Releases
What has changed in Dun3, in plain language.
See where a base could go before you commit to putting one there
requested by Commander Destralak
The green rings marking ground an MCV could claim only appeared once you had armed Deploy
mode — so you had to enter the flow to find out whether the flow was worth entering. They
are on the map now whenever you actually hold an MCV and have the room for another base.
Deploy mode still exists; it just no longer decides what you are allowed to look at.
They also only ever existed on the globe. Switch to the flat grid and there was nothing —
no rings, no answer to "where could I put a base". Both views draw them now, in the same
green, and on the flat grid the whole square is the target rather than the ring itself, so
a thumb finds it.
v2026.7.13-4 Feature Spies take the long road, and the map finally takes you there
requested by Commander Destralak
A big wave lands on the front today.
Espionage is a real operation now. Your spy no longer flies a straight line to its target — it takes an actual route across the terrain, its arrival time comes from the ground it has to cross, and you can watch its track on the world map. It also runs a risk: crossing a defended perimeter, your informant can be caught. A lone agent is far harder to spot than a recon trike, but if they are caught you lose the fee, you get no report, and the target learns someone was probing them. Espionage finally has a price of failure.
Coordinates are clickable everywhere. "View on world map" used to drop you on the right side of the planet and leave you to hunt for the rest. Now the globe rotates and zooms straight to the tile you asked for. Every coordinate in the game — events, recon reports, base lists, mission tracks — is a link that flies you there.
The interface only shows what you actually have. Features you haven't unlocked yet no longer clutter the menu. When you do unlock one it doesn't just quietly appear — the new item slides into place with a proper reveal, once. And so you're never left guessing what's out there, the Research page now lists what's still locked and exactly what it takes to open it.
Recon plates match the world. Scout snapshots were painting terrain in colours the world map never used — rock especially read far too bright. The recon view now takes its palette from the map itself, the sweep circle is properly round, and the seams between terrain types are softened.
The mobile topbar fits again. Long commander names were getting clipped. Base selection has moved out to its own control, so your name renders in full.
v2026.7.13-3 Improvement Spy reports now read at a glance
requested by Commander Destralak
Spy reports used to hand you one long run-on line of unit names and numbers. Now
the estimate lands as a clean table — each unit's sprite alongside its name and
your spy's estimated count — so you can size up a target's forces at a glance
instead of parsing a paragraph.
v2026.7.13-2 Fix Local events all speak plainly now
requested by Commander Destralak
A handful of things that happen at your base — Starport deliveries, garrisons
arriving, being sent home or wiped out defending an ally, and a base being razed —
were turning up in your local messages as a vague "Something happened at your
base." Every one of them now carries a proper headline, a clear description of
what actually took place, and the right type and colour so you can tell good news
from bad at a glance.
v2026.7.13-1 Feature Expansion has arrived — found new bases with the MCV
The biggest update since the world map: you are no longer bound to a single base.
Research the new Colonization line to unlock the MCV — the mobile construction
vehicle veterans will remember. Build one at a high-level Repair Platform, load it up
with an escort, and send the convoy to a rock patch you have explored. If it survives
the journey — sandstorms, sandcrawlers and rival interceptors are all real threats on
the way — it unpacks into a brand-new base: its own buildings, its own Titanite
economy, its own army, and its own build queues running in parallel with your other
bases. Each Colonization level allows one more base, up to four in total.
With expansion comes logistics and risk. Transport convoys move Titanite and units
between your bases. Scouting now uncovers individual bases, and attacks strike the
base you pick — so a well-defended capital no longer protects a frontier outpost.
And should the Construction Yard of a secondary base fall, the base falls with it.
Your main base can never be razed.
Switch between bases from the new selector in the top bar, or command your whole
empire from the Bases overview. Good hunting, Commanders.
v2026.7.12-25 Improvement Local events got a proper detail page, and the recon snapshot finally looks like Titan
Every entry in your local events feed is a full clickable row now, not just the gaps between the
text — attack warnings, scout reports, achievements, everything. Each one carries a type tag and
an outcome badge at a glance, and opens onto a real detail page that matches the look of the
Global Events dispatches.
The recon snapshot — the map a returning scout hands you — has been rebuilt from the ground up.
It used to be flat colored squares; now it's painted with the same ground textures the world map
uses, with rock reading clearly as buildable ground. Discovered bases and other units inside the
scouted area now show up on it too, and the plate itself uses the full width of the page instead
of being squeezed into a narrow column. A scout lost to an ambush or a sandcrawler now shows the
wreck site and everything it managed to map before going down, and a scout that made it home
shows the ground it mapped on the way out and back. The drawn route only ever runs over ground you
have actually revealed — where the trail passes out of what you know, the line breaks rather than
guessing.
Relief shading (hills and dunes you can see the height of) is coming in a later pass — this one
is about getting the ground materials right first.
v2026.7.12-24 Fix No more text-selection popup when scouting on a phone
requested by Destralak
Pressing and holding the globe to mark a scout target on an iPhone could also set off the
phone's own text-selection gesture — the magnifier, the little selection handles and the
share menu popping up over the map mid-press. The map surface no longer answers to that
gesture, so a press-and-hold does one thing only now: plot your scout run. Panning,
pinch-zoom and every tap on the map behave exactly as before, and text everywhere else in
the game stays perfectly selectable.
v2026.7.12-23 Feature Local events are now clickable — plus a recon snapshot for scouts
requested by Destralak
Every entry in your Local Events log now opens its own detail page — tap or
click any row for the full story. "Scout on station" is renamed to "Scout
reached target coordinates," and that page now shows a top-down recon
snapshot: a scaled map of the ground your trike surveyed, showing dune sea,
flats, buildable rock, and cliffs, along with the route it took to get there
and a terrain breakdown of the area. It only ever shows ground you've actually
scouted.
Attack warnings, battle results, upgrades, tier advances, achievements, and
alliance events all got more detail on their pages too — distances, standing
defences, what an upgrade actually changed, how rare an achievement is, and
links straight through to the full battle report or world event behind it.
v2026.7.12-22 Improvement Commander and Profile are now one page
requested by Destralak
Your Commander page now doubles as your profile: identity, house, rank, score,
coordinates, battles, and achievements all sit together, right above your service
record and your bio. Editing your "about" text and your alliance-alert preference
happens right there too, in an inline panel instead of on a separate page.
The standalone Profile and Info menu items are gone — Commander is now the one place
to check your own standing. Old links to your profile still work; they simply take
you to Commander. Nothing changed about how other Commanders' public profiles look or
work.
v2026.7.12-21 Improvement Steadier scouting on the world map
requested by Destralak
On phones and tablets, scrolling the globe could accidentally drop a scout target
right where your finger lifted off — annoying if you were just panning around to
look at the map. Marking a spot to scout now takes a proper press-and-hold, with a
small ring under your finger showing the hold building up. A quick tap or a swipe
across the map does nothing to your scout plans anymore. Clicking still works exactly
as before on a mouse.
Also fixed: tapping a scout or a base while you already had a scout location picked
used to leave both selected at once. Now it cleanly swaps to whatever you just
tapped.
v2026.7.12-20 Improvement Dev Channel replies now render as formatted text
requested by Destralak
Maintainer replies in the Dev Channel — from the Scout, the holiday builder, or the
Chief Engineer — now render with proper formatting: headings, bold and italic text,
bulleted and numbered lists, code blocks, quotes, and clickable links. No more walls
of plain text on longer replies. The same formatting now shows up in the email
notification you get when a request moves.
Looks and works the same on phone, tablet, and desktop — nothing scrolls sideways,
even with a long link or a long code snippet in the reply.
v2026.7.12-19 Improvement Global events, in plain words
requested by Destralak
The dispatches were written like literary fiction, Commanders, and Dun3 is played all
over the world. They have been rewritten in plain, simple English — short sentences,
everyday words, no showing off. The Dutch has had the same treatment.
The headline now tells you what it MEANS, not just what happened: "Fire in the bank
vault — Titanite now sells for less", "Sandstorm hits the region — buildings there
take damage", "Titanite eruption — bases nearby harvest more". You can read the feed
at a glance and know whether an event helps you or hurts you.
Every event also carries a type tag now — Bank event, Sandstorm, Titanite eruption,
Sandcrawler attack — sitting beside the severity badge, so the kind of trouble and
the size of it both read instantly.
Every dispatch in the archive has been rewritten in the new plain style.
v2026.7.12-18 Improvement More dispatches, and a story for every event in the archive
requested by Destralak
Yesterday's dispatches had a bias, Commanders: the big disasters were well covered,
but the everyday ones — the quiet storm, the modest vein, the near-miss out on the
sand — drew from a thin pile of stories and repeated themselves. Since most events
are small ones, that is exactly backwards. There are now half again as many
dispatches, and the new ones are all quiet-day stories: an evening till count that
comes up short at the branch counter, a courier that grounds early rather than chase
a fringe gust, a pressure-gauge blip that sends a crew out and turns up a modest
pocket of Titanite.
And the events already in your history are no longer blank. Every global event this
round has been given its dispatch, so the archive reads like a record of the war
instead of a list of timestamps.
v2026.7.12-17 Feature Dispatches from Titan — and the Bank finally takes a cut
requested by Destralak
World events used to be a line of text. Now every one of them is a dispatch:
click any event on the Global Events feed and you get the story — a Consortium
freighter lost in orbit with a full hold of ISC, a vault fire that guts the branch
reserve, a coriolis wall rolling out of the storm caps, a Titanite bloom breaching
in the dune sea. Every event that fires writes its own bulletin, and no two read
the same. The events already sitting in your history have been given theirs too.
Under the headline, a plain "What this means" block spells out exactly what the
event is doing and with what numbers — no more guessing what a bank event actually
cost you.
Events now also come in three weights: Minor, Major and Catastrophic. Most are
minor, as before. But a catastrophe is now genuinely catastrophic: a major storm
tears through far more of a base, a rich eruption pays out far harder — and a
catastrophic run on the Imperial Bank can drive the exchange rate clean out of its
normal 1.50–2.50 band, as low as 0.90. The peacetime rate still drifts the way it
always has. A crisis no longer has to play by peacetime rules.
One change you will feel at the Bank: it now takes a cut on both sides of an
exchange. You sell Titanite a little below the quoted rate and buy it back a little
above, so trading back and forth is no longer free. Ophion, as befits the merchant
house, pays only half the Bank's cut and remains the best trader on Titan.
v2026.7.12-16 Fix Trikes on the sand, pointed the right way
Yesterday's trikes were driving blind, Commanders — and hovering. Three fixes.
Your scouts now point where they are actually going. A trike's heading comes straight
from its route, so it faces down its path the moment it appears instead of stubbornly
facing north.
They've also come down out of the air. Trikes now lie flat on the sand and shrink with
the terrain like real vehicles, so at a low angle you see them from the side of the dune
rather than floating above it.
And they no longer ignore the weather: a sandstorm now rolls over a trike the way it rolls
over everything else on the surface. Zoom out and they still fold back into the coloured
blips you know.
v2026.7.12-15 Art Your scouts are trikes now
Scouts have stopped being dots, Commanders. Every scout on the world map is now an
actual Scout Trike, seen from above — and it points where it's driving, so you can
read a run's heading at a glance instead of inferring it from the route line.
Each trike wears its owner's colours: the hull is painted in that Commander's house
accent, so an Asturian raider and a Hybris raider no longer look alike. Around it, a
coloured ring answers the only question that matters in a hurry — amber for yours,
green for an ally, red for a rival.
Zoom out and the trikes fold back down into the familiar coloured blips, so the wide
view stays as readable as it always was. Zoom in and you can see who's actually out
there on your sand.
v2026.7.12-14 Improvement Sharper on small screens, netter Nederlands
Two rounds of polish on today's Joint Defense arsenal, Commanders. On mobile, the
alliance members list now stacks into clean cards — every action, including
"Station units", is right there under your thumb instead of hiding past a sideways
scroll. And for Commanders playing in het Nederlands: the new combat screens went
through a language inspection — one consistent word for allied forces ("legers"),
natural phrasing on the simulator and garrison screens, and buttons that finally
conjugate like proper Dutch.
v2026.7.12-13 Feature Joint Defense — station your forces with your allies
The warning bell was only the beginning, Commanders. From today your alliance
defends together.
Stationing — send units to live at an alliance mate's base. From the Alliance
page, pick a mate, pick a force, and dispatch: once they arrive, your units fight
in every battle at that base until you recall them (or the host sends them home).
They stay yours — your losses, your kills, your glory — while the host's ground
grants everyone its defensive advantage. Research Allied Quarters to open room
for allied garrisons at your own base; the deeper the research, the larger the
force you can quarter.
Sharper alarms — mates with units stationed at a threatened base are always
alerted when an attack closes in, whatever their alert settings. Their army is on
the line, after all.
Recon sees garrisons — spy reports on a base now reveal quartered allied
forces, commander by commander, and the Combat Simulator uses that intel: simulate
against a garrisoned base and see the full defense — host and allies — with losses
broken out per defender. Scout the target before you commit; a quiet base may be
hiding an alliance's teeth.
v2026.7.12-12 Feature Alliance defense alerts
Your alliance now watches your back, Commander. When a member has an attack
inbound, alliance mates can be alerted the moment the warning sounds — a ping in
the events bell and, if enabled, a push straight to your device. Officers and the
leader always hear the alarm; everyone else can opt in from their profile settings
("alliance defense alerts", off by default). Alerts tell your mates exactly what
the defender sees — who is coming if it's known, how many forces if it's a joint
assault, and when it strikes — and repeated waves on the same target within a few
minutes won't spam the channel. More joint defense is on the way; this is the
warning bell.
v2026.7.12-11 Improvement Dutch, everywhere this time
The Dutch translation now reaches the places it missed at launch: building and unit names in the build queue and reports, countdown clocks ("2 uur" instead of "2 hours"), form error messages, and even the e-mails and attack-warning notifications now follow your language setting. Spot a stray English line? Tell us via the Dev Channel — the command staff can now fix any text on the spot.
v2026.7.12-10 Feature Joint Operations & the Combat Simulator
Two big additions land on the front today, Commanders.
Joint Operations — you no longer fight alone. When launching an attack you can
now request reinforcements: alliance mates see your open operation and can commit
their own forces while yours are underway. Everyone arrives together and fights as
one combined army — one battle, with the spoils split by what each Commander's
forces actually contributed. Defenders see a joint assault coming as a single
warning showing how many forces are inbound — but not whose, or what. Coordinate
wisely: the operation only waits so long for slower allies, and the roster is capped.
Combat Simulator — a new command-post tool next to Attack. Load one of your spy
reports (or enter numbers by hand), pick your forces and tactics, and preview how
the battle could unfold — best case, expected, and worst case, depending on how
sharp your intel is. Simulations are free and consequence-free: nothing is spent,
nothing travels, and newbie protection is untouched. New Commanders can now finish
the last Getting Started step with a simulation instead of a live attack.
v2026.7.12-9 Feature Dun3 spreekt nu ook Nederlands
The whole game is now playable in Dutch — over 1200 lines of interface, building names, research, achievements and events translated. Flip between English and Nederlands with the EN/NL toggle in your commander menu (top bar) or in the footer before you log in; your choice sticks to your account across rounds. Spot a clumsy translation? Report it in game — vertaalfouten zijn ook bugs.
v2026.7.12-8 Feature A welcome boost for finishing the getting-started checklist
Completing all six getting-started steps now pays out a welcome boost of +500 Titanite and +250 ISC, on top of the achievement. The checklist card tells you up front what's waiting, and returning Commanders get the boost again each new round — a fresh economy deserves a running start.
v2026.7.12-7 Improvement Proper app icons for your home screen
Dun3 now ships real high-resolution app icons. If you've added the game to your phone's home screen (or install it as an app), the icon is crisp at every size — including the rounded/masked shapes Android and iOS cut icons into. Re-adding the shortcut picks up the new artwork.
v2026.7.12-6 Fix Starport price tags get some air
requested by Commander Apocalypse
The price tags on the Starport now put a little breathing room between the resource icons and the numbers, matching how costs read everywhere else in the game. Easier on the eyes, especially on mobile.
v2026.7.12-5 Improvement A leaner sidebar logo
requested by Commander Destralak
The Dun3 wordmark in the sidebar traded its bulky square frame for a sleek wide cut — the menu now starts noticeably higher, putting an extra command in view without scrolling.