Dun3

Releases

What has changed in Dun3, in plain language.

v2026.8.20-3 Improvement

A new home — battlefortitan.com

Dun3 is becoming Battle For Titan! The game now lives at battlefortitan.com — old dun3.com links and bookmarks bring you here automatically. The move signs everyone out once, so just log back in with your usual credentials. If you use push notifications, re-enable them once from your settings — the switch to the new address resets them.

v2026.7.12-21 Improvement Steadier scouting on the world map

requested by Destralak

On phones and tablets, scrolling the globe could accidentally drop a scout target right where your finger lifted off — annoying if you were just panning around to look at the map. Marking a spot to scout now takes a proper press-and-hold, with a small ring under your finger showing the hold building up. A quick tap or a swipe across the map does nothing to your scout plans anymore. Clicking still works exactly as before on a mouse.

Also fixed: tapping a scout or a base while you already had a scout location picked used to leave both selected at once. Now it cleanly swaps to whatever you just tapped.

v2026.7.12-20 Improvement Dev Channel replies now render as formatted text

requested by Destralak

Maintainer replies in the Dev Channel — from the Scout, the holiday builder, or the Chief Engineer — now render with proper formatting: headings, bold and italic text, bulleted and numbered lists, code blocks, quotes, and clickable links. No more walls of plain text on longer replies. The same formatting now shows up in the email notification you get when a request moves.

Looks and works the same on phone, tablet, and desktop — nothing scrolls sideways, even with a long link or a long code snippet in the reply.

v2026.7.12-19 Improvement Global events, in plain words

requested by Destralak

The dispatches were written like literary fiction, Commanders, and Dun3 is played all over the world. They have been rewritten in plain, simple English — short sentences, everyday words, no showing off. The Dutch has had the same treatment.

The headline now tells you what it MEANS, not just what happened: "Fire in the bank vault — Titanite now sells for less", "Sandstorm hits the region — buildings there take damage", "Titanite eruption — bases nearby harvest more". You can read the feed at a glance and know whether an event helps you or hurts you.

Every event also carries a type tag now — Bank event, Sandstorm, Titanite eruption, Sandcrawler attack — sitting beside the severity badge, so the kind of trouble and the size of it both read instantly.

Every dispatch in the archive has been rewritten in the new plain style.

v2026.7.12-18 Improvement More dispatches, and a story for every event in the archive

requested by Destralak

Yesterday's dispatches had a bias, Commanders: the big disasters were well covered, but the everyday ones — the quiet storm, the modest vein, the near-miss out on the sand — drew from a thin pile of stories and repeated themselves. Since most events are small ones, that is exactly backwards. There are now half again as many dispatches, and the new ones are all quiet-day stories: an evening till count that comes up short at the branch counter, a courier that grounds early rather than chase a fringe gust, a pressure-gauge blip that sends a crew out and turns up a modest pocket of Titanite.

And the events already in your history are no longer blank. Every global event this round has been given its dispatch, so the archive reads like a record of the war instead of a list of timestamps.

v2026.7.12-17 Feature Dispatches from Titan — and the Bank finally takes a cut

requested by Destralak

World events used to be a line of text. Now every one of them is a dispatch: click any event on the Global Events feed and you get the story — a Consortium freighter lost in orbit with a full hold of ISC, a vault fire that guts the branch reserve, a coriolis wall rolling out of the storm caps, a Titanite bloom breaching in the dune sea. Every event that fires writes its own bulletin, and no two read the same. The events already sitting in your history have been given theirs too.

Under the headline, a plain "What this means" block spells out exactly what the event is doing and with what numbers — no more guessing what a bank event actually cost you.

Events now also come in three weights: Minor, Major and Catastrophic. Most are minor, as before. But a catastrophe is now genuinely catastrophic: a major storm tears through far more of a base, a rich eruption pays out far harder — and a catastrophic run on the Imperial Bank can drive the exchange rate clean out of its normal 1.50–2.50 band, as low as 0.90. The peacetime rate still drifts the way it always has. A crisis no longer has to play by peacetime rules.

One change you will feel at the Bank: it now takes a cut on both sides of an exchange. You sell Titanite a little below the quoted rate and buy it back a little above, so trading back and forth is no longer free. Ophion, as befits the merchant house, pays only half the Bank's cut and remains the best trader on Titan.

v2026.7.12-16 Fix Trikes on the sand, pointed the right way

Yesterday's trikes were driving blind, Commanders — and hovering. Three fixes.

Your scouts now point where they are actually going. A trike's heading comes straight from its route, so it faces down its path the moment it appears instead of stubbornly facing north.

They've also come down out of the air. Trikes now lie flat on the sand and shrink with the terrain like real vehicles, so at a low angle you see them from the side of the dune rather than floating above it.

And they no longer ignore the weather: a sandstorm now rolls over a trike the way it rolls over everything else on the surface. Zoom out and they still fold back into the coloured blips you know.

v2026.7.12-15 Art Your scouts are trikes now

Scouts have stopped being dots, Commanders. Every scout on the world map is now an actual Scout Trike, seen from above — and it points where it's driving, so you can read a run's heading at a glance instead of inferring it from the route line.

Each trike wears its owner's colours: the hull is painted in that Commander's house accent, so an Asturian raider and a Hybris raider no longer look alike. Around it, a coloured ring answers the only question that matters in a hurry — amber for yours, green for an ally, red for a rival.

Zoom out and the trikes fold back down into the familiar coloured blips, so the wide view stays as readable as it always was. Zoom in and you can see who's actually out there on your sand.

v2026.7.12-14 Improvement Sharper on small screens, netter Nederlands

Two rounds of polish on today's Joint Defense arsenal, Commanders. On mobile, the alliance members list now stacks into clean cards — every action, including "Station units", is right there under your thumb instead of hiding past a sideways scroll. And for Commanders playing in het Nederlands: the new combat screens went through a language inspection — one consistent word for allied forces ("legers"), natural phrasing on the simulator and garrison screens, and buttons that finally conjugate like proper Dutch.

v2026.7.12-13 Feature Joint Defense — station your forces with your allies

The warning bell was only the beginning, Commanders. From today your alliance defends together.

Stationing — send units to live at an alliance mate's base. From the Alliance page, pick a mate, pick a force, and dispatch: once they arrive, your units fight in every battle at that base until you recall them (or the host sends them home). They stay yours — your losses, your kills, your glory — while the host's ground grants everyone its defensive advantage. Research Allied Quarters to open room for allied garrisons at your own base; the deeper the research, the larger the force you can quarter.

Sharper alarms — mates with units stationed at a threatened base are always alerted when an attack closes in, whatever their alert settings. Their army is on the line, after all.

Recon sees garrisons — spy reports on a base now reveal quartered allied forces, commander by commander, and the Combat Simulator uses that intel: simulate against a garrisoned base and see the full defense — host and allies — with losses broken out per defender. Scout the target before you commit; a quiet base may be hiding an alliance's teeth.

v2026.7.12-12 Feature Alliance defense alerts

Your alliance now watches your back, Commander. When a member has an attack inbound, alliance mates can be alerted the moment the warning sounds — a ping in the events bell and, if enabled, a push straight to your device. Officers and the leader always hear the alarm; everyone else can opt in from their profile settings ("alliance defense alerts", off by default). Alerts tell your mates exactly what the defender sees — who is coming if it's known, how many forces if it's a joint assault, and when it strikes — and repeated waves on the same target within a few minutes won't spam the channel. More joint defense is on the way; this is the warning bell.

v2026.7.12-11 Improvement Dutch, everywhere this time

The Dutch translation now reaches the places it missed at launch: building and unit names in the build queue and reports, countdown clocks ("2 uur" instead of "2 hours"), form error messages, and even the e-mails and attack-warning notifications now follow your language setting. Spot a stray English line? Tell us via the Dev Channel — the command staff can now fix any text on the spot.

v2026.7.12-10 Feature Joint Operations & the Combat Simulator

Two big additions land on the front today, Commanders.

Joint Operations — you no longer fight alone. When launching an attack you can now request reinforcements: alliance mates see your open operation and can commit their own forces while yours are underway. Everyone arrives together and fights as one combined army — one battle, with the spoils split by what each Commander's forces actually contributed. Defenders see a joint assault coming as a single warning showing how many forces are inbound — but not whose, or what. Coordinate wisely: the operation only waits so long for slower allies, and the roster is capped.

Combat Simulator — a new command-post tool next to Attack. Load one of your spy reports (or enter numbers by hand), pick your forces and tactics, and preview how the battle could unfold — best case, expected, and worst case, depending on how sharp your intel is. Simulations are free and consequence-free: nothing is spent, nothing travels, and newbie protection is untouched. New Commanders can now finish the last Getting Started step with a simulation instead of a live attack.

v2026.7.12-9 Feature Dun3 spreekt nu ook Nederlands

The whole game is now playable in Dutch — over 1200 lines of interface, building names, research, achievements and events translated. Flip between English and Nederlands with the EN/NL toggle in your commander menu (top bar) or in the footer before you log in; your choice sticks to your account across rounds. Spot a clumsy translation? Report it in game — vertaalfouten zijn ook bugs.

v2026.7.12-8 Feature A welcome boost for finishing the getting-started checklist

Completing all six getting-started steps now pays out a welcome boost of +500 Titanite and +250 ISC, on top of the achievement. The checklist card tells you up front what's waiting, and returning Commanders get the boost again each new round — a fresh economy deserves a running start.

v2026.7.12-7 Improvement Proper app icons for your home screen

Dun3 now ships real high-resolution app icons. If you've added the game to your phone's home screen (or install it as an app), the icon is crisp at every size — including the rounded/masked shapes Android and iOS cut icons into. Re-adding the shortcut picks up the new artwork.

v2026.7.12-6 Fix Starport price tags get some air

requested by Commander Apocalypse

The price tags on the Starport now put a little breathing room between the resource icons and the numbers, matching how costs read everywhere else in the game. Easier on the eyes, especially on mobile.

v2026.7.12-5 Improvement A leaner sidebar logo

requested by Commander Destralak

The Dun3 wordmark in the sidebar traded its bulky square frame for a sleek wide cut — the menu now starts noticeably higher, putting an extra command in view without scrolling.

v2026.7.12-4 Improvement Pages now update themselves

requested by Commander Destralak

No more hammering refresh: the Dev Channel (board and open threads), your mailbox, local and global events, and the alliance page now pick up new messages and status changes on their own while you have them open — just like the build queues already did.

v2026.7.12-3 Fix Scout route lines no longer sink into the storm

requested by Commander Destralak

Long-range scout routes on the world map could look broken — parts of the destination line dipped beneath the spice storms and even below the horizon, leaving gaps mid-route. Route lines now hug the planet's curve smoothly for their entire length, so tapping a scout always shows one clean, unbroken path.

v2026.7.12-2 Fix Sandworms roam like they should

requested by Commander Destralak

Sandworms had a bad habit of circling the same patch of desert for a day at a time — one Commander had an unwanted houseguest parked beside his base since yesterday. Worms now pick a heading and actually travel the dune sea, so wormsign near your base means a visitor passing through, not a permanent neighbor. Changes to worm speed also take effect right away instead of hours later.

v2026.7.12-1 Fix Admin settings save reliably

requested by Commander Destralak

Round settings that were still at their factory value could refuse to save with a confusing "must be numeric" error. Every settings field in the admin console now saves correctly on the first try.

v2026.7.11-5 Fix The sandworm stays 3D at every angle

requested by Commander Destralak

Spotted the old flat sandworm marker sneaking back when a worm crossed near the planet's edge? No more. The world map now decides between the full 3D sandworm and its distant-view marker purely by how far you're zoomed out — never by where the worm happens to be on the globe — so the great beast keeps its body wherever it roams. Thanks to Commander Destralak for the sharp screenshot.

v2026.7.11-4 Fix Tankers now count toward the Harvester escort bonus

Upgraded your Carriers to Tankers and watched your Harvester escort bonus collapse? Fixed. Tankers are your Carriers, evolved — they now count toward the pairing bonus exactly like the Carriers they replaced, and any future evolutions of the line will too. Thanks to Commander Nrgphoenix for the sharp-eyed report.

v2026.7.11-3 Improvement Finer control over sandstorm damage

Command staff can now tune exactly how hard a sandstorm's building damage bites, alongside the full set of Global Events knobs (storm/eruption/bank/sandcrawler cadence, duration, and effect strength) already in the admin Round page.

v2026.7.11-2 Feature The game is now a single smooth app

Moving between screens no longer reloads the page — navigation is instant, with a loading bar in your house's colors. Your background music keeps playing while you move around the base, and the world map comes back instantly when you return to it.

When we ship an update, your game now quietly refreshes itself at a calm moment and tells you which version just landed — no more stale tabs after a deploy.