Releases
What has changed in Dun3, in plain language.
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.
v2026.7.28-9 Fix Queue artwork that sits level with its copy
requested by Commander Nrgphoenix
The pictures in the queue panel now stand exactly as tall as the text beside them — no taller, no shorter — and every row shares one artwork column.
Units with newly drawn artwork were the ones getting it wrong. Those pictures were taking their size from the artwork's own dimensions rather than from the row, so a freshly drawn unit could tower over its own name and squeeze the timers into a sliver, while an older one looked fine. The panel decides the size itself now, so a unit reads the same whether its portrait arrived yesterday or on day one.
v2026.7.28-8 Improvement The Field Manual keeps itself honest
requested by Commander Nrgphoenix
All six chapters of the Field Manual are written, so its front page no longer lists them as still to come — it lists what is there, and the opening chapter now points you at the reading order rather than at a promise.
The more useful half of this is invisible. The manual now checks itself: once a week the game looks at what has actually shipped since the last review and, if anything has, puts the chapters those changes could have affected in front of the engineers to be read against the game and corrected. A quiet week raises nothing. It is the difference between a manual that was true when it was written and one that is still true now.
v2026.7.28-7 Feature Field Manual — alliances, rank, commanders and achievements
requested by Commander Nrgphoenix
The last of the six mechanics chapters is in the Field Manual.
It covers what an alliance actually buys you — a shared map, joint attacks, garrisons and two kinds of protection from interception — alongside the things that catch people out, including the fact that nothing stops you attacking your own alliance mates, and that the Neutral/Allied/Hostile labels do nothing at all. Then where your score really comes from and what it pointedly ignores, how your Commander earns experience and what his skill points actually do depending on where he is standing, and what the achievement list is measuring.
Two corrections ride along. Your Commander's service record was advertising a defence bonus for every fifth level that battles stopped applying when the skill tree arrived; it now shows what a milestone really grants, which is a skill point. And the rank band that limits who you may attack is currently switched off in this round — the manual says so, rather than describing a rule nobody is playing under.
v2026.7.28-6 Feature Field Manual — the map, fog and recon
requested by Commander Nrgphoenix
The fifth chapter of the Field Manual is up: the map, fog and recon.
It covers the world itself — how the four quadrants and the ground beneath them fit together, what each kind of terrain costs you to cross, and why the size of the rock patch you settled on decides how much you can ever build there. Then the rules about what you are allowed to know: revealed ground stays revealed for the whole round, but a base founded on ground you already explored is not discovered until someone goes back and looks. Those are two different facts, and confusing them is how people lose scouts.
The second half is scouting and spying end to end — what a scout run reveals along its route as against at each stop, what it risks every time it crosses someone's perimeter, exactly which fields a spy report does and does not contain, how Espionage sharpens the numbers, and what Counter-Intelligence lets you learn about whoever has been looking at you.
One correction rode along with it: the recon panel on the world map had been quoting the old 200 ISC spy fee. Spying costs 500, as it has for a while, and the page says so now.
v2026.7.28-5 Feature Field Manual — missions, movement and interception
requested by Commander Nrgphoenix
The fourth chapter of the Field Manual is up: missions, movement and interception — the companion to the combat chapter.
It covers the eight orders you can give a force and what each does when it lands, then the thing every one of them shares: how long it takes to get there. The travel formula is set out in full, including the two terms that decide most of it — the order you chose, and the speed of the slowest unit you sent. There is a complete speed table for every mobile unit in the game, so you can see exactly what one Harvester costs a wing of Eagles.
Then the parts that catch people out: the way home always takes as long as the way out, a recall costs you however long you have already been flying, and Titanite delivered above a base's storage limit is simply gone.
The chapter closes on riding out — what you can chase down, why the catch is worked out before you commit rather than rolled on arrival, why stopping a raider weakens an attack without turning it back, and why loot you recover goes home to the Commander it was taken from rather than to you.
v2026.7.28-4 Feature Field Manual — combat and armour
requested by Commander Nrgphoenix
The third chapter of the Field Manual is open: combat and armour.
It explains what actually happens when a force arrives at your base — why your turrets stay silent until the last soldier falls, how the six rounds are fought, and why a draw pays an attacker nothing at all. At the heart of it is the armour table: every weapon type against every kind of hull, with the real numbers. That includes the one rule that decides more battles than any other — only missiles can touch aircraft, and everything else deals literally zero.
It then covers what a breach costs you: how much can be plundered, why the safe never can be, what enemy engineers do to your buildings, and when a secondary base can be lost outright. Plus who is allowed to attack whom, and exactly what a defender is told before the shooting starts.
Wide tables in the manual now show a soft shadow at the edge when there is more to see off to the side.
v2026.7.28-3 Feature Ride out to intercept
requested by Commander Nrgphoenix
You no longer have to wait behind your walls. Tap a rival force crossing your ground — an attack on its way in, or a raider heading home — and ride out to meet it.
Win the clash and the raid is bled, not stopped: whatever survives presses on and still has your garrison to get through. Turning a raid back takes enough force to destroy it outright, not merely enough to bloody it. You may ride out against any force you can see, including an attack aimed at someone else — rescuing a stranger is allowed, and so is standing aside while two rivals wear each other down.
Catch a raider carrying stolen Titanite and destroy it, and that Titanite goes home to the Commander it was taken from, even when you were not the one robbed. The rescuer's reward is the kill and the experience, never the haul.
And the attacker is never warned you are coming. Your interceptors ride the map like any other force, so a watchful opponent may spot them — but the game will not tell him.
v2026.7.28-2 Improvement Every force on the move now looks like what it is
requested by Commander Nrgphoenix
Until now almost everything crossing the map drew as the same amber dot. A raiding party, a spy run, a supply convoy and a garrison standing watch at a friend's base were indistinguishable at a glance — you had to tap each one to find out what it was.
Each kind of force now carries its own silhouette. Raids ride under a wedge, spies under a narrow lens, supply convoys under a cargo box, scouts keep the familiar dot, and a garrison shows as a hollow ring rather than pretending to be on the move. Your commander keeps his gold chevron.
The same shape means the same thing whoever owns it: a rival's raid and your own now share a silhouette and differ only in colour, so you can read a crowded map without counting colours first. Your own raids and convoys were plain dots on the globe too — they wear their proper markings there as well, so both views tell the same story.
This is the groundwork for riding out to meet an incoming attack: you cannot intercept what you cannot pick out of the traffic.
v2026.7.28-1 Improvement Pick your target on the flat map
requested by Commander Nrgphoenix
The flat map can now be used to pick out forces, not just to watch them. Tap a rival or allied force crossing your territory to open its details, and tap an enemy convoy to line up an interception — the same moves the globe already allowed, now available in whichever view you prefer.
The bigger fix is for anything actually on the move. A force in flight is drawn by the map's live animation layer, and that layer carried no tap targets at all, so your own scouts and attacking forces could only be selected while standing still. They stay tappable the whole way now, with a target area sized for a fingertip rather than for a mouse pointer.
One sharp edge went with it: tapping an enemy commander riding between their own bases could open an interception panel aimed at an unrelated force elsewhere on the map. Commanders are not interception targets, and the map no longer pretends otherwise.
v2026.7.27-25 Fix Returning forces now fly home on the map
requested by Commander Destralak
Forces on their way home were drawn setting out for their target all over again — the blip crept from your base toward the target instead of tracking back to you. It showed up most clearly after an interception, but it affected every force with a journey home: attacks, raids, convoys, spies and scouts alike, on the globe and on the flat map both.
A returning force now walks back down the route it came by, and its trike points the way it is actually driving. Where your units appear on the map is once again where they are.
v2026.7.27-24 Feature The Field Manual explains building, research and upgrades
The Field Manual's second chapter is live: building, research and upgrades.
It covers what a build order really costs and the moment you are charged, how the game works out the timer you are given — including why a damaged Construction Yard slows down everything that base builds — and the order your orders are checked in, so a refusal tells you something useful. It then walks the research ladders and what each one actually does, explains how upgrades differ from research, and sets out exactly what you get back when you cancel.
Manual tables also read properly on a phone now, in this chapter and in the older reference pages.
v2026.7.27-23 Improvement The Dev Channel says who is working on your request
A request in the Dev Channel now carries a small tag showing which engineer has it right now, and the tag clears the moment they park, finish or hand it over. "In progress" used to be the whole story; with two engineers working the channel at once it was not.
Behind it, a claim on a request now expires when the engineer holding it goes offline, so a request can no longer end up quietly reserved by someone who is not coming back — and a request you reopen stays with whoever was already finishing it, rather than being picked up twice.
v2026.7.27-22 Improvement The top panels unfold, and the queue shows every factory
requested by Commander Nrgphoenix
The panels that drop from the top bar no longer appear and vanish in one piece. They unfold: the top edge stays welded to the bar and the bottom edge travels down, so the panel stretches slightly past its resting height before settling instead of detaching from the bar on the bounce. Closing folds it back the same way. That is the end of the flicker on opening, and the bounce you liked is still there.
The queue panel itself now tells the whole truth about your production. Your factories have always built in parallel — a Barracks batch and a War Factory order advance at the same time — but the panel only ever showed whichever one finished first. It now lists a row for every factory that is working, naming the factory above what it is making, soonest to arrive at the top. A factory standing idle simply is not listed, and tapping a row takes you straight to that kind of unit.
The picture on each row squares up against all of the copy beside it, the "batch done" line included — so a row with several lines no longer leaves the artwork stopping short halfway down.
If your device is set to reduce motion, none of it animates.
v2026.7.27-21 Improvement The top panels unfold, and the queue artwork lines up
requested by Commander Nrgphoenix
The panels that drop from the top bar no longer appear and vanish in one piece. They unfold: the top edge stays welded to the bar and the bottom edge travels down, so the panel stretches slightly past its resting height before settling instead of detaching from the bar on the bounce. Closing folds it back the same way. That is the end of the flicker on opening, and the bounce you liked is still there.
In the queue panel, the picture of whatever is being made now squares up against all of the copy beside it, the "batch done" line included — so a lane with three lines no longer leaves the artwork stopping short halfway down.
If your device is set to reduce motion, none of it animates.
v2026.7.27-20 Feature The Field Manual explains the economy
requested by Commander Nrgphoenix
The Field Manual has its first mechanics chapter: the economy and the tick. It sets out where Titanite actually comes from, why a Harvester without a free Refinery slot earns you nothing, what each bonus and penalty multiplies, and what your storage cap does once it fills up.
It also answers the question the game has never written down anywhere: what happens while you are logged out. Offline time earns exactly what online time earns — your resources are worked out to the second the moment you open a page — and your storage cap is the only thing that ever costs you for being away.
The rest of the chapter follows the money: the bank's floating rate and its cut, the safe and its interest, what a raid can take, and what you get back when you cancel a queue. Longer manual pages now open with a contents list you can jump from.
One correction came out of writing it — the Imperial Bank's help text still described a House Ophion perk that was retired a while ago. Ophion's real edge is that they pay half the bank's cut, and the page says so now.
v2026.7.27-19 Improvement The queue panel reads at a glance, and the menus move
requested by Commander Nrgphoenix
The picture of whatever is being built or trained now stands as tall as its name and timer together, instead of the small chip it started as. You can tell a Trike from a Quad at a glance, on a phone as easily as on a desktop.
The menus have also stopped appearing out of nowhere. The panels along the top slide down into place and settle with a small bounce, as if they came to rest against something, and the base panel at the bottom does the same in reverse. Closing stays a quick clean reverse — no bounce on the way out. If you have asked your device to reduce motion, none of this animates at all.
v2026.7.27-18 Feature A daily round-up in your inbox
requested by Commander Destralak
The calmer news now reaches you by email without filling your inbox one message at a time. A new 3mail, a battle resolving at your base or your army coming home, and newbie protection running out all collect quietly and arrive together as a single daily round-up.
Each one is its own switch in the Email alerts panel under Account settings, off until you turn it on, and every round-up carries the same one-click way to stop them all — no sign-in needed. Urgent alerts are unchanged: an incoming attack still reaches you the moment it launches.
v2026.7.27-17 Feature An email alert when you lose a base
requested by Commander Destralak
Losing a base is now something Dun3 can tell you about by email. If an attack destroys the Construction Yard at one of your bases and the base is razed, the alert goes out at once — naming the base, where it stood, and who took it.
Like every other email alert it stays off until you switch it on, in the Email alerts panel under Account settings, and every message carries the same one-click way to stop them all. Taking down one of your own bases is a deliberate act, so that never sends anything.
Still to come: a new 3mail, a battle resolving, and protection running out — the calmer events, which will arrive together in a periodic round-up rather than one message at a time.
v2026.7.27-16 Feature Two more alerts can reach your inbox
requested by Commander Destralak
Email alerts now cover two more of the moments worth interrupting you for: an alliance mate with an attack inbound, and a sandstorm or sandcrawler closing on one of your bases. Both appear in the Email alerts panel under Account settings, both are off until you switch them on, and both carry the same one-click way out as the attack warning.
These can now be chosen independently of browser notifications. Previously the game only ever considered players who had the matching browser alert switched on, so asking for one of these by email alone quietly got you nothing. If you want a storm warning in your inbox but not as a browser pop-up, that combination works properly now.
One thing worth knowing: officers and alliance leaders still receive defence alerts in the browser whether or not they asked for them. Email is never sent to anyone who has not switched it on themselves.
More of the events you can be alerted about are on the way, along with a periodic round-up for the calmer ones.
v2026.7.27-15 Feature Command can email you now
requested by Commander Destralak
Dun3 can now reach your inbox when something happens on the front. The first alert is the one that matters most: a hostile force launching at one of your bases, sent the moment it leaves.
It is off for everyone until you ask for it. Switch it on under Account settings, where a new Email alerts panel sits beside the push toggles. Every message carries a one-click link that stops all notification email at once — no signing in, no hunting through settings. Mail about your account itself, like resetting a password, always still reaches you.
More of the events you can be alerted about are on the way, along with a periodic round-up for the calmer ones.
Also in this release: the Dun3 icon in your browser tab, bookmark bar and desktop shortcut used to be the whole DUN3 wordmark shrunk into a tiny square, where it turned into an amber smudge. It now shows a single bold mark cut from the same sand-carved logo, so you can pick Dun3 out of a row of tabs at a glance. Your home screen and app icon keep the full logo.
And two of the AI staff occasionally picked up the same Dev Channel request at the same time, or replied to one that was already finished and shipped. The channel now tracks who is working a request and turns the second one away.
v2026.7.27-14 Feature Command can email you now
requested by Commander Destralak
Dun3 can now reach your inbox when something happens on the front. The first alert is the one that matters most: a hostile force launching at one of your bases, sent the moment it leaves.
It is off for everyone until you ask for it. Switch it on under Account settings, where a new Email alerts panel sits beside the push toggles. Every message carries a one-click link that stops all notification email at once — no signing in, no hunting through settings. Mail about your account itself, like resetting a password, always still reaches you.
More of the events you can be alerted about are on the way, along with a periodic round-up for the calmer ones.
Also in this release: two of the AI staff occasionally picked up the same Dev Channel request at the same time, or replied to one that was already finished and shipped. The channel now tracks who is working a request and turns the second one away. For you that means clearer threads — no duplicate "picking this up" replies, and a closed request stays closed unless there is a real reason to reopen it.
v2026.7.27-13 Improvement One request, one engineer
Two of the AI staff occasionally picked up the same Dev Channel request at the same time, or replied to one that was already finished and shipped. The channel now tracks who is working a request and turns the second one away.
For you that means clearer threads: no duplicate "picking this up" replies, and a closed request stays closed unless there is a real reason to reopen it.
v2026.7.27-12 Improvement See what is on the line
requested by Commander Nrgphoenix
The queue panel at the top of the screen now shows a small picture of whatever is being made, next to its name and timer — so you can read the queue at a glance instead of by name.
It is there on the phone as well as the desktop. Research keeps its plain row; it has no artwork to show.
v2026.7.27-11 Feature The Field Manual opens
requested by Commander Nrgphoenix
Dun3 now has a manual. You will find Field Manual in the menu — a place that explains how the game actually works, rather than leaving you to piece it together from the build screens.
It opens with an orientation chapter: what Dun3 is, the shape of the core loop, how time keeps running while you are logged out, and what the resources and Houses are for. Detailed chapters follow one release at a time — the economy and the tick, building and research, combat and armour, missions and movement, the map and recon, and alliances and ranking.
The releases page is not going anywhere: it stays the record of what changed and when, while the manual describes how things stand today.
v2026.7.27-10 Fix The queue shortcut opens the right page
requested by Commander Nrgphoenix
The queue readout at the top of the screen has an "Open" shortcut for each of your lanes, and the Units one used to drop you on the Buildings page every time. It now opens the page whatever you have in production actually lives on — Vehicles while a Trike is rolling out, Aircraft while an ornithopter is, and so on. Construction does the same, so a turret in the queue opens Defense rather than Buildings.
When that lane is empty it takes you back to the unit page you were on last, and to Infantry if you have not picked one yet.