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.

v2026.7.17-5 Improvement Admin console: nothing saves until you say so

requested by Commander Destralak

Editing balance values in the admin console no longer commits the instant you leave a field.
Changes now stage locally with a clear "unsaved" marker, and nothing touches the live game
until you press the section's Save button — Discard throws the whole batch away. Leaving the
page or switching tabs with unsaved edits asks first.

Large or unusual changes still get an extra confirmation, now bundled into a single overview
instead of one popup per field — and the Houses page gains that safety net for the first time.
The audit log keeps recording every field individually, with per-entry revert as before.

v2026.7.17-4 Feature Build your base, your way

Your base is no longer a list — it's a place. The new Base layout page shows your rock
patch as a top-down grid where every building stands on real ground. Drag buildings around
freely (as long as no attack is inbound), or let Auto-arrange do it for you.

Concrete earns its keep too: slabs no longer consume build space, and any building standing
fully on one shrugs off part of the demolition damage when raiders breach your defenses —
tougher slab tiers protect more. Aircraft, as always, don't care about your clever layout.

Find it in the Base menu, on the Bases overview, from the Build page, or straight from your
base's popover on the world map.

v2026.7.17-3 Fix Session security hardening + catalog polish

requested by Destralak

Permission changes now take effect immediately, everywhere: a revoked admin flag or a fresh ban used to leave already-open pages able to keep acting until a reload — that door is closed. Also polished from this morning's catalog work: tapping into a value and back out without changing it no longer announces a change that never happened.

v2026.7.17-2 Fix Catalog editing works on phones now

requested by Destralak

Follow-up to this morning's admin console repairs: on a phone, tapping a catalog value now opens the editor on the second tap — with the keyboard actually appearing — instead of leaving you staring at a selected cell with no way in.

v2026.7.17-1 Fix Admin console repairs

requested by Destralak

Two fixes for the command staff's war room: catalog values can now be edited the way you'd expect — click a cell and just type — and the "?" help labels across the settings boards now open fully readable instead of being clipped by their surroundings.

v2026.7.16-11 Improvement The command staff tidied its war room

requested by Apocalypse

Sixteen scattered admin consoles have been consolidated into seven. Balance knobs now live on one searchable board, and the whole catalog — buildings, units, upgrades, researches, achievements, tiers and houses — sits behind a single set of tabs, edited spreadsheet-style with per-cell history and undo. Old bookmarks still land in the right place. Commanders won't see the new war room themselves, but the staff finds and fixes things faster now — and that, you will notice.

v2026.7.16-10 Fix The duty roster names the right engineer

The command capacity board kept crediting the engineer who used to hold the night shift, long after the roster had changed. It now reads the duty log instead of going from memory, so it names whoever is genuinely on watch — and stays quiet rather than guessing when the log hasn't been signed yet.

v2026.7.16-9 Fix Concrete tells the truth again

requested by Commander Apocalypse

The concrete slab's description promised it would free up build space — a rule from an older era that no longer applies. Spotted by Commander Apocalypse. It now says what slabs actually do today: cheap reinforced cover that soaks enemy fire in a siege. A bigger role for concrete is on the drawing board.

v2026.7.16-8 Fix Closing replies now reach your inbox

requested by Commander Destralak

When the command staff shipped your request and closed the thread in one go, that final "it's live" reply slipped past every notification — no 3mail, no unread marker. Spotted by Commander Destralak within the hour. Closed threads now raise the unread signal like any other, and "Mark all as read" covers them too.

v2026.7.16-7 Improvement A fresh start on the new balance

The Great Rebalance changed how everything is priced, fought and scored — but converting the old world into the new one fairly proved impossible. So the round has been reset: every Commander starts over on equal footing with a fresh base, the standard starting treasury and the same house. Everything you build from here on lives fully under the new rules.

Also in this drop: the Starport now shows your incoming deliveries and delivered orders separately, and Dev Channel threads sync into your 3mail inbox with unread tracking and auto-scroll to where you left off.

v2026.7.16-6 Fix Bank page polish

requested by Commander Destralak

Two small irritations off the Imperial Bank floor, Commanders: the "enter an
amount" warning no longer shows up before you have typed anything (it only
appears for a genuinely invalid amount now), and the help "?" button sits
neatly inside the page header again on mobile. Spotted by Commander Destralak.

v2026.7.16-5 Feature Sell buildings and defenses

requested by Commander Destralak

Space management is here, Commanders: any building or defense structure can
now be sold from the Build page at half its current price — instantly, Dune
2000 style. The freed patch tiles count toward new construction right away.
The Construction Yard stays; a factory mid-production finishes or cancels its
queue first. Requested by Commander Destralak.

v2026.7.16-4 Fix Storage sync no longer eats over-capacity titanite

Titanite above your silo capacity — loot, or your conversion credit from the
Great Rebalance — was being silently confiscated the next time your base
synced. Fixed: production now halts at the cap, but stock above it is yours
and stays yours. Every Commander whose credit was clipped has been restored
to the full converted amount.

v2026.7.15-11 Feature Swipe from the edge to open the menu

requested by Commander Destralak

On mobile you can now open the navigation drawer with a gesture: touch the left
edge of the screen and swipe right, and the menu slides in — no need to reach up
for the hamburger button. The old tap still works exactly as before, and the
swipe steps aside on the world map so it never fights panning the globe.

v2026.7.15-10 Improvement The alliance shield now opens its own feed

requested by Commander Destralak

The alliance shield in the top bar used to lead to the same place as your local
events — a second door to the same room. It now opens a dedicated Alliance
events
feed: members joining and leaving, kicks, rank and attitude changes, and
your alliance disbanding, all in one place. Your local events log drops those
alliance notices entirely, so each surface stays focused and the shield's unread
counter finally means what it says — it clears only when you actually read the
alliance feed, not the moment you glance at your local log.

One deliberate exception: an "Alliance mate under attack!" alert stays in your
local events, where your eye already goes for urgent combat intel.

v2026.7.15-9 Fix Second bases now show their own Titanite

requested by Commander Nrgphoenix

Viewing a base other than your main one used to show your main base's Titanite
in the topbar and on the Build screen — so a forward base could look flush with
thousands banked while every structure still reported "not enough resources." The
readout now shows the Titanite actually stored at the base you're looking at,
matching that base's storage cap and what you can afford to build there. Titanite
stays per-base; ISC remains your single shared account balance.

v2026.7.15-8 Improvement Behind-the-scenes maintenance

Housekeeping this round: we refreshed the core server libraries the game runs on
and tidied up the engine's startup logs. Nothing changes on the front line — it
just keeps the machinery under the hood current and clean.

v2026.7.15-7 Feature Run down the enemy — intercept a convoy or scout in the open field

requested by Commander Destralak

You no longer have to wait for a hostile mover to reach your walls.

  • Active interception. Tap an enemy convoy or scout you can see crossing the World Map, commit
    a force from one of your bases, and your units will run it down in the open field. Catch the escort
    and you destroy what it was guarding — a would-be colony's MCV, a spy, a scout — before it ever
    arrives.
  • The chase is real. Your force plots an intercept against the target's actual course and speed.
    If your units are too slow or the target too far, the order is refused up front rather than sending
    them on a hopeless run — and if the target slips away or is settled by someone else first, your
    force simply turns around and comes home.
  • You still only see your own plans. A rival whose ground your interceptors cross sees just a
    passing blip — never your target, your route, or where the two of you will meet.

Your standing garrison still guards home on its own; interception is for taking the fight to a mover
out in the field, on your order. (Destralak)

v2026.7.15-6 Feature Tap your convoys, climb the Commander ranks, and build on every base

requested by Commander Nrgphoenix

A bundle of front-line improvements landed together:

  • Tap your own convoy in flight. An MCV or unit-transport convoy crossing the World Map is now
    yours to tap — see its destination, arrival time and escort at a glance. Only you see your
    convoy's details; a rival whose ground it crosses still sees just a passing blip. (Nrgphoenix)
  • Commander milestone ranks. Every 5 Commander levels you earn a new rank — Lieutenant, Captain,
    Major, on up to High Marshal — shown on your Commander page and the rankings. Each milestone also
    grants a modest home-defense bonus: it strengthens your garrison when you're attacked, and
    never fuels your own attacks. Applied retroactively to the level you're already at.
  • Building on a second base is fixed. The Build screen on a second base could wrongly show every
    structure as unaffordable even with Titanite stockpiled there — it was reading your main base's
    stock. It now prices against the base you're actually viewing. (Nrgphoenix)
v2026.7.15-5 Feature Your MCV convoys are visible in flight now — track them, and turn them back

requested by Commander Nrgphoenix

Launch an MCV to found a new base and it used to vanish until it arrived. No longer. An in-flight
convoy — an MCV deploy or a unit transport — now shows up while it flies:

  • On the World Map, you see your own convoy and its full route, arrival time and escort. A rival
    whose scouted ground your convoy crosses sees only a blip passing through — never where it's headed
    or the road it's taking. Your destination stays your secret.
  • On the Bases overview, an inbound MCV shows as a dashed "ghost" base card right where the new
    base will stand, counting down with its destination and escort.
  • You can call an MCV convoy back. Changed your mind, or someone claimed your landing site? Recall
    it and it turns around — the one convoy you're allowed to bring home (a launched attack still can't
    be recalled).
v2026.7.15-4 Feature A real home base — see what happened while you were away, and your whole empire at a glance

requested by Commander Nrgphoenix

The Home page is no longer just a checklist. It now opens with While You Were Away — a digest of
everything that happened during your last absence: attacks on you and your raids resolving (won and
lost), a count of new mail and alliance events, and the round-wide global events like sandstorms and
market swings. It's pinned to the window between your previous visit and this one, so it stays put
while you work through your intel instead of vanishing as you read.

Beneath it, a live command overview: every one of your bases as a card — what's idle, what's
under attack, what's full — the empire-at-a-glance the top bar can't give you, plus your tier
progress.

Every block collapses independently and remembers how you left it, so you can fold away what you
don't care about. The Getting Started checklist tucks itself into a single line once you've finished
it — and stays recallable if you want to look back.

v2026.7.15-3 Improvement Deploy an MCV by tapping the landing ring itself

requested by Commander Destralak

Sending an MCV to a new site just got easier. When you're in Deploy MCV mode, the green landing
rings on the map are now tappable directly — tap a ring and that site is selected and previewed, no
more hunting for the exact tile underneath it. Launching still takes the explicit Launch MCV
button, so a stray tap never fires a deploy by accident. Works the same on phone, tablet and
desktop.

v2026.7.15-2 Fix Dev Channel status chips now show their colours

requested by Commander Destralak

A quick follow-up to the new Dev Channel statuses: the fresh badges (Ready, Awaiting your input,
Future) now render in their proper colours on the board, instead of falling back to plain text.

v2026.7.15-1 Improvement Clearer Dev Channel statuses — you can see exactly where a request stands

requested by Commander Destralak

The Dev Channel now tells you more precisely where each request sits.

Three new statuses join the board. Ready means a request is designed and queued for the
autonomous builder to pick up. Awaiting your input means the ball is in your court — answer the
open question and the thread moves itself straight back into the queue, no waiting on us to notice.
Future marks a good idea we've parked for later — not rejected, just not now — kept in its own
low-priority lane so the active work stays easy to read.

Requests that need a full workbench session (bigger builds, or new artwork) are now flagged
distinctly from the ones the on-duty builder can ship right away, so nothing sits in the wrong
queue.

v2026.7.14-18 Feature Every attack on you now shows up — and every movement has a detail page

requested by Commander Destralak

Two things on the Attack page tonight.

Battles fought against you finally appear. Until now, "Recent battles" only
ever listed the attacks you launched — a raid that landed on your own base
showed up in your local events and then vanished, with no home on the Attack page
at all. Now the list is both sides of the fight: an attack against you shows as a
defended battle, won or lost, with what it cost you.

Every movement is a badge and a click. A spy, an incoming attack, a convoy —
each row now wears its type, so a spy is never again mistaken for an army. Click
any movement to open its full detail page: for your own missions, where it left
from, its route, arrival time and — for a spy — the fee it paid and the
interception risk it runs. For an incoming attack, you see exactly what you are
entitled to and no more: when it strikes, who sent it, and how many forces —
never their composition or the road they took.