leave "coming soon" and take effect the instant you unlock them. Shock Tactics adds punch to the opening round of your attacks. Fortification Engineer hardens your structures against incoming fire while you defend. Research Directorate speeds up your research queue. Allied Coordinator tightens the sync delay on joint attacks, so a coordinated strike lands sooner. And Starport Liaison shaves a day off your Starport deliveries. The recon skills — scout and spy speed, reveal radius — follow shortly.

v2026.7.18-3 Improvement The Field Engineer comes home from holiday

The engineer who kept the front supplied all through the holidays isn't going anywhere — the maintenance crew now has a permanent Field Engineer on duty, day and night. Bug reports and small requests in the Dev Channel get picked up and shipped around the clock, and bigger jobs no longer wait for office hours.

v2026.7.18-2 Fix Engine-room maintenance

A quiet maintenance sweep under the hood: the game's minute-by-minute tick now runs leaner, and power readings on secondary bases update instantly the moment a new building or repair finishes there. Nothing changes in how you play — things are just a little sharper.

v2026.7.18-1 Feature The Commander Skill Tree opens

Your commander's experience now buys real power. The Commander page gains a full skill tree — six branches, from Assault Doctrine to Harvest Overseer to Fleet Marshal — where every 5 commander levels earn a skill point to spend. Sharpen your attacks, harden your defenses, speed your convoys, or squeeze more from every harvest. Choose carefully: allocations are permanent for the round. A few advanced skills are marked "coming soon" and will activate in later updates.

v2026.7.17-16 Feature House colours on the ground

requested by Commander Nrgphoenix

Your buildings can now wear your House's own look — artwork can differ per House across the build tab and your base, so an Asturian yard and an Ophion yard no longer need to be twins. And while our terrain artists keep refining the new cliff and canyon pieces, base terrain can switch to a clean rock-and-sand view so it's always clear where you can build.