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.

v2026.8.10-7 Improvement The Power meter now tells a new base what to do

On a base with no power yet, the Power card on the build screen used to read "0.0 / 0.0" above an empty bar — a meter that looked broken rather than one that told you anything. It now says what the situation actually is: build a Power Plant. Once one is on the way it says so, and shows how much power the base will have when it lands.

v2026.8.10-6 Fix Search fields no longer cut off their own instructions

On a phone, the target box on the Attack screen used to chop its own hint text in half — it offered you two ways to name a target and then stopped mid-word, so you only ever got to read one and a half of them. The field now takes the full width of the row and the instruction reads in full. The commander field on the Standings screen was being squeezed the same way, harder, and that one is fixed too.

v2026.8.10-5 Fix The bank's ledger says what it actually shows

The transaction panel at the bottom of the Imperial Bank was headed "Spice flow" — a resource that does not exist in this war. It now reads Transactions, which is what the rows beneath it have always been.

v2026.8.10-4 Fix Every number in the game now reads the same way

Numbers used to be written two different ways depending on where you looked — your Titanite stock read "8.000" in the top bar while the rank formula two lines below said "5,000", and the bank quoted a rate of "1,59" next to a cap of "2.000.000". Same screen, opposite conventions.

Everything now uses one: a comma for thousands and a dot for decimals. That stock reads 8,000, the bank's rate reads 1.59, and the cap reads 2,000,000 — on every screen, in the live tickers and in your event log.

v2026.8.10-3 Fix Your own row on the ladders reads cleanly again

On the rankings screen, your own highlighted row pressed its rank number and its score right up against the edges of the highlight, so both looked like half a digit — worst of all on a phone. Your row now sits in a band with proper breathing room on either side, and the same fix went to the Players Online roster and your alliance's member list, where your row was highlighted the same way.

v2026.8.10-2 Fix Cleaner icons on the build, research and rankings screens

The small symbols marking build time, power draw, build space, locked items and protected commanders are now drawn properly instead of borrowed from your device's emoji set. They keep the same shape and colour on every phone, tablet and desktop — before this, each device drew its own version, and some drew a blank box instead.

v2026.8.10-1 5 updates
Feature The desert reveals itself

The expedition list no longer shows everything at once. What you see now grows with your tier: expeditions at or below your rank are open, those above it appear as locked silhouettes — name, tier and a hint of what holds them shut — and some stay hidden entirely until you climb. A few special expeditions now only open when the desert itself comes to you: when a storm, wormsign or an eruption reaches one of your bases, a temporary expedition unlocks on the spot, announces itself, and afterwards waits on your list for the next time the weather returns. Watch for the New badge on the Expeditions menu.

Feature Aircraft get a home, and spying gets real

A new tier-1 building, the Aircraft Assembly Plant, now anchors the aircraft line — it upgrades into the High Tech Factory you already know, and every flying machine including the Carrier is built there. Every unit in the catalog now also names its true factory, so production lands where it should.

Spying has changed: the ISC fee is gone, and a spy mission now stakes a trained Spy from your garrison — a new tier-1 Barracks unit. Your Spy rides the mission and comes home with the report; lose the mission and you lose the agent. Train accordingly, Commander.

Improvement Tiers are now literal boundaries

Upgrades no longer grant early access to hardware above your tier: every upgrade now requires the tier of the thing it produces, and upgraded designs inherit their predecessor's full building requirements. A one-time correction of previously early-accessed upgrades (with full refunds) follows separately.

Feature A place in history

Your finest hours are now permanent: the top three Commanders of every finished round are recorded forever and displayed on their profiles, round number and date included. Profiles also carry new badges — Admin, Founder and friends, earned automatically — and you choose whether the galaxy sees yours.

Art The colours of Titan

The game now flies the Battle For Titan mark: the wordmark across the site, and a new sand-carved emblem on your browser tab, home-screen icon and notifications. Same war, sharper colours.

v2026.8.9-3 Maintenance

Behind-the-scenes maintenance.

v2026.8.9-2 Maintenance

Behind-the-scenes maintenance.

v2026.8.9-1 4 updates
Fix Upgraded units build at their own factory again

requested by Commander Nrgphoenix

Any unit you get from an upgrade — a Sieger, a Medium Soldier, a Laser Tank — was being produced without a factory of its own. All of them ended up sharing a single production slot, so a batch of heavy vehicles would sit in front of your infantry and hold it up, whatever building each of them should have come from. Every upgraded unit now builds at the factory its predecessor used, in parallel with your other buildings, and a damaged factory once again slows the units it turns out.

Feature The game now reports its own faults

Titan's systems keep their own watch from now on. When something goes wrong behind the scenes — an action that fails, a background task that stalls — the game records it, notices how often it keeps happening, and puts it in front of the engineers by itself instead of waiting for someone to notice and report it.

Better still, it remembers. If a fault comes back after it was supposedly fixed, the game says so and reopens the case. Fewer problems will linger unnoticed, and the ones you do report should be in good company.

Improvement Skill point pace is now a knob

requested by Commander Nrgphoenix

How many Commander levels it takes to earn a skill point is now something the round's admins can set, instead of being fixed at one point every five levels. It starts exactly where it has always been, so nothing changes for anyone until it is deliberately moved — and when it does move, every Commander's earned points are recalculated from the levels they already hold. Rank titles are untouched: they still climb every five levels, whatever the skill point pace is set to.

Feature Expeditions — fold the tiers you are not working on

requested by Commander Nrgphoenix

The expeditions list opened with every tier laid out at once, including the ones you cannot reach yet. Now each tier folds, and the page arrives with your own tier open and the rest tucked away — with a count on every folded heading, so you can see at a glance whether anything is left in there before you open it.

Two filters sit above the list: hide the ones you have already finished, and hide the tiers beyond your reach. On a phone they live behind a Filters button that shows a marker whenever something is switched on, so a shorter list never leaves you wondering where the rest went. However you leave the page set up, that is how it opens next time.

v2026.8.8-3 Fix Details pages open again

requested by Commander Destralak

Opening Details on something in flight — a special weapon on its way to a target, a garrison stationed at an ally's base, or any other force on the move — returned a server error instead of the report. It now opens the full report as it should.

The same fault sat behind older links to battle reports and event notices, so report links kept in your inbox or opened from a notification work again too.

v2026.8.8-2 Fix Clearer incoming-attack and strike-impact reports

requested by Commander Destralak

Two report fixes for commanders under fire.

An incoming attack warning now lists the defences standing at the base that is actually being attacked, once per structure type. If you hold several bases, the warning used to run every base's turrets and walls together into one long line, which made it impossible to tell what was waiting at the base under threat.

A special strike impact report now shows what the warhead actually took out — each structure and unit hit, how many were destroyed and how many are still standing, alongside the weapon and the base it landed on. Attackers see what their own strike destroyed.

v2026.8.8-1 Maintenance

Behind-the-scenes maintenance.

v2026.8.7-1 Feature Expeditions

The deep desert is open. A new Expeditions entry in the Military menu sends your commander out past the mapped bands — into Consortium wrecks, storm edges, sandcrawler fields and the craters beyond them.

Two kinds of work are on offer. Journeys are timed round trips: choose a mission, pick an escort from one of your bases, and wait for the party to come home. Objectives ask nothing of the road — you take the assignment and finish it by doing what you already do, whether that is filing a spy report, holding off an attack, winning one of your own, or bringing a scout run back.

A journey does not simply succeed. It returns a success, a partial success, or a setback, and the escort you send shifts those odds — Thumpers especially, for the reason they always have. Success pays out in research blueprints you would otherwise never lay eyes on, units and upgrades that appear on no build list, and caches of titanite and ISC. A partial return still pays the supplies. A setback costs you part of the escort and puts the mission on a cooldown, but never closes the road — it re-arms itself when the cooldown runs out.

Fifty-one missions are waiting across four tiers, many of them chained so that finishing one opens the next. Each tier also hides a Trial Rite: your commander goes alone, no escort permitted, and a rare skill point waits at the end of it.

v2026.8.6-2 6 updates
Improvement Back to top

requested by Commander Nrgphoenix

Long screens now carry a back-to-top button. Scroll down a couple of screens on any page — a Dev Channel thread, a Field Manual chapter, the build lists — and it appears in the bottom-right corner; one tap and you are back at the start. It stays out of the way on short pages, keeps clear of the base bar on a phone, and rides up smoothly unless your device has asked for reduced motion.

Improvement The Field Manual catches up with the game

The manual had fallen behind in a few places, and every one of them mattered to a decision you might make. Reveal is no longer described as something only a scout can earn: any force you send over real ground now maps the road it walked, and the manual says so — along with the fact that it maps the road and nothing else, so an army still cannot tell you what is waiting at the far end. Scouting no longer reads as the ordinary Trike's job alone, because an upgraded one runs too, at its own quicker pace. And the upgrade chapter now states plainly that a successor still counts as the thing it replaced, so upgrading a building you rely on for something else never quietly locks that something else away.

The overview also points at the reference catalog properly now, instead of mentioning only the six chapters.

Improvement Bigger, better-aligned quantity boxes

requested by Commander Destralak

The little number box you type unit counts into has grown to a comfortable fingertip size, and now lines up flush with the Max button beside it instead of sitting short and low in the row.

You will notice it wherever you pick units — planning and launching an attack, entering a defending force, putting a move together — and on the Starport order rows, which had the same undersized box. On phones and tablets it is a noticeably easier target; the pickers themselves are no longer than they were.

Feature Your Commander now joins the battle plan

requested by Commander Nrgphoenix

Planning a strike no longer leaves your Commander behind. The Plan tab has its own "send him with this force" toggle, and the estimate is recalculated with his perks counted in — so you can compare a strike with him against one without, before you commit anything.

The toggle stays available while you are planning even when he could not actually ride out right now: planning ahead around him is the point, and the panel says plainly when it is a what-if. Once you simulate, a line above the outcome names exactly what he contributed, so you no longer have to run it twice and eyeball the difference.

One honest caveat, now stated with every estimate: it assumes nobody is defending the target with a Commander of their own. You cannot see an enemy Commander, so the game does not guess at one — expect a tougher fight if one is home.

Art Forces on the move got a proper strip of ground to cross

requested by Commander Nrgphoenix

The movement bar on your in-flight forces is no longer a thin coloured line. It is now a framed strip of Titan's surface, and the ground scrolls underneath your convoys while they travel, so a force in transit actually looks like it is crossing something. Your chevrons still sit exactly where the force really is — the moving ground is scenery, never a claim about position.

A house-coloured line along the bottom edge now carries the progress reading, an incoming hostile force paints its whole strip red, and on narrow screens the track drops onto its own full-width line so it stays readable. If you have asked your device for reduced motion, the ground holds still.

Art A new mark over the front

requested by Commander Nrgphoenix

Titan has a new banner. The wordmark on the login page, across the public site, at the top of both in-game menus, in the admin panel and on every message we send you has been redrawn — weathered, sand-blasted and standing on its own two feet. Link previews carry it too, so sharing the game now shows the new mark.

Everything else is where you left it; only the artwork changed.

v2026.8.6-1 Maintenance

Behind-the-scenes maintenance.

v2026.8.5-3 Feature Titan turns beneath the login page

requested by Commanders Nrgphoenix & Destralak

The login page's still portrait of Titan has been replaced by the living planet itself — slowly turning, storms crawling across the desert, lightning flickering in the dark. It greets you on phones too, scales with your window, and fades in smoothly; the command staff can tune the whole scene from the admin panel.

Also in this release: the Starport now stocks every unit you can actually build. Units that only become available through an upgrade — the Engineer among them — never showed up in its catalog, even once you had unlocked them. The market now follows your unlocks exactly like the build pages do, and the listing is split into Infantry, Vehicles and Aircraft sections so finding a unit works the same everywhere.

v2026.8.5-2 Fix Upgraded units now show up in the attack planner

requested by Commander Nrgphoenix

Upgrading a unit line left the attack planner behind: it kept listing the old unit stuck at zero and never offered the upgraded one, so there was no way to put those troops into a plan. The planner now follows your upgrades — the new unit appears with your real troop count, the retired one steps aside, and the simulation accepts it. The enemy-force picker has learned the upgraded units too, while still letting you enter the older ones a defender may well be fielding.

v2026.8.5-1 Fix The world starts moving again

Since 3 August the game's every-minute heartbeat had been stopping partway through, and one destroyed base turned out to be enough to do it: a base that fell while one of its buildings was still under repair could not finish being cleared away, and the whole pass died on the spot rather than moving on. Everything scheduled after that point stopped happening — storms, bank movements, eruptions and sandcrawler activity had not run at all in those two days, and depending on where the pass gave out, some Commanders were missing production, completed orders and arriving forces on any given minute.

The heartbeat runs cleanly again, and the two bases that had been stuck mid-collapse finish falling as normal. Nothing was lost while it was stuck — the work had simply not been applied yet, and it picks up from where it left off.

v2026.8.4-2 Improvement A changelog that's actually about you

requested by Commander Destralak

The releases page has been quietly filling up with work you can't see — admin tools, test-server plumbing, the machinery that ships the game. From now on it lists only what actually changes the game for you, and a release that was purely housekeeping simply says so.

Releases that bundle several changes now read as separate entries too, instead of running together.

v2026.8.4-1 Improvement Build cards show their artwork properly

requested by Commander Nrgphoenix

The amount you own on the Build screen has moved off the artwork and into the top-right corner of each card, tucked just inside the frame. Every unit and building render is now visible in full, and where a base limit applies that limit turns red the moment you reach it, so you can see at a glance when there is no room for another.

v2026.8.3-4 Fix The dev preview picks itself back up

The "Preview on dev" tool used to get stuck if a release changed the game underneath a running preview — it would silently retry forever and the preview stayed gone. It now repairs itself where possible, and when it can't, it says exactly what went wrong and hands the fix to the engineering crew automatically.

v2026.8.3-3 Fix The side menu keeps its place without a scrollbar of its own

requested by Commander Nrgphoenix

The side menu picked up a second scrollbar in the last release whenever it was taller than your screen. It's gone. The menu now travels down the page with you and settles into place the moment its last entry reaches the bottom of the screen, so everything stays within reach and there's only ever one thing to scroll. The admin menu behaves the same way.

v2026.8.3-2 Fix Your house's own artwork, across the whole base

requested by Commander Nrgphoenix

House artwork now follows you everywhere it should. The tech tree, the Starport, the research queue, the resource breakdown in the top bar, your army and convoy pickers and the world map's escort lists all draw your own house's version of a building or unit instead of falling back to the shared plate — the Build tab was the only screen getting this right before.

Nothing changes for anything that has no house-specific artwork yet: it keeps the shared look, exactly as it does today. And you will only ever see your own house's art for your own forces.

v2026.8.3-1 Feature Your house now fields units nobody else can

requested by Commander Nrgphoenix

Four tier-2 units have stopped being common property. The Outlaw answers to Asturian alone, the Saboteur and the Raider Trike to Ophion, and the Commando to Hybris — and only that house can build one, or buy one at the Starport. Everyone else will find the unit simply gone from their build list and their planning screens; there is no point showing a Commander something they can never raise.

The field manual still lists all four, marked with the house they belong to, so you can see what you are up against before you meet it. More house-exclusive hardware is coming as the higher tiers open up.