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.
v2026.7.23-7 Fix Main-base switching and map taps, un-stuck
requested by Commander Destralak
Two stubborn command-post gremlins down:
- Set as main base works again for everyone. The old confirmation used the browser's built-in dialog, which iPhone Safari can silently mute for a whole site — after that, the button just did nothing. The confirmation is now part of the page itself, so no browser setting can swallow it.
- Rival and allied scouts on the world map are properly tappable. Their markers only answered a pixel-perfect hit before; now they accept a normal fingertip like everything else on the map.
v2026.7.23-6 Fix Parked scouts sit properly on the ground
requested by Commander Destralak
Scouts holding on station no longer stand bolt upright out of the planet — a parked scout now sits flat on the terrain, nose to local north, in both the globe and flat map views.
v2026.7.23-5 Feature Send Titanite with your MCV
requested by Commander Destralak
Founding a new base no longer means starting broke. The Deploy MCV panel now has a Titanite cargo slider — load up to your base's full stock onto the convoy, and it arrives with your new base, ready to spend. It defaults to enough for a Power Plant and Refinery.
Fair warning, Commander: the cargo travels with the convoy. If the convoy is destroyed on the way, the Titanite is lost with it. Turn the convoy back and the cargo returns home safely.
Also fixed: resting your cursor on the side menu no longer freezes page scrolling on desktop.
v2026.7.23-4 Fix Morning maintenance wave
A broad maintenance sweep across the front:
- Attack & Simulator are now one screen — plan a strike in Simulator mode, then flip to Launch mode without re-entering your force.
- Transports show a live ETA while you pick units and cargo, updating as you change the load.
- Scouts holding on station are now visible on the map like any other force — and can be intercepted.
- Recalling scouts is always allowed, even when you're at the scout cap.
- Fog of war now reveals correctly along a glide path, in both map views.
- Interceptor forces that are wiped out now report their fate properly in your events.
- New accounts confirm their email before entering the round, and admins gained proper account clean-up tools.
- Assorted smaller fixes: event list refresh glitches, top-bar queue sync, and spy-report clean-ups.
v2026.7.23-3 Fix The page and the top bar agree again — plus sharper reports
requested by Commander Destralak
An early-morning catch by Commander Destralak: after last night's per-base URLs, the top bar could show one base while the page underneath acted on another — making a flush base look broke and its purchases fail. Fixed: on a base's own URL the top bar always mirrors that exact base, and the base you visit becomes your default everywhere else, so no hop through an old link can silently retarget you.
Also in this drop: perimeter-contact reports now name WHICH base was probed (with coordinates), spy reports name both the target base and the launching base, and the game's confirm dialogs and buttons moved onto one shared design system — plus the Research tab's "queue is full" notice now follows you as a toast. Under the floor, the last remnants of single-base bookkeeping were removed entirely; every Titanite balance now lives only on a base.
v2026.7.23-2 Feature Every base gets its own address — plus a night of repairs
requested by Commanders Destralak, Nrgphoenix & Apocalypse
Each of your bases now lives at its own web address. Open one base per browser tab and command them side by side — every tab remembers its own base, the base switcher jumps straight between sibling pages, and old links keep working (they simply forward to your current base). The world map now knows which base you came from, too.
Under the hood, a whole sweep of "wrong base" gremlins died tonight: battle loot lands in the base your army marched from (silo-capped), special weapons and spies draw from the base that launched them, units sent with an MCV stay to garrison the new outpost, and prerequisite checks, tier reviews, the Starport, the Bank's emergency valve, the tutorial reward and the topbar queue readout all count per-base correctly. "Set as main base" now tells you loudly when a guard refuses the swap.
Also in this drop: menus no longer stack and the page behind an open menu stays put; alliance leaders get join-request notifications and invite senders no longer see a broken Accept button; world-event Titanite boosts show as their own income line; queued upgrades are labeled as upgrades everywhere; refinery-capped build buttons gray out; and locked unit cards put their "Unlock via…" button right under the requirements.
v2026.7.23-1 Fix Tanker Conversion now sweeps up every last Carrier
requested by Commander Destralak
Researching Tanker Conversion is meant to turn all of your Carriers into
Tankers — but it was only converting the ones sitting at a single base, and any
Carriers still rolling off a build queue were delivered as Carriers, leaving you
with an awkward mix of the two. Both gaps are now closed: completing the upgrade
converts Carriers at every one of your bases and re-points any Carrier still in a
build queue, so it finishes and shows as a Tanker. We've also swept existing
fleets, so anyone who already owns the upgrade has had their leftover Carriers
brought over.
v2026.7.20-13 Fix Scouts trace their real route again, plus a shortcut to locked-unit upgrades
requested by Commander Destralak
A returning scout was being drawn cutting a straight line across the map instead
of retracing the winding route it actually flew. Your scout was always pathing
correctly — the fix is to how the map draws it between updates, and it now
follows every turn of the corridor again, on both the flat map and the globe.
(This was only ever a display glitch; nothing about where your scouts went or
what they revealed was affected.)
Riding along: on the Build tab, a unit that's locked behind an upgrade —
Engineer, ATV, Rocket Tank — now shows a clear "Unlock via …" button that jumps
straight to the Upgrades tab, and the unit's detail panel spells out which
upgrade unlocks it and that the buildings it needs must stay standing. Thanks to
Commander Apocalypse for the nudge.
v2026.7.20-12 Fix Starport trading from any base, plus a few quality-of-life touches
requested by Commander Destralak
Trading at the Starport now reads the base you actually have selected. If a
second base earned its own Starports, you can order from its Starport page and
the crates are charged to — and delivered to — that base, not your capital.
A couple of smaller touches rode along:
- Your event feed now flags the moment a Titanite silo fills up, so wasted
production at the cap no longer slips by unnoticed. - The quiet "scout departed" and "scout re-tasked" notices are off by default —
the scout's arrival and contact reports still come through as always. - The Upgrades tab now labels its buttons "Upgrade / Upgrading / Upgraded"
instead of borrowing the Research wording. - Recalling an MCV convoy now charges the return trip only for the distance it
actually flew — turn one back a minute after launch and it is home in a
minute, not hours — and your event feed correctly reports that you recalled
it, rather than "site no longer available".
v2026.7.20-11 Feature The tech tree, retuned
requested by Commander Apocalypse
The road up the build tree just got smoother — and a little smarter. Observatory, Starport, Trike,
War Tank, Howitzer, Harvester and the MCV all reach their unlocks sooner, with lighter building
requirements than before.
Three units — the Engineer, the ATV and the Rocket Tank — now come from a one-time factory upgrade
instead of a raw building count. Research the upgrade at your Barracks, Combat Factory or War
Factory (keeping the required buildings standing) and that unit joins your production line for the
rest of the round. Anyone who already had the buildings to field them keeps them, no upgrade
needed.
Rounding it out: founding your first Colony now takes a heftier investment, the MCV asks for a War
Factory alongside its Repair Platforms, and the Build tab is tidier — Concrete sits with the
Construction Yard, and the Silo with the Refinery.
v2026.7.20-10 Feature A leg up when you join the fight late
requested by Commander Apocalypse
Arriving to a round that's already well underway — or rebuilding after a self-destruct — no longer
means grinding from zero with no hope of catching the pack. Late entrants under new-player
protection now get a temporary production boost that quietly ramps your harvest income while you're
furthest behind and fades away on its own as you close in on the middle of the field. It's a hand
up to a fair fight, not a free ride: it only helps while you're protected, only once per round, and
switches off past the round's midpoint.
v2026.7.20-9 Feature Size up the ground before you deploy
requested by Commander Destralak
Deploying an MCV now shows you what you're claiming. Tap a green landing site and the whole rock
patch lights up — a green outline with a soft translucent fill — so you can judge the base size
before you commit. Tap again to send the MCV. Works on both the flat map and the globe.
v2026.7.20-8 Fix
Base-sourcing now covers the whole dispatch board, not just attacks. Scouts, garrison stationing
and joint-strike reinforcements all launch from the base you have selected — they draw that base's
units and travel from its coordinates. A base with no Trikes can't send one scouting, and units
you don't have at the launching base can't be sent.
v2026.7.20-7 Fix
The Refinery and Harvester build cards now show the real per-base cap — Refineries against the
5-per-base limit, Harvesters against the refinery slots that actually support them — instead of the
old flat 100/300 numbers that no longer apply.
v2026.7.20-6 Fix
Attacks now launch from the base you have selected — the strike spends that base's units and
travels from its coordinates (and the survivors return there). Before, an attack always drew from
your main base's pool no matter which base you were looking at. A base without the right units
can't send them.
v2026.7.20-5 Fix
The "How scouting & spying work" explainer on the world map now stays open when you expand it —
previously the map's live refresh snapped it shut a second later. It holds across ticks now.
v2026.7.20-4 Fix
The Attack page now shows only the units stationed at the base you're viewing — no more phantom
harvesters and forces from your other bases padding the roster — and switching bases updates the
list. The strike force is also grouped and ordered to match the Combat Simulator, so Infantry,
Vehicles and Aircraft line up the same way on both screens.
v2026.7.20-3 Fix
Scouts on the world map now point where they're actually headed. Since the smooth-glide update
they could face the wrong way mid-journey — especially on a multi-stop route — turning to follow
each leg as they travel instead.
v2026.7.20-2 Fix
Fixed a display glitch where the Research and Tier-Advance screens could briefly show a cost
as unaffordable in red even though you had enough Titanite banked — the balance just hadn't
caught up yet. Both screens now settle their books before painting the button.
v2026.7.20-1 Feature Scout waypointing — plot the route, hold the line
requested by Commander Destralak
Scouts now take orders like a real recon wing. On the world map, plot a route of up to five
stops — each click adds a numbered stop, Undo takes the last one back — and your Trike scouts
them in order, revealing the ground at every stop along the way. Untick "return to base" and the
scout parks on station at its final stop, keeping live eyes on the area until you recall it or
re-task it straight from the field to a fresh route. Mind the enemy garrisons though: a scout
parked inside a defended perimeter risks being found the longer it lingers. Every scout and spy
dial behind all this is now tunable by round admins.
v2026.7.19-21 Improvement Outposts come into their own
requested by Commanders Destralak & Nrgphoenix
Your second base now truly stands on its own feet: research, tier projects, upgrades and the
Imperial Bank all spend and earn Titanite at the base you are viewing — no more silent raids on
your main base's stores. Founding a base also clears the fog of war across its entire rock patch,
with a little visibility around the cliffs, Dune-style — retroactively for bases you already hold.
The Build, Attack and Combat Simulator screens share one roomier three-column layout, the
simulator now groups Infantry, Vehicles and Aircraft in Build order, Dev Channel rows carry their
request number, and expansion commanders finally unlock the Expander achievement.
v2026.7.19-20 Feature Smooth attack glides, achievement details, and the refinery economy
requested by Commanders Nrgphoenix, Apocalypse & Destralak
A big combined drop tonight, Commanders:
Attacks now glide. Your own forces move continuously across both the world map and the 3D globe — no more waiting for the next tick to see your attack crawl forward. Tapping a moving force selects it exactly where you see it. (Other players' movements stay tick-based on your screen, as intended.)
Achievements open up. Every achievement on your profile is now clickable, with a detail view showing exactly what it takes to earn it and how far along you are.
Refineries now run the harvester economy. Each Refinery supports 1 harvester out of the box, and the Refinery Logistics research raises that back to 3 — so the research is now genuinely worth taking. Refineries cap at 5 per base, and the old flat limits are gone: your base footprint and refinery slots are the real constraints. The build queue and Starport both refuse a harvester when no slot is free — no more spending Titanite on machines that would idle. Nothing you own is deleted: anything above the new limits stays on the map, it just earns nothing extra.
Also fixed: each base's Build page now shows only that base's own queues (your Outpost no longer displays the main base's units), with a note when other bases are building elsewhere. And a new automated QA Player has joined the Dev Channel staff — it patrols the front and files what it finds.
v2026.7.19-19 Feature A way back for stuck Commanders
requested by Commander Apocalypse
Two safety nets for anyone who traps themselves early on. If you're completely broke with everything locked in the bank safe, an emergency withdrawal now lets you break the lock early — you forfeit a quarter of the locked amount, so the safe stays a real commitment for everyone else. And if your start has gone truly sideways, a one-time self-destruct on the Commander page wipes your base and respawns you fresh, exactly like a new arrival — available only while you're still under new-player protection, never while an enemy fleet is inbound, and once per round.
v2026.7.19-18 Feature Choose which base is your main base
requested by Commander Destralak
Hold more than one base? You can now promote any of them to be your main base.
Open the Bases page and hit Set as main base on the secondary you want — a
quick confirm, and it's done. The newly-promoted base gains the main base's
protection (it can be raided but never razed), and your old main becomes an
ordinary, razeable base. The "M" mark and Main badge follow along; any custom
tags and colours you've set stay put.
Two safeguards keep it fair: you can't switch while any of your bases has an
incoming attack (no dodging an inbound raze by hot-swapping), and there's a
cooldown between switches — 24 hours by default. Your rank and score are
unaffected either way.
v2026.7.19-17 Improvement Dev Channel threads open on their own page
requested by Commander Destralak
Clicking a Dev Channel thread now opens it on its own page — just like local events — instead of expanding it inline above the list. Your browser's back button (or the new "Back to dev channel" link) returns you to the board right where you left off, with your filters intact, and every thread now has its own shareable link. Older notification-email links keep working: they redirect straight to the thread's new page.