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.

v2026.7.19-16 Feature Name and tag your bases

requested by Commander Destralak

Your bases are yours to label now. Rename any base freely, and give each one a
single-character tag — the little mark on the base chip in the top bar and
on the Bases page. Your main base still defaults to M, but you can change it
too; a new base starts with the first letter of its name until you pick your own.
Set both right beside the colour picker on the Bases page.

v2026.7.19-15 Improvement Refinery card reads what it does

requested by Commander Apocalypse

Following on from the clearer Refinery income lines: the activation row now reads Activated idle harvesters — past tense, so it says what the refinery did rather than leaving a bare count to puzzle over. The Refinery's detail panel has been brought in line with the build card too, showing the same breakdown (income · activated harvesters · slots), so the card and the detail view finally tell one story.

v2026.7.19-14 Improvement Clearer refinery income on the build card

requested by Commander Apocalypse

The Refinery build card used to squeeze its per-minute Titanite income and the "activates idle harvesters" note onto a single line, so the number read like a harvester count rather than income. Those are now two separate lines: a clear Titanite/min income figure, and a line naming how many of your idle harvesters the refinery puts back to work.

v2026.7.19-13 Improvement Instant refresh when you return to the tab

requested by Commander Destralak

Reopen the game on your phone after it's been in the background and the screen now
snaps up to date the moment you look at it — your resources and the panel you're on
refresh immediately, instead of sitting on old numbers until the next tick. A quick
flick to another app and straight back won't trigger it, so nothing flickers when you
didn't really leave.

v2026.7.19-12 Improvement A cleaner, more informative Build screen

requested by Commander Destralak

The Build screen's object cards have had a thorough tidy-up. Prerequisites you don't meet yet now sit in clear blocks at the top of a locked card — each showing the required building's image, how many you own versus need, and its name — so it's obvious at a glance what's gating a unit. What a building gives you (extra Titanite storage, harvester slots) now sits in matching blocks along the bottom.

The stats under each name are reordered into a tidy, aligned grid — HP and attack, Titanite and ISC, power and build time, grid usage and range — with rows hidden where they don't apply so nothing looks cluttered. Combat units now show their unit type and plain-language effectiveness ("Strong vs Infantry", "Can't hit Air") right on the card — the same badges you already see on the Attack picker and the Combat Simulator — plus their speed and range. And when you can't afford something, the shortfall note now sits neatly centred under the Build button.

v2026.7.19-11 Improvement Closed requests stay open for a full 24 hours

requested by Commander Destralak

On the Dev Channel board, freshly closed requests now stay expanded for a rolling last-24-hours window instead of only until the clock ticks past midnight. A thread shipped late in the evening no longer collapses out of sight the moment a new day starts — the section is now headed "Last 24 hours" to match.

v2026.7.19-10 Fix "Idle" now means idle

requested by Commander Destralak

A base that was busy training units could still get flagged "idle" — just because its construction lane happened to be free. That read wrong, and it was: a base is now marked idle only when it is doing nothing at all, with nothing building AND nothing training. The flag on the top bar and the Bases page now says what it means.

v2026.7.19-9 Fix Recon checklist no longer forgets your Trike mid-scout

requested by Commander Nrgphoenix

The World map's recon-readiness checklist used to un-tick "A Trike in your garrison" the moment you sent your only Trike out scouting — flashing "build one" at you right when a Trike was already on the job. It now counts Trikes in flight as well, so once you can scout, the tick stays put until the Trike is genuinely gone.

v2026.7.19-8 Improvement Build tab shows what Harvesters and Refineries do to your income

requested by Commander Apocalypse

The Build tab now spells out what each income building does to your Titanite flow before you commit. A Harvester tells you whether it will earn right away — landing in a free Refinery slot — or bring in nothing until a Refinery opens a slot for it. A Refinery shows the income it unlocks: the boost from switching on any idle Harvesters you already own, or the new slots future Harvesters will earn through. No more guessing why a freshly built Harvester sits there earning nothing.

v2026.7.19-7 Improvement Concrete slabs now clip to fit

requested by Commander Nrgphoenix

Laying concrete just got a lot less fiddly. A slab no longer refuses to place when part of it overlaps an existing slab or hangs over a border tile — it now drops just those cells and lays the rest, so you can close small gaps and tidy up edges without hunting for a pixel-perfect fit. As you position a slab, the preview shows exactly what will happen: the cells that will be laid glow green, and any that would be clipped away stay dimmed. A clipped slab still costs one from your stock, and patchwork coverage counts for protection — tile a building's footprint from two adjacent slabs and it's shielded just the same.

v2026.7.19-6 Improvement Clearer scouting & spying guidance

requested by Commander Nrgphoenix

Not sure how to scout or spy — or what to build when you don't have a Trike yet? The World map now spells it out. A new "How scouting & spying work" panel lays the two out side by side: what each reveals, what it needs, and what it costs. Below it, a live readiness checklist ticks off exactly what you still need — an Observatory, a Trike to scout, Espionage research to spy — with a direct link to build or research whatever's missing. The scout panel now tells you where Trikes come from when your garrison is empty, and the Getting Started checklist names the prerequisites on the recon step. Nothing about how recon works changed — it's just no longer a guessing game.

v2026.7.19-5 Improvement Concrete slabs shield across seams

requested by Commander Nrgphoenix

Concrete now protects a building even when its footprint sits across SEVERAL
slabs instead of one. Before, a structure only counted as shielded if a single
slab covered its whole footprint — tile it from two adjacent slabs and the
protection quietly vanished. No longer: every tile of the footprint standing on
any slab is enough. Lay concrete under a building you've already placed, too —
that has always worked, and now the protection follows. More on the way: slabs
that clip to close small gaps and edges are coming next.

v2026.7.19-4 Improvement Combat Simulator becomes a full battle planner

requested by Commander Nrgphoenix

The Combat Simulator's strike force is now a proper planner. Instead of only the
units sitting in your garrison right now, it lists every mobile unit you could
field at your tier — Trikes included — each pre-filled with what you hold at home
and editable upward. Want to know whether 60 Trikes crack a base before you build
a single one? Type it in and simulate. Your Commander bonuses are still folded in
automatically, and the defender side stays bound to your own recon, exactly as
before.

v2026.7.19-3 Improvement The World Map is always within reach

requested by Commander Nrgphoenix

The World Map no longer vanishes from your menu before you've built the Observatories to unlock it. Head there any time and the page itself explains exactly what you need — build 2 Observatories — with a shortcut straight to the build yard. One less dead end for commanders finding their feet; the Starport and Bases entries stay hidden until unlocked, since their pages carry no such guidance.

v2026.7.19-2 Improvement Bigger, clearer research blueprints

requested by Commander Nrgphoenix

The blueprint thumbnails on the Research page are now noticeably larger, so each
technology reads at a glance instead of squinting at a postage stamp. Same layout,
more legible art.

v2026.7.19-1 Improvement Tidier tileset design tools

requested by Commander Destralak

Behind the command deck, the tileset design tools got a tidy-up: the edge and corner labels no longer show up twice on the page, and clicking a tile in the live preview now jumps you straight to its editable row below. Purely a maintainer-tools polish — nothing changes out on the front.

v2026.7.18-23 Fix Combat Simulator — manual entry respects your tier

requested by Commander Destralak

The Combat Simulator's manual defender entry no longer lists units from tiers above your own — it now shows only what you'd plausibly know, capped at your tier and below. Simulating against a spy report is unchanged: a report can still reveal a higher-tier target's forces, exactly as before.

v2026.7.18-22 Improvement Build screen — cleaner Power readout

requested by Commander Destralak

Another tidy-up on the Build screen's Power and Titanite Storage pair. The Power card no longer carries the small "used/produced" caption that, on phones, pushed its figure onto a second line and knocked its bar out of line with the Titanite Storage bar beside it. Both readouts now sit on a single line — the same bold-now / faded-max style used elsewhere — and their bars line up neatly at the same height across phone, tablet and desktop.

v2026.7.18-21 Improvement Build cards — tidier stat table

requested by Commander Destralak

The Build screen's cards have had another polish pass. Each building's stat table — HP, power, size, cost and build time — now sits neatly to the right of the artwork, tucked in under the name and lined up snugly with the bottom of the image, instead of spilling across the full width below it. The result is a tighter, more coherent card on phone, tablet and desktop alike.

v2026.7.18-20 Improvement Guardrails against self-locking your economy

requested by Commander Apocalypse

New commanders no longer have to learn the hard way. Two friendly confirmations now stand between you and an accidental economic softlock: selling your last Titanite-income building warns you the base will earn nothing until you rebuild, and banking the last of your ISC when you hold no Titanite asks you to confirm before it locks away in the Safe. Deliberate all-in plays still go through — you just won't do it by accident anymore.

v2026.7.18-19 Improvement Map tuning gets storm & dust controls

The admin map-tuning workbench now carries two more live dials. Storm spin
sets how fast the preview sandstorm churns, and a Wake dust group tunes the
sand-cloud trail a worm leaves behind — its lifetime, how often it puffs, and
how far the dust drifts. Both preview against the live globe in real time, so
the look can be dialled in by eye. These two are preview-only tuning aids and
aren't saved as the player default.

v2026.7.18-18 Improvement Cleaner Build cards — clearer stats, HP and damage at a glance

requested by Commander Destralak

The Build screen's object cards got a second polish pass. Every card now carries one tidy stat table — HP, power, build space, Titanite, ISC and build time all in one place, with bigger figures on mobile. HP reads as current / max, so a damaged building shows exactly how much health is left, and the health bar at the foot of the card now appears only when something is hurt, shading from green through orange to red as the damage deepens. The stray "Owned: 0" line is gone; a count only shows once you actually own one.

v2026.7.18-17 Improvement Safe shows your next unlock at a glance

requested by Commander Apocalypse

The bank's Safe now shows a live countdown to your earliest still-locked deposit, right beside the balance that frees up when it matures — no more scrolling the ledger to work out when your next tranche opens.

v2026.7.18-16 Improvement Tougher gates on the recruitment office

requested by Commander Apocalypse

We've reinforced the front door. New recruit sign-ups now pass through several
quiet checks that turn away automated bot registrations before they ever reach
the battlefield — without adding a single extra step for a real Commander
joining the fight. Legitimate sign-ups are as fast and simple as ever; the
scripts trying to flood the ranks are not.

v2026.7.18-15 Improvement A cleaner Build screen

requested by Commander Destralak

The Build screen got a proper redesign. Power and Titanite storage now sit side by side, the Base-layout jump lives right in the Build-space panel, and the categories are a single tidy row of icons — Buildings, Defense, Infantry, Vehicles, Aircraft — with Upgrades on its own line.

Selling is now a simple Build/Sell switch: leave it on Build to construct, flip it to Sell and every building you own shows its sell controls instead. Each card has a larger image on mobile, the amount you own shown as a corner badge, cleaner stats, and a slim health bar tucked along the bottom edge.