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.
v2026.7.15-9 Fix Second bases now show their own Titanite
requested by Commander Nrgphoenix
Viewing a base other than your main one used to show your main base's Titanite in the topbar and on the Build screen — so a forward base could look flush with thousands banked while every structure still reported "not enough resources." The readout now shows the Titanite actually stored at the base you're looking at, matching that base's storage cap and what you can afford to build there. Titanite stays per-base; ISC remains your single shared account balance.
v2026.7.15-8 Improvement Behind-the-scenes maintenance
Housekeeping this round: we refreshed the core server libraries the game runs on and tidied up the engine's startup logs. Nothing changes on the front line — it just keeps the machinery under the hood current and clean.
v2026.7.15-7 Feature Run down the enemy — intercept a convoy or scout in the open field
requested by Commander Destralak
You no longer have to wait for a hostile mover to reach your walls.
- Active interception. Tap an enemy convoy or scout you can see crossing the World Map, commit a force from one of your bases, and your units will run it down in the open field. Catch the escort and you destroy what it was guarding — a would-be colony's MCV, a spy, a scout — before it ever arrives.
- The chase is real. Your force plots an intercept against the target's actual course and speed. If your units are too slow or the target too far, the order is refused up front rather than sending them on a hopeless run — and if the target slips away or is settled by someone else first, your force simply turns around and comes home.
- You still only see your own plans. A rival whose ground your interceptors cross sees just a passing blip — never your target, your route, or where the two of you will meet.
Your standing garrison still guards home on its own; interception is for taking the fight to a mover out in the field, on your order. (Destralak)
v2026.7.15-6 Feature Tap your convoys, climb the Commander ranks, and build on every base
requested by Commander Nrgphoenix
A bundle of front-line improvements landed together:
- Tap your own convoy in flight. An MCV or unit-transport convoy crossing the World Map is now yours to tap — see its destination, arrival time and escort at a glance. Only you see your convoy's details; a rival whose ground it crosses still sees just a passing blip. (Nrgphoenix)
- Commander milestone ranks. Every 5 Commander levels you earn a new rank — Lieutenant, Captain, Major, on up to High Marshal — shown on your Commander page and the rankings. Each milestone also grants a modest home-defense bonus: it strengthens your garrison when you're attacked, and never fuels your own attacks. Applied retroactively to the level you're already at.
- Building on a second base is fixed. The Build screen on a second base could wrongly show every structure as unaffordable even with Titanite stockpiled there — it was reading your main base's stock. It now prices against the base you're actually viewing. (Nrgphoenix)
v2026.7.15-5 Feature Your MCV convoys are visible in flight now — track them, and turn them back
requested by Commander Nrgphoenix
Launch an MCV to found a new base and it used to vanish until it arrived. No longer. An in-flight convoy — an MCV deploy or a unit transport — now shows up while it flies:
- On the World Map, you see your own convoy and its full route, arrival time and escort. A rival whose scouted ground your convoy crosses sees only a blip passing through — never where it's headed or the road it's taking. Your destination stays your secret.
- On the Bases overview, an inbound MCV shows as a dashed "ghost" base card right where the new base will stand, counting down with its destination and escort.
- You can call an MCV convoy back. Changed your mind, or someone claimed your landing site? Recall it and it turns around — the one convoy you're allowed to bring home (a launched attack still can't be recalled).
v2026.7.15-4 Feature A real home base — see what happened while you were away, and your whole empire at a glance
requested by Commander Nrgphoenix
The Home page is no longer just a checklist. It now opens with While You Were Away — a digest of everything that happened during your last absence: attacks on you and your raids resolving (won and lost), a count of new mail and alliance events, and the round-wide global events like sandstorms and market swings. It's pinned to the window between your previous visit and this one, so it stays put while you work through your intel instead of vanishing as you read.
Beneath it, a live command overview: every one of your bases as a card — what's idle, what's under attack, what's full — the empire-at-a-glance the top bar can't give you, plus your tier progress.
Every block collapses independently and remembers how you left it, so you can fold away what you don't care about. The Getting Started checklist tucks itself into a single line once you've finished it — and stays recallable if you want to look back.
v2026.7.15-3 Improvement Deploy an MCV by tapping the landing ring itself
requested by Commander Destralak
Sending an MCV to a new site just got easier. When you're in Deploy MCV mode, the green landing rings on the map are now tappable directly — tap a ring and that site is selected and previewed, no more hunting for the exact tile underneath it. Launching still takes the explicit Launch MCV button, so a stray tap never fires a deploy by accident. Works the same on phone, tablet and desktop.
v2026.7.15-2 Fix Dev Channel status chips now show their colours
requested by Commander Destralak
A quick follow-up to the new Dev Channel statuses: the fresh badges (Ready, Awaiting your input, Future) now render in their proper colours on the board, instead of falling back to plain text.
v2026.7.15-1 Improvement Clearer Dev Channel statuses — you can see exactly where a request stands
requested by Commander Destralak
The Dev Channel now tells you more precisely where each request sits.
Three new statuses join the board. Ready means a request is designed and queued for the autonomous builder to pick up. Awaiting your input means the ball is in your court — answer the open question and the thread moves itself straight back into the queue, no waiting on us to notice. Future marks a good idea we've parked for later — not rejected, just not now — kept in its own low-priority lane so the active work stays easy to read.
Requests that need a full workbench session (bigger builds, or new artwork) are now flagged distinctly from the ones the on-duty builder can ship right away, so nothing sits in the wrong queue.
v2026.7.14-18 Feature Every attack on you now shows up — and every movement has a detail page
requested by Commander Destralak
Two things on the Attack page tonight.
Battles fought against you finally appear. Until now, "Recent battles" only ever listed the attacks you launched — a raid that landed on your own base showed up in your local events and then vanished, with no home on the Attack page at all. Now the list is both sides of the fight: an attack against you shows as a defended battle, won or lost, with what it cost you.
Every movement is a badge and a click. A spy, an incoming attack, a convoy — each row now wears its type, so a spy is never again mistaken for an army. Click any movement to open its full detail page: for your own missions, where it left from, its route, arrival time and — for a spy — the fee it paid and the interception risk it runs. For an incoming attack, you see exactly what you are entitled to and no more: when it strikes, who sent it, and how many forces — never their composition or the road they took.
v2026.7.14-17 Fix Dead briefing forms clear themselves out
requested by Commander Destralak
A follow-up to tonight's briefing-form fix. When a briefing is re-sent — because the first one was broken, or because its questions stopped making sense — the old form now disappears from the thread instead of lingering underneath the new one, asking to be filled in. A briefing you actually answered is never removed: that one is the record of what was decided.
v2026.7.14-16 Feature You can see them coming — and buy an army in one go
requested by Commanders Destralak and Nrgphoenix
Two things land tonight, and both are about seeing what is actually happening.
Your scan ring is on the map. Your Scanning research has always bought you an early warning before an attack lands — but it was a number you never saw. Now it is a ring drawn around your main base, and it means exactly what it looks like: a hostile force crossing that line is a force you have been warned about. Push Scanning higher and the ring grows with it. Inbound attacks now appear on your own globe the moment your warning window opens, so an attack is something you watch coming in rather than read about afterwards.
You learn nothing sooner than you did before — the ring is the warning you already had, finally drawn where you can see it.
The Starport has a cart. Ordering a mixed force used to mean a separate order, and a separate delivery, for every unit type. Now you fill a cart across every row and send the lot as one delivery.
One thing worth knowing: you can have two deliveries in transit at once, and a third has to wait until one of them lands. Anything already in the air when this ships is untouched — every one of those orders arrives exactly as you placed it.
And a fix for the briefing forms. On a question where you could pick several answers, ticking one box ticked them all — and the form then refused to submit, insisting you had not answered. Both are gone. Any briefing that was left hanging because of it has been re-sent.
v2026.7.14-15 Improvement Ask for a brainstorm, get a proper briefing form
requested by Commander Destralak
When you ask the command staff to grill or brainstorm an idea in the Dev Channel, you now always get a structured briefing back — every open question in one go, each with a recommended option, a free-text answer when none of the presets fit, and a notes box. You answer it once and submit once, and the work starts from there.
Before this, those questions could come back as plain prose, and sometimes one at a time across separate replies. If you were away from your desk that turned a single design conversation into a string of round-trips spread over hours. The form is now the only way that conversation can go out.
v2026.7.14-14 Fix Your forces answer the tap again
requested by Commander Destralak
Tapping a force on the World Map now works the way your finger actually works.
A tap only registered if your finger landed and lifted within a hair's breadth of the same pixel. Fingers don't do that — they drift a little. So on a phone, taps on small targets like your own attacking force were quietly ignored, no matter how many times you tried. The map now allows for that natural drift, exactly as the press-and-hold gesture already did. Rival and allied force blips got easier to hit in the same pass.
Nothing changed about what you can see or who can see it — only whether the map answers when you touch it.
v2026.7.14-13 Improvement Your spy gets the Scout's full intel treatment
requested by Commander Destralak
An in-flight spy no longer hides as a plain line in the World Map's Intel panel. It now gets the same treatment a Scout does: a live progress track over its real route, an ETA readout, and tap-to-inspect — tap the entry and the spy's corridor and target light up on the globe (tap the blip itself and its entry highlights back). Still your own covert view; other Commanders see nothing.
v2026.7.14-12 Improvement Tap your spy on the World Map to see its route
requested by Commander Destralak
Your spies in flight are no longer just a marker you can't touch. Tap a spy's covert-eye blip on the World Map and it now traces the real path it's flying over the terrain — the full corridor, a marker on its target, and a pulse on the spy itself — exactly the way tapping a Scout works. It's your own operational view; a spy still stays invisible to everyone else. Tap anywhere else to clear it.
More spy intel — the in-flight progress track and the report reveal below the map — is on its way in the next update.
v2026.7.14-11 Improvement Your spies now show on the World Map
requested by Commander Destralak
Send an informant behind enemy lines and you'll now spot them on the World Map — a distinct covert "watching eye" blip in your house colour, no longer lost among your marching armies. It's a placeholder marker for now; a bespoke agent sprite, a tappable route-and-status overlay, and the Scout-style intel animation are already queued to follow.
v2026.7.14-10 Feature See where your MCV can land
requested by Commander Destralak
Founding a new base no longer means guessing. Switch on Deploy MCV on the world map and every valid rock landing site inside your explored territory now glows green — only the spots where a landing will actually succeed: unclaimed, far enough from other bases, and on true rock. No more long-pressing a patch that merely looks stony only to be turned away — pick a glowing site and preview your new base straight away.
v2026.7.14-9 Fix The under-attack warning light now matches its detail feed
requested by Commander Destralak
Your base's "under attack" indicator used to start blinking the instant an enemy force launched — long before your scanners could resolve any detail, leaving you with a red light and nothing to read. It now lights exactly when the incoming-attack warning becomes viewable, so the blink and its detail always arrive together. Investing in Scanning still buys you an earlier warning, just as it should.
v2026.7.14-8 Feature See your attack's flight path on the map
requested by Commander Destralak
Tap one of your own outbound attacks on the world map and its full flight path now traces across the globe, origin to target, so you can read the run at a glance. Allies see the same corridor on any attack you share intel with — and, as with a scout, a rival tapping your force still sees nothing but your commander name and House. The line stays yours to know.
v2026.7.14-7 Improvement Recall an attack straight from the map
requested by Commander Destralak
Tap one of your own outbound attacks on the world map and the force panel now carries a Recall attack button — turn your army around and send it home without leaving the map. It shows only while the attack is still on its way out (a launched special weapon is committed and can't be pulled back), and it's yours alone: a rival or ally tapping your force never sees it.
v2026.7.14-6 Feature Tap your own attacking force to read its orders
requested by Commander Destralak
Your own forces on the world map are now tappable too. Tap one of your outbound attack dots and the full picture opens: the units you sent and how many, your aggression and focus orders, the arrival countdown, and the target and origin coordinates — all of it, because it's your army and you always know where you sent it. Rival and ally forces keep the disclosure they had: a rival still shows only who commands it and its House, an ally the shared-intel view. Live paths on the globe and a recall button land in the next slice.
v2026.7.14-5 Feature Tap an attacking force to read its intel
requested by Commander Destralak
Attacking forces on the world map are now tappable. Tap a rival's force and you'll see who commands it and which House flies its colours — nothing more, the same discipline a scout blip keeps. Tap an ally's and the full picture opens up: unit composition, their aggression and focus orders, the arrival countdown, and the target and origin coordinates. Your own forces stay read-only for now — clickable own dots land next.
v2026.7.14-4 Feature Enemy attacks now show on the world map
requested by Commander Destralak
Hostile forces on the move now appear on the globe. When an attacking force crosses ground your fog has revealed — an ally's forces show wherever they are — a marked blip flags it: a red ring for a rival, green for an ally, tinted to the commander's house. Hover to see whether it's friend or foe. Who's behind it, where it's headed and how strong it is stay hidden for now — tapping a force to inspect it lands next.
v2026.7.14-3 Fix Base switcher no longer errors on tap
requested by Commander Destralak
Tapping a base in the top bar's base menu could throw a 405 error instead of switching to it. The switcher now reloads cleanly onto the page you're on with the selected base active.