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.

v2026.7.18-14 Fix Banned accounts drop off the ladder

requested by Commander Apocalypse

Caught cheating and banned? That account no longer clutters the rankings. Banned players are now hidden from the leaderboard the moment the ban lands — and everyone below them shifts up to the rank they've actually earned. Lift the ban and the account returns to its rightful place.

v2026.7.18-13 Improvement Live world-map look tuning for the command staff

The command staff can now tune the world-map's atmosphere from a live control
panel: colour grade — contrast, brightness, saturation, warmth and vignette —
and the drifting haze band's heading and speed, all adjusted against a real 3D
globe that updates as the dials move. Once a look is dialled in it can be saved
as the default every Commander sees on their own planet view. It's an operator
console you won't find in your command deck, but the next time the front feels a
little warmer or the dust drifts a touch differently, this is why.

v2026.7.18-12 Improvement A live status readout for the automated Field Engineer

requested by Commander Destralak

The maintainer's console now shows what the behind-the-scenes Field Engineer —
the automated builder that ships many of these updates — is doing right now: a
small "building / idle" readout beside its dial, and a peek at the last cycle's
work log. It's an operator-only view you won't see in your own command deck, but
it means whoever's on the bridge can tell at a glance whether the machine room is
mid-job or standing by. Nothing changes on the front lines.

v2026.7.18-11 Improvement Finer control over the automated Field Engineer

requested by Commander Destralak

The behind-the-scenes Field Engineer — the automated builder that ships many of
these very updates — can now be pointed at a different AI model straight from the
maintainer's console, no redeploy needed. It's an operator-only control you won't
see in your own command deck, but it means fixes and features can keep flowing
even when one model is having a busy day. Nothing changes on the front lines; the
machine room just got a cleaner set of dials.

v2026.7.18-10 Feature Counter-espionage — catch the spies at your gate

Enemy operatives no longer slip through unseen. A new Counter-Intelligence
research line gives your base a growing chance to detect an enemy spy the moment
it reaches you — and once you push the line to its top level, your
counter-intel network names the culprit: both the spy you catch and the
scout your defenses shoot down are traced back to whoever sent them.

Commanders who invest in the Recon tree get an edge too: the Counter-Intelligence
skill is now live, raising the odds your bases run down enemy scouts crossing
your perimeter. Keep your secrets — and start reading theirs.

v2026.7.18-9 Improvement Max button on the sell row

requested by Commander Apocalypse

Selling buildings just got quicker. The build tab's sell row now has a Max
button — the same one-tap control the build row already uses — that fills in
exactly how many of that building you own. Tap Max, hit Sell, done. It sits
right beside the Sell button at every screen size, from mobile to desktop.

v2026.7.18-8 Improvement Groundwork for an automated QA Commander

requested by Commander Destralak

We've laid the first stones for an automated "QA Commander" — an AI that will play the game the way you do, to catch issues before you ever hit them. This first piece teaches the engine to run a hidden, throwaway practice world alongside the live round: it ticks like any world, but stays completely walled off from the rankings, news and exchange, so nothing it does can ever touch the live front. There's nothing to see yet — the QA Commander itself arrives in a later update — but the foundation is in place.

v2026.7.18-7 Improvement Full Titanite storage now flashes a warning colour

requested by Commander Apocalypse

When a base's Titanite storage fills up, the Titanite figure in the top bar now
turns a warning orange — so you can tell at a glance that income is about to be
wasted and it's time to spend, expand your storage, or ship the surplus off. It
lights up on both desktop and mobile, and updates live as the counter climbs.

v2026.7.18-6 Feature Deep Survey widens your scout's eyes

requested by Commander Nrgphoenix

Your Commander's Deep Survey skill leaves "coming soon" and goes live. Spend a point in the Recon branch and every scout you send out widens the ground it charts on arrival — +25% reveal radius per level, up to +50% with the line maxed. A deeper survey doesn't just clear more fog: any enemy base caught inside that wider circle is spotted and logged too. The bonus shows on both the 3D globe and the 2D map. With this, the Commander's Recon branch is fully online — only Counter-Intelligence still waits on its counter-espionage groundwork.

v2026.7.18-5 Feature Pathfinder Corps comes online

requested by Commander Nrgphoenix

Your Commander's Pathfinder Corps skill leaves "coming soon" and goes live. Spend a point and your scout runs and spy missions move faster the instant you unlock it — +15% recon speed per level, up to +30% with the line maxed. The two remaining Recon skills — Deep Survey's wider reveal radius and Counter-Intelligence — follow in their own updates.

v2026.7.18-4 Feature Five Commander skills come online

requested by Commander Nrgphoenix

Five more Commander skills leave "coming soon" and take effect the instant you unlock them. Shock Tactics adds punch to the opening round of your attacks. Fortification Engineer hardens your structures against incoming fire while you defend. Research Directorate speeds up your research queue. Allied Coordinator tightens the sync delay on joint attacks, so a coordinated strike lands sooner. And Starport Liaison shaves a day off your Starport deliveries. The recon skills — scout and spy speed, reveal radius — follow shortly.

v2026.7.18-3 Improvement The Field Engineer comes home from holiday

The engineer who kept the front supplied all through the holidays isn't going anywhere — the maintenance crew now has a permanent Field Engineer on duty, day and night. Bug reports and small requests in the Dev Channel get picked up and shipped around the clock, and bigger jobs no longer wait for office hours.

v2026.7.18-2 Fix Engine-room maintenance

A quiet maintenance sweep under the hood: the game's minute-by-minute tick now runs leaner, and power readings on secondary bases update instantly the moment a new building or repair finishes there. Nothing changes in how you play — things are just a little sharper.

v2026.7.18-1 Feature The Commander Skill Tree opens

Your commander's experience now buys real power. The Commander page gains a full skill tree — six branches, from Assault Doctrine to Harvest Overseer to Fleet Marshal — where every 5 commander levels earn a skill point to spend. Sharpen your attacks, harden your defenses, speed your convoys, or squeeze more from every harvest. Choose carefully: allocations are permanent for the round. A few advanced skills are marked "coming soon" and will activate in later updates.

v2026.7.17-16 Feature House colours on the ground

requested by Commander Nrgphoenix

Your buildings can now wear your House's own look — artwork can differ per House across the build tab and your base, so an Asturian yard and an Ophion yard no longer need to be twins. And while our terrain artists keep refining the new cliff and canyon pieces, base terrain can switch to a clean rock-and-sand view so it's always clear where you can build.

v2026.7.17-15 Improvement Foundations: skill trees and living terrain

Two big foundations landed behind the scenes tonight. The commander skill tree's groundwork is in place — six branches and forty-one skills, opening for real in a coming update. And the terrain of every base is becoming living, editable art: tiles now carry their own terrain knowledge, with a fresh batch of cliff, canyon and ramp pieces standing by for activation.

v2026.7.17-14 Improvement Every blueprint gets its own face

Research options can now carry their own artwork instead of sharing one image per line, and upgrades, achievements and house artwork joined the managed-asset system. Behind the scenes the workshop got one-click links between the catalog and the art department — which means custom images will start appearing across the game at a steadier pace.

v2026.7.17-13 Fix Cliff line, restored

Follow-up to tonight's cliff cleanup, straight from a Commander's field report: entry tiles no longer stamp a dark gate-mouth onto every jagged stretch of your mesa's edge. The ramp art now only appears where a gate actually fits — sand ahead, rock walls on both sides — and every other entry blends into the cliff line, still marked in gold so you know where your base opens.

v2026.7.17-12 Fix Cleaner cliffs and quieter mail

The rocky rim around your base just got a cleanup: stray cliff fragments that floated in the sand or pointed the wrong way — several Commanders' bases had them — are gone. The mesa edge now reads as one continuous cliff line.

Also fixed, for Commander Destralak: the Dev Channel no longer sends you a 3mail for every message in the channel — you only get one when the conversation actually involves you.

v2026.7.17-11 Improvement Buildings get their real Dune shapes

Buildings can now occupy non-rectangular footprints, just like the classics. The War Factory leads the way: instead of a flat wide strip it now sits on its proper 3×3 block with the extra assembly bay jutting out the top — and the terrain shows through the notch, so you can tuck a wall or turret right up against it.

Admins get a new footprint-shape editor in the catalog to carve these shapes per building.

Also in this drop, for Commander Apocalypse: the Build button on the build tab now sits compactly beside the amount input and Max button on one row — no more oversized button eating your smallest screens.

Heads-up, Commanders: because the War Factory changed shape, any that no longer fit their old spot have been lifted back into your build pool — your building and all its effects are untouched, you just get to drop it onto its new footprint wherever you like.

v2026.7.17-10 Art Your base gets real Dune terrain

The base view now renders classic tile-based desert terrain: your rock plateau rises out of the sand with proper cliff edges, rocky corners and ramps at the entrances, instead of a flat texture. Admins get a new Tileset tab in the asset command center with a live terrain preview — swap any individual tile and watch the whole plateau re-render on the spot.

v2026.7.17-9 Improvement The art department gets a full catalog

The asset command center now covers everything: every building and defense has its own base-view artwork slot (not just the handful that shipped with art), and each research line can carry its own blueprint image. Related artwork is linked, too — open any image and jump straight to the same subject's other appearances, from build-tab icon to base-view sprite.

v2026.7.17-8 Feature The art department opens its doors

requested by Commander Destralak

A new asset command center: game administrators can now manage the game's artwork — unit and building images, research blueprints, house emblems, backgrounds — directly from the admin panel, with upload, preview and one-click promote or rollback. Every image is automatically fitted, cleaned and formatted on upload. This lays the groundwork for a full custom art pass across the game.

Also in this release, three Commander-reported refinements: the Sell button got its own amber styling (red now exclusively means something is blocked), the Build tab stacks one card per row on narrow phones, and Large Concrete now occupies its true 3×3 footprint from the original design — if a grown slab no longer fits your layout, it returns to your tray, nothing lost.

v2026.7.17-7 Fix Base placement — honest footprints, no more wandering buildings

requested by Commander Destralak

Two base-view corrections. Power Plants and Barracks now occupy their true 2×3 footprint, matching their artwork — if a rotated building no longer fits where it stood, it returns to your tray with nothing lost, ready to re-place. And placing a building that is still in your construction queue now works as intended: it takes its own spot instead of relocating one you already built.

v2026.7.17-6 Fix Slabs survive their upgrade

requested by Commander Apocalypse

Commanders reported concrete slabs vanishing from the base layout after
completing the Large Concrete upgrade. Fixed: an upgrade that replaces a
building type now carries your placed pieces across to the new type, exactly
where you left them.