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.
v2026.7.12-4 Improvement Pages now update themselves
requested by Commander Destralak
No more hammering refresh: the Dev Channel (board and open threads), your mailbox, local and global events, and the alliance page now pick up new messages and status changes on their own while you have them open — just like the build queues already did.
v2026.7.12-3 Fix Scout route lines no longer sink into the storm
requested by Commander Destralak
Long-range scout routes on the world map could look broken — parts of the destination line dipped beneath the spice storms and even below the horizon, leaving gaps mid-route. Route lines now hug the planet's curve smoothly for their entire length, so tapping a scout always shows one clean, unbroken path.
v2026.7.12-2 Fix Sandworms roam like they should
requested by Commander Destralak
Sandworms had a bad habit of circling the same patch of desert for a day at a time — one Commander had an unwanted houseguest parked beside his base since yesterday. Worms now pick a heading and actually travel the dune sea, so wormsign near your base means a visitor passing through, not a permanent neighbor. Changes to worm speed also take effect right away instead of hours later.
v2026.7.12-1 Fix Admin settings save reliably
requested by Commander Destralak
Round settings that were still at their factory value could refuse to save with a confusing "must be numeric" error. Every settings field in the admin console now saves correctly on the first try.
v2026.7.11-5 Fix The sandworm stays 3D at every angle
requested by Commander Destralak
Spotted the old flat sandworm marker sneaking back when a worm crossed near the planet's edge? No more. The world map now decides between the full 3D sandworm and its distant-view marker purely by how far you're zoomed out — never by where the worm happens to be on the globe — so the great beast keeps its body wherever it roams. Thanks to Commander Destralak for the sharp screenshot.
v2026.7.11-4 Fix Tankers now count toward the Harvester escort bonus
Upgraded your Carriers to Tankers and watched your Harvester escort bonus collapse? Fixed. Tankers are your Carriers, evolved — they now count toward the pairing bonus exactly like the Carriers they replaced, and any future evolutions of the line will too. Thanks to Commander Nrgphoenix for the sharp-eyed report.
v2026.7.11-3 Improvement Finer control over sandstorm damage
Command staff can now tune exactly how hard a sandstorm's building damage bites, alongside the full set of Global Events knobs (storm/eruption/bank/sandcrawler cadence, duration, and effect strength) already in the admin Round page.
v2026.7.11-2 Feature The game is now a single smooth app
Moving between screens no longer reloads the page — navigation is instant, with a loading bar in your house's colors. Your background music keeps playing while you move around the base, and the world map comes back instantly when you return to it.
When we ship an update, your game now quietly refreshes itself at a calm moment and tells you which version just landed — no more stale tabs after a deploy.
v2026.7.11-1 Feature Release notes arrive
Dun3 now wears its version on its sleeve: every page ends with the current release number, and clicking it opens the new Releases page — a plain-language history of what's changed, from the first round to today. Watch for the amber glow: it means something new has landed since your last visit.
early days Improvement Sharper sands
A visual pass over the world map: zoom in deeper, spot worms at a glance, and watch storms and convoys move smoothly.
early days Feature The planet strikes back
Global events arrive: sandcrawler columns, roaming sandstorms, Titanite eruptions, and Imperial Bank decrees now shake up every round.
early days Feature Into the unknown
Fog of war descends. Send scout runs across the sands, uncover enemy bases, and keep an eye out for wormsign.
early days Feature A living planet
The world map goes fully 3D: a spinning globe with real terrain, drifting storms, and your empire pinned to its surface.
early days Feature Spoils of war
Raiders can now steal blueprints, battles leave real damage to repair, Commanders get an avatar creator, battle sounds land, and Dun3 installs to your home screen with push alerts.
early days Feature The war deepens
Tiers 2 through 4 unlock the full war machine: advanced units and buildings, research upgrades, special attacks, alliances, and achievements to chase.
early days Feature A line to the engineers
The Dev Channel opens: Commanders talk directly to the engineering staff, and good ideas become features.
early days Feature The gates open
The first playable round of Dun3 goes live: found your base, harvest Titanite, train your first troops, and fight for control of the dunes.