Releases
What has changed in Battle For Titan, in plain language.
Fewer stray script errors when you leave a page
Moving between pages no longer trips a hidden script error in menus, switches and a few admin tools. You won't notice anything different, but pages hand over more cleanly.
v2026.9.24-4 Maintenance
Behind-the-scenes maintenance.
v2026.9.24-3 Maintenance
Behind-the-scenes maintenance.
v2026.9.24-2 Fix
On a phone, the Move screen used to squeeze unit names and their "at base" counts down to a few unreadable letters. That row now gets the full width it needs, with the quantity controls sitting neatly below it. The same fix carries over to Attack, since it uses the same list.
The "what kind of move" strip at the top of the page also got a cleaner, more consistent look, matching the tabs used elsewhere in the game.
v2026.9.24-1 Maintenance
Behind-the-scenes maintenance.
v2026.9.23-1 Fix
Short clips shared in the Dev Channel could occasionally lose their tap-to-pause on phones. A clip that had just scrolled out of view and back could get stuck showing big video controls instead of responding to a tap. Scrolling a clip in and out of view no longer confuses its play state.
Replies from the Command Desk and the Dev Channel now follow plainer writing rules, so answers read more like a person talking and less like a machine.
v2026.9.22-1 Fix
Opening a Dev Channel thread on your phone now drops you right at the top of the newest message you haven't read yet, instead of leaving you partway down it with the start scrolled off the top of the screen.
The Dev Channel board no longer hides open requests behind the activity window. Anything still open, or already built and waiting on the click-through to go live, always shows — the time filter now only trims the finished history.
v2026.9.21-2 Fix
Opening a Dev Channel thread on your phone now drops you right at the top of the newest message you haven't read yet, instead of leaving you partway down it with the start scrolled off the top of the screen.
v2026.9.21-1 Feature Your commander now travels by transport
Your commander no longer teleports between your bases. Moving him is a transport convoy that carries him — which means he can be escorted, and it means he can be caught.
Send him with a force and the escort fights for him. Send him alone and you will see an amber warning first: an unescorted convoy that is spotted is taken. If that happens he is not lost for good — he comes back to your main base and recovers for six hours, exactly as when a force he was riding is wiped.
Recall works the way it does for any convoy: he comes back with it. And when the convoy arrives, he arrives — he stays at the destination rather than snapping home.
The Move page has been rebuilt around him. The Transport tab now shows his portrait, his level and his rank, with a switch to send him along; when he cannot go, the tile tells you why and until when. You will see him on your in-flight convoys, and the mission report says whether he landed safely or was downed and is recovering.
Picking a destination is now the same type-ahead finder the Special weapons page uses: start typing a name or a coordinate and choose from the list.
The Move page also reads in the order you actually decide things: where you are sending from, where it is going, whether the commander rides along, and then the force. His portrait is smaller and sits in a tighter frame, and the warning about sending him alone now appears next to the Send button, where you are making the decision, rather than up beside his picture.
Every quantity box on Move, Attack and Expeditions is now the same control, with minus and plus buttons beside the number and Max where it was before. On a phone the buttons are finger-sized; with a mouse they are compact. Because those rows are wider than the old ones, the unit lists on Move and Attack now show two columns on a wide screen instead of three, so nothing is squeezed.
The Titanite box finally has a Max of its own: press it and it fills with everything the base you are sending from can actually spare.
v2026.9.20-8 Maintenance
Behind-the-scenes maintenance.
v2026.9.20-7 6 updates
The Special weapons page had two places to choose a target: a line in the banner that sent you down the page, and the picker you landed on. Now there is one, and it sits right inside the armed panel with the launch button.
Start typing a Commander's name or a coordinate and matching targets appear as you go, each with its house emblem and where it is — only places you have already found, exactly as before. Arrow keys move through the list, Enter picks, Escape closes it. Once you have chosen, the field folds away into a single line naming your target, with a Change button if you want a different one.
On a phone the list opens directly under the field instead of floating over the page, so the keyboard can never cover it, and the rows are big enough to hit with a thumb. The field also keeps what you have typed when the page refreshes itself in the background — it used to lose your place mid-word.
requested by Nrgphoenix
The pattern board on the component gallery is settled. Six questions about how a whole page should be put together went out as a picture form, and the answers are now simply how the game builds a page — there is no longer a second way to do any of them.
What you will notice as pages move over to it:
- A page of text and fields uses the whole width instead of a narrow column in the middle.
- Where a list sits beside the thing you picked, the list keeps a steady width and the detail gets the rest of the room.
- On a wide screen, short fields sit two to a line; long ones and everything on a phone stay one per line.
- Buttons always read the same way: the one that goes ahead first, the way out next, and anything you cannot undo last — in red, on its own.
- A save bar now follows you down a long form on every screen size, and only turns up once you have actually changed something.
Two boxes changed their button order today as part of this: confirming a commander skill, and adding a pin note in the Dev Channel. Anything that destroys something keeps the cancel button on the left, so the red one stays where your thumb is least likely to find it by accident.
Every page in the game quietly refreshes itself in the background so your resources, queues and timers stay current. Until now, that refresh could snatch the cursor out of whatever you were typing — the target search on the Special weapons screen was the worst offender, but it could happen in any box on any screen, and it usually took what you had typed with it.
Typing now survives the refresh everywhere: the box keeps focus, your text stays put, and the cursor stays exactly where you left it, mid-word and all.
Saving your profile or account settings now shows a small confirmation near where you're looking, instead of only at the very top of the page. If something couldn't be saved, that message stays on screen until you close it, so it's never missed.
Pages no longer jump around while pictures finish loading — the game now reserves the right amount of space for artwork up front, so the layout stays put instead of shifting under you. Long play sessions also stay snappier: a couple of background bits of bookkeeping that quietly piled up the longer you played are now cleaned up properly as you move between pages.
Commanders in House Hybris will also notice that clicking into a text field no longer paints it red like an error — focus now looks the same neutral way it does in every house, and a real error still shows its own red border and message.
On a phone or tablet, the message that appears when something goes wrong could sit right on top of the Command Desk button and stay there. It now rides just above it, so both stay reachable.
v2026.9.20-6 Fix The Research page stays put on Android
Fixed a bug where the Research page could be dragged sideways off-screen on some Android phones, leaving a dark empty strip on one side. The tab bar at the top of the page is back to staying put.
v2026.9.20-5 Maintenance
Behind-the-scenes maintenance.
v2026.9.20-4 Maintenance
Behind-the-scenes maintenance.
v2026.9.20-3 Maintenance
Behind-the-scenes maintenance.
v2026.9.20-2 Maintenance
Behind-the-scenes maintenance.
v2026.9.20-1 Maintenance
Behind-the-scenes maintenance.
v2026.9.19-1 Feature Special weapons gets a page of its own
Your house's signature strike now has its own screen under Attack / Move, instead of a cramped panel at the top of the Attack page. It shows one clear state at a glance — armed and ready, in flight with a countdown to impact, recharging, or not built yet with what unlocks it — plus what the strike destroys, what it costs, how long it takes to recharge, and every base you have hit so far.
Launching now asks once, naming the base, the price and the recharge before anything leaves the ground. The Attack page keeps a single line telling you whether the weapon is ready, and it carries whoever you have already located straight over, so the page opens aimed.
This is also the first screen built from the game's new shared set of buttons, panels and tabs, tinted in your house colour. The rest of the game moves over to that look section by section in the coming releases.
v2026.9.18-3 Maintenance
Behind-the-scenes maintenance.
v2026.9.18-2 Maintenance
Behind-the-scenes maintenance.
v2026.9.18-1 Fix
requested by Nrgphoenix
Resuming a parked research now picks its progress bar up right where you left it, instead of showing it as empty again. The timer was always correct — only the bar's look was misleading.
v2026.9.17-2 Maintenance
Behind-the-scenes maintenance.
v2026.9.17-1 Feature Research Logistics — a lab that runs itself
requested by Commander Nrgphoenix
Your lab has always done one thing at a time, in the order you asked for it, and the only way off a project was to throw the work away. A new research line in Industry, Research Logistics, changes all of that.
Rearrange the queue. Waiting projects get an up/down arrow each, so you can move something to the front without cancelling anything. Free, one place per press, and whatever is already running is never disturbed.
Park a project instead of cancelling it. Parking holds a project's progress exactly where it stood and frees the bench for the next thing in the queue. Putting it back later costs you nothing at all. Parked work sits on its own shelf under the queue, showing how far it got and how much is left, with Resume and Discard beside it — and it keeps its place in the queue while it waits, so parking everything will eventually fill your lab. Cancel is unchanged if what you really want is the usual partial refund.
Open a second bench. At the top of the line your lab works on two things at once, side by side. Anything in the queue can take the second bench: two research lines, or a research alongside a tier project or an upgrade.
And every level makes research faster.
One thing worth knowing: if both benches are busy when you resume a parked project, it goes back into the queue rather than starting straight away. The shelf tells you so before you press.
v2026.9.16-2 Fix
requested by Commander Destralak
The world map's Spy option now stays visible with its countdown even after you've already sent a spy to that base — it just shows as unavailable until that spy comes home, instead of quietly losing its timer.
The nightly browser checks that guard the game now really run at night (01:13) instead of mid-morning, with their report following at 06:13.
v2026.9.16-1 Maintenance
Behind-the-scenes maintenance.
v2026.9.15-1 Fix Three small things put right
The base sheet opens again after you buy something at the Starport — a tap on the base bar had stopped answering once the purchase refreshed the page. The locked world-map teaser no longer sits above a large empty bordered space on wide screens. Admin dropdowns on Safari and iPhone now stand as tall as the fields beside them, so they are easy to tap and line up with their labels. Behind the scenes, six nightly browser checks that had drifted from the pages they watch were brought back in line.