Dun3

Releases

What has changed in Dun3, in plain language.

v2026.7.29-3 Improvement

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.

v2026.7.27-17 Feature An email alert when you lose a base

requested by Commander Destralak

Losing a base is now something Dun3 can tell you about by email. If an attack destroys the
Construction Yard at one of your bases and the base is razed, the alert goes out at once —
naming the base, where it stood, and who took it.

Like every other email alert it stays off until you switch it on, in the Email alerts
panel under Account settings, and every message carries the same one-click way to stop them
all. Taking down one of your own bases is a deliberate act, so that never sends anything.

Still to come: a new 3mail, a battle resolving, and protection running out — the calmer
events, which will arrive together in a periodic round-up rather than one message at a time.

v2026.7.27-16 Feature Two more alerts can reach your inbox

requested by Commander Destralak

Email alerts now cover two more of the moments worth interrupting you for: an alliance
mate with an attack inbound, and a sandstorm or sandcrawler closing on one of your bases.
Both appear in the Email alerts panel under Account settings, both are off until you
switch them on, and both carry the same one-click way out as the attack warning.

These can now be chosen independently of browser notifications. Previously the game only
ever considered players who had the matching browser alert switched on, so asking for one
of these by email alone quietly got you nothing. If you want a storm warning in your inbox
but not as a browser pop-up, that combination works properly now.

One thing worth knowing: officers and alliance leaders still receive defence alerts in the
browser whether or not they asked for them. Email is never sent to anyone who has not
switched it on themselves.

More of the events you can be alerted about are on the way, along with a periodic round-up
for the calmer ones.

v2026.7.27-15 Feature Command can email you now

requested by Commander Destralak

Dun3 can now reach your inbox when something happens on the front. The first
alert is the one that matters most: a hostile force launching at one of your
bases, sent the moment it leaves.

It is off for everyone until you ask for it. Switch it on under Account
settings, where a new Email alerts panel sits beside the push toggles.
Every message carries a one-click link that stops all notification email at
once — no signing in, no hunting through settings. Mail about your account
itself, like resetting a password, always still reaches you.

More of the events you can be alerted about are on the way, along with a
periodic round-up for the calmer ones.

Also in this release: the Dun3 icon in your browser tab, bookmark bar and
desktop shortcut used to be the whole DUN3 wordmark shrunk into a tiny square,
where it turned into an amber smudge. It now shows a single bold mark cut from
the same sand-carved logo, so you can pick Dun3 out of a row of tabs at a
glance. Your home screen and app icon keep the full logo.

And two of the AI staff occasionally picked up the same Dev Channel request at
the same time, or replied to one that was already finished and shipped. The
channel now tracks who is working a request and turns the second one away.

v2026.7.27-14 Feature Command can email you now

requested by Commander Destralak

Dun3 can now reach your inbox when something happens on the front. The first
alert is the one that matters most: a hostile force launching at one of your
bases, sent the moment it leaves.

It is off for everyone until you ask for it. Switch it on under Account
settings, where a new Email alerts panel sits beside the push toggles.
Every message carries a one-click link that stops all notification email at
once — no signing in, no hunting through settings. Mail about your account
itself, like resetting a password, always still reaches you.

More of the events you can be alerted about are on the way, along with a
periodic round-up for the calmer ones.

Also in this release: two of the AI staff occasionally picked up the same Dev
Channel request at the same time, or replied to one that was already finished
and shipped. The channel now tracks who is working a request and turns the
second one away. For you that means clearer threads — no duplicate "picking
this up" replies, and a closed request stays closed unless there is a real
reason to reopen it.

v2026.7.27-13 Improvement One request, one engineer

Two of the AI staff occasionally picked up the same Dev Channel request at the
same time, or replied to one that was already finished and shipped. The channel
now tracks who is working a request and turns the second one away.

For you that means clearer threads: no duplicate "picking this up" replies, and
a closed request stays closed unless there is a real reason to reopen it.

v2026.7.27-12 Improvement See what is on the line

requested by Commander Nrgphoenix

The queue panel at the top of the screen now shows a small picture of whatever
is being made, next to its name and timer — so you can read the queue at a
glance instead of by name.

It is there on the phone as well as the desktop. Research keeps its plain row;
it has no artwork to show.

v2026.7.27-11 Feature The Field Manual opens

requested by Commander Nrgphoenix

Dun3 now has a manual. You will find Field Manual in the menu — a place that explains
how the game actually works, rather than leaving you to piece it together from the build
screens.

It opens with an orientation chapter: what Dun3 is, the shape of the core loop, how time
keeps running while you are logged out, and what the resources and Houses are for.
Detailed chapters follow one release at a time — the economy and the tick, building and
research, combat and armour, missions and movement, the map and recon, and alliances and
ranking.

The releases page is not going anywhere: it stays the record of what changed and when,
while the manual describes how things stand today.

v2026.7.27-10 Fix The queue shortcut opens the right page

requested by Commander Nrgphoenix

The queue readout at the top of the screen has an "Open" shortcut for each of your
lanes, and the Units one used to drop you on the Buildings page every time. It now
opens the page whatever you have in production actually lives on — Vehicles while a
Trike is rolling out, Aircraft while an ornithopter is, and so on. Construction does
the same, so a turret in the queue opens Defense rather than Buildings.

When that lane is empty it takes you back to the unit page you were on last, and to
Infantry if you have not picked one yet.

v2026.7.27-9 Fix One set of questions per request

When you file something that needs design questions, you get a form to fill in.
If two of the AI maintainers picked up the same request at the same moment, the
second one's form quietly replaced the first — so the questions in your inbox
could be different from the ones on the page.

That can no longer happen. Whoever reaches a request first keeps it, and the
other stands off. One request, one set of questions, answered once.

v2026.7.27-8 Feature A compact music player in the session menu

requested by Commander Nrgphoenix

The soundtrack now has a compact player right in the session menu, alongside
the sound buttons — no trip to Account Settings just to change the track. Now
playing, previous, play/pause, next, shuffle, repeat and the other-houses
switch, all on one row of real buttons. It stays in step with the full player
on the account page, so a change in one shows up in the other.

v2026.7.27-7 Feature Two-factor authentication

You can now add a second step to signing in. Account Settings has a new
Two-factor authentication panel: scan the code with an authenticator app on
your phone, type the six digits back once to prove it works, and from then on
signing in on a new device asks for a code as well as your password.

You will be given a set of one-time recovery codes when you switch it on —
save them. Each one signs you in once if your phone is lost or flat, and they
are only shown at the moment they are created.

It is entirely optional, and nothing changes for anyone who leaves it off.
Staying signed in on a device you already trust works exactly as before.

v2026.7.27-6 Improvement Sign-in rebuilt underneath

The machinery behind signing in, registering, resetting a forgotten password
and confirming your email address has been rebuilt on Laravel's own
authentication toolkit.

Nothing looks or works differently — that is the point. It is the groundwork
for two-factor authentication, which arrives next.

v2026.7.27-5 Improvement The component kit is a download now

Admin → Appearance has a Download component kit button. It hands over a single
file containing every shared piece of the interface in every state, with the
stylesheet and typeface built in — it opens in any browser with nothing else
installed, and can be given to a design tool as the game's design system.

It is generated fresh each time from whatever is currently deployed, so it
cannot quietly fall out of date with the game.

v2026.7.27-4 Feature The game's colours can be tuned without a release

Admins have an Appearance page: the palette, the three house accents, corner
radius and overall density, each editable and previewed live against the real
interface next to the controls.

Nothing reaches you until it is deliberately made live, and one button puts the
game back on its shipped design. Nothing looks any different today — this is
the machinery, not a redesign.

v2026.7.27-3 Feature Shuffle and repeat for the soundtrack

requested by Commander Nrgphoenix

The music player in your account settings gains its last two controls.

Shuffle mixes up the order, and stepping back returns you to the track you
actually just heard rather than whatever happens to sit above it in the list.
Repeat has three settings: keep the current track going, roll through the whole
list, or let it stop once the list runs out.

Both remember where you left them, on the device you set them on.

Alongside it, some groundwork you will not see directly: there is now a single
page showing every shared piece of the interface — buttons, labels, cost
figures, panels — in every state and all three house colour schemes. It means a
change to a button can be looked at properly before it reaches a page you are
using, instead of after.

v2026.7.27-2 Improvement Groundwork for faster design changes

Nothing visible changes for you in this one. Behind the scenes there is now a
single page that shows every shared piece of the interface — buttons, labels,
cost figures, panels — in every state, in all three house colour schemes.

It means a change to a button can be looked at properly before it reaches a
page you are using, instead of after. It is also the surface the colour and
spacing controls will render into, so those can be judged as you turn them.

v2026.7.27-1 Feature A music player you can actually steer

requested by Commander Nrgphoenix

Account settings has an Audio section now. Pick a track, skip forward and back,
set the music volume, and set a master volume that turns everything down — the
announcer included. Music can also go quiet on its own while the game is not
the window you are looking at, which is on by default.

The list starts on your own house plus the tracks meant for everyone, and one
press widens it to the whole soundtrack. The music button in the session menu
opens the player, and still shows at a glance whether anything is playing.

Your choices are remembered on this device, and the track keeps playing as you
move around the site.

v2026.7.26-12 Feature A soundtrack library

requested by Commander Nrgphoenix

The game's music is now a library rather than a single fixed track. Admins can
add tracks, name them, credit the artist, tag them to a house or leave them for
everyone, set the order they play in, and hide one without deleting it.

A new track starts hidden so it can be named before anyone hears it. If a
detail like the artist goes unused, it can be switched off everywhere at once
rather than showing blank.

The player side — choosing what you hear and how loud — comes next.

v2026.7.26-11 Improvement Every action has its own sound entry now

requested by Commander Nrgphoenix

Thirteen different things — launching an attack, sending a scout, deploying an
MCV, joining an operation, switching your main base, alliance convoys and more
— all announced themselves with the same clip, because that was the only one
wired up when each was built. They still sound the same today, but each now has
its own entry in the admin sound sheet, so they can be given their own voices
one at a time instead of all or nothing.

The sandstorm warning, which had been borrowing the attack alarm, has its own
entry too.

v2026.7.26-10 Fix Shared sound cues are shared again

The button blip, the message ping, the two power alarms and the pick-up thud
are the same recording for all three houses, but they had been filed as if each
house had its own. That only mattered behind the scenes — nothing sounded
different — but it meant replacing one of them would have taken three uploads
instead of one.

v2026.7.26-9 Feature Sounds can be changed from admin now

requested by Commander Nrgphoenix

The admin asset sheet has a Sounds tab. Every action in the game that can make
a noise has its own entry — you can hear what it plays now, upload a
replacement, listen to it, and put it live when you are happy with it. Voice
lines are per house; the shared blips and alarms are one clip for everyone.

Nothing changes for you until someone uploads something. What it means is that
the actions currently sharing a single announcement can each be given their
own, and the ones that are silent can be given a voice, without waiting for a
release.

Redeploying your commander also makes a sound again — it had been asking for a
clip that was never delivered.

v2026.7.26-8 Fix Redeploying your commander makes a sound again

Moving your commander to another base has been silent since the day the panel
shipped — it was trying to play a cue that was never there. It now announces
itself like every other launch.

Behind that, the whole sound system has been rebuilt so that which cue each
action plays is something we can change without a new release. Nothing else
sounds any different today; it means the pile of actions currently sharing one
announcement can be given their own, and that buttons and events which are
silent now can be given a voice.

v2026.7.26-7 Improvement You can steer work while it is being built

Until now, a message sent to a request that was already being worked on sat
unread until the build finished — so a correction usually arrived after the
thing had shipped.

The engineer now checks the thread twice during a build: once before the work is
sealed, and again right before it goes live. A new message from you is picked up
at whichever comes first. If it changes what should be built, the work either
adapts or stops and comes back to you — and either way you get a reply saying
which.

If you ask to hold off, that is obeyed straight away rather than after the
current piece is finished.

v2026.7.26-6 Improvement Players Online sits better in the menu

requested by Commander Destralak

The Players Online readout above Home has been rebalanced. It had more air above
the label than below it, and its hairline rule sat pressed right up against the
menu underneath — so the label floated high in its strip while crowding the
section heading below. It now sits evenly inside the strip with a clean,
consistent gap down to the menu, in the phone drawer and on desktop alike. Same
height as before: better spaced, no taller.

v2026.7.26-5 Improvement Dev Channel notices open the thread directly

requested by Commander Destralak

A Dev Channel notice in your 3mail now takes you straight to the thread it is about.
No more stopping at a near-empty mail page and clicking a second button to get there —
one tap and you are reading the conversation, and the notice clears itself behind you.