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.
v2026.7.25-6 Feature Your Commander now stands somewhere
requested by Nrgphoenix
Your Commander has stopped being an idea and become a person with a posting. He starts at your main base, and from the Commander page you can send him to any other base you hold.
Moving him is a real decision. He travels across the map at the pace of an attack force, so the page shows you what each move costs in hours before you commit to it — and while he is on the road he is at neither end.
He can also be caught out. If a base is razed while he is standing in it he survives, always: he never loses a level, a skill point or a scrap of experience. He is simply out of action for six hours, and turns up again at your main base once he has recovered.
One thing has deliberately not changed yet: where he stands does not affect your bonuses so far. That is the next update, and it arrives with a free reset of your skill points, so you can re-plan your Commander around his posting instead of living with choices you made when he was everywhere at once.
v2026.7.25-5 Feature Change your password and email from Account Settings
requested by Destralak
Account Settings can now do what its name promises. You can change your password without leaving the game, and move your account to a new email address — both from the page itself, under your name in the top bar.
Changing your email is deliberately careful. Nothing switches over the moment you submit: your current address keeps signing you in while a confirmation goes to the new one, and only opening that link completes the move. Mistype the address and nothing happens — the request simply expires, and you can cancel it yourself in the meantime. You are never asked to verify your account all over again, and you never get thrown out of a live round.
The page has also been reorganised. Settings are now grouped by what they actually are — your sign-in details on one side, what Command may interrupt you about on the other — instead of one long panel where everything looked equally important.
Two-factor authentication has a place on the page but is not switched on yet. It is coming.
v2026.7.25-4 Fix The top bar fills your tablet now
requested by Destralak
On a tablet the top bar sat in a narrow strip down the middle of the screen, with a band of empty space on either side, while everything else on the page ran edge to edge. It now uses the full width, lining up with the page beneath it at every screen size.
Phones are unchanged — the bar was already the right width there, which is why this went unnoticed for a while.
v2026.7.25-3 Fix The base bar's panel works properly now
Opening the base panel on a phone or tablet left it unresponsive — the close button did nothing, and neither did anything else inside it. That is fixed.
The cause was a guard added a few hours earlier to stop a stray tap from jumping you to the Starport page. It worked, but it also treated every tap inside the open panel as a tap on the bar itself, which cancelled the button you were actually pressing. The bar now only listens to gestures on its own strip, so the panel is free to do its job.
The strip above — resources, queues and the menu — is sticky again too. It had quietly stopped following the page down when the bottom bar was added.
v2026.7.25-2 Feature Your bases can see further now
requested by Nrgphoenix
Every base you hold now watches the ground around it. An Observatory sees six tiles in every direction, a Radar ten, a Command Center fourteen — terrain and anything moving through it, drawn live on the map. Every base does this, not just your capital, so an Outpost pushed out into the deep desert earns its keep as a watchtower.
This is a live view, not scouting. It shows you what is there right now and it updates as things move; it does not permanently uncover the map the way a scout run does. Walk away from a base and the ground around it goes quiet again.
There is a new research line to go with it — Long-Range Optics — adding two tiles of range per level, up to twenty-four.
The scan ring on the world map has changed job. It used to sit there permanently, which made it easy to forget what it meant: it marks the distance at which an incoming attack becomes visible to you. It now appears only when something hostile is actually on its way, so when you see it, it means something. It is drawn in red and dashed, to keep it clearly apart from the calm blue coverage circles.
Thanks to Nrgphoenix for the request.
v2026.7.25-1 Feature 3mail grows up, and one more medal
Mail is no longer a pile of one-off messages. It is threads now, the way you would expect: send one message to several commanders at once and everybody lands in the same conversation, replies stack underneath it, and the whole exchange stays in one place instead of scattering across your inbox.
Read state is per person, so a thread you have opened is marked read for you and stays unread for everyone else who has not looked yet. And you can write in markdown — bold, lists, links — the same way the development channel works.
Everything already in your mailbox has been carried across as-is. Nothing was thrown away.
There is also a new achievement. "Last Line" goes to the commander who intercepts a hostile scout or spy closing on one of their bases. It was originally written as intercepting an incoming attack, which sounded good and was quietly impossible — interception has never been able to catch an attack. It rewards what it can actually reward now.
v2026.7.24-21 Feature Your bases move to the bottom of the screen
requested by Nrgphoenix
On a phone or tablet, the base you are looking at now lives in a bar along the bottom of the screen instead of competing for room in the top bar. Swipe it left or right to move between your bases, or tap it to open a panel with the full list and the shortcuts for whichever base you are in.
The bar carries the things you would otherwise have to go looking for: whether that base is under attack, whether its queues have run dry, and whether it has an MCV waiting. The most urgent one always comes first. Resource totals stay where they were, at the top — no point printing them twice.
Nothing changes on desktop, where there was never a shortage of room.
Speaking of that MCV: if one is sitting in a base doing nothing, the base now says so and offers to take you straight to the world map ready to pick a site, rather than leaving you to remember it is there. And a convoy already on its way will tell you which base it left from, where it is headed, when it arrives and how much Titanite it is carrying.
Thanks to Nrgphoenix, who filed this one and sat through the design questions to get it right.
v2026.7.24-20 Improvement Every alert now tells you which base
If you hold more than one base, your notifications have been quietly useless for a while. A scout was lost, a convoy was mauled by a storm, a battle resolved, the Starport made a delivery — and the report said only that it happened to you. With one base that is the same sentence. With four, you had to go and find out for yourself.
That is fixed across the board. Every event in your feed now names the base it concerns, and says which role that base played: where an army came home to, where a convoy launched from, which base was attacked, where a delivery landed. Open an event and the detail page spells it out, with a link that takes you straight to that base.
Push notifications got the same treatment, and they were the worst offenders — an incoming attack warning never said which of your bases was under the crosshair, and tapping any notification dropped you on the front page. They now name the base and take you to it. An alliance defence alert goes one better: tapping it opens the garrison screen already pointed at the mate and the base that need help.
There is also a new filter on the events page. It is off by default — you still see everything, exactly as before — but if you want to read one base's history on its own, you can now pick it. It only appears if you actually hold more than one base.
Finally, the queue counters in the top bar now say what they are counting. Construction and units queue per base; research queues across your whole account. They looked identical before, which is why the numbers sometimes seemed not to add up. They didn't add up because they were never the same pot.
v2026.7.24-19 Improvement Special weapons hit one base — and every warning says which
A Nuclear or Chemical strike used to detonate everywhere at once: a single warhead took its cut from every base you owned, in the same instant. It doesn't anymore. A special weapon now hits one base, picked the same way you choose a target for a conventional attack, and the launch panel names the base under the crosshair before you commit.
That turns spreading your forces into a real defence instead of a liability — and it means a growing empire is no longer punished for growing. The strike reports on both sides now name the base that was hit, and so does the warning the defender gets.
Sandstorm warnings got the same treatment. They only ever watched your capital, so a storm bearing down on an outpost arrived without a word — even though it damaged that outpost when it landed. Warnings now track every base you hold and name the one standing in the storm's path.
The Alliance page has stopped showing only your capital, too: allied units quartered at any of your bases now appear under that base's name, each with its own occupancy.
v2026.7.24-18 Fix One tab per base — the world map finally switches
requested by Commander Destralak
Switching bases on the world map used to quietly snap you back to the base you started from. It doesn't anymore: the map now carries your base in its own address, exactly like Build and Research already did, so a switch there sticks.
That also makes running one browser tab per base work the way it was meant to. Each tab holds its own base, the menu in that tab points at that base, and the browser tab itself now says which base you're looking at — no more four identical tabs and a guess. Every dispatch panel on the map states the base your units are leaving from, with a way to change it on the spot.
The map also opens where it should now — centred on the base you're commanding, instead of dropping you on an anonymous patch of desert to hunt for yourself.
Old links, bookmarks and coordinate deep-links all still work and land where they always did.
v2026.7.24-17 Improvement Incoming raids name the base they launched from
requested by Commander Destralak
When an enemy force is inbound, the threat readout now names the base it actually launched from — a raid staged from a forward outpost no longer reads as if it left the attacker's capital. Once you already have eyes on where a strike came from, the coordinate tells the truth: which base, not just which commander. The same holds for the shared-intel view of an ally's attack on the world map.
v2026.7.24-16 Fix Get notified the moment your attack resolves
requested by Commander Destralak
When you attack a base, you no longer have to wait for your troops to march all the way home to learn how the fight went. A new notification now lands the instant the battle resolves and your report is filed — with a direct link to the full battle report — for solo, garrisoned and joint attacks alike. Your "army returned" note still arrives later when your forces (and any loot) reach home.
v2026.7.24-15 Fix Movement coordinates now name the right base across the map
requested by Commander Destralak
The origin-and-destination fix now reaches the whole battlefield. On the world map, your own spy runs and supply convoys now show the base they actually launched from — an operation sent from an outpost no longer reads as leaving your capital. And an incoming attack on the Attack screen now names the base of yours that's actually under fire as its destination, instead of always pointing at your main base. One less thing to second-guess when the sirens go off, Commander.
v2026.7.24-14 Fix Recon and launch coordinates now name the right base
requested by Commander Destralak
Two follow-ups on the multi-base attack screens. Planning a strike now shows the spy report for the exact enemy base you've picked — switch bases and the intel follows — instead of whichever base you scouted most recently. And the army-movement track now names the base your force actually launched from, so a strike sent from an outpost no longer reads as leaving your main base. Thanks for the sharp eye, Commander.
v2026.7.24-13 Fix Attacks land on the base you picked
requested by Commander Destralak
Picking an enemy's secondary base to attack now sends your force to that base — not their main base. The target picker, the target banner and the army-movement track all name the exact base your strike is heading for, so what you see is where your troops land. Thanks for the sharp-eyed report, Commander.
v2026.7.24-12 Fix Recalled attacks fully cleared from the daily hit limit
requested by Commander Destralak
Earlier today's fix stopped freshly recalled attacks from counting toward the "you've hit that base enough for one day" limit — but assaults you'd already called back in previous sessions were still filling the cap. That's now closed too: any strike that never reached the enemy base, whenever you recalled it, no longer counts. Only forces that actually land fill the daily limit.
v2026.7.24-11 Fix Recalled attacks no longer count against the daily hit limit
requested by Commander Destralak
Call an assault back before it lands and it no longer counts toward the "you've hit that base enough for one day" limit. Only strikes that actually reach the enemy base fill the daily cap — recall a force mid-flight and that slot stays yours.
v2026.7.24-10 Improvement Attack warnings now name the targeted base
requested by Commander Nrgphoenix
An incoming-attack warning now tells you exactly which of your bases the enemy is bearing down on — the base name and its coordinates appear in both the event summary and the detail report, instead of a generic "your base." Your alliance mates' defense alerts name the threatened base too, so reinforcements know where to head.
v2026.7.24-9 Feature Profile flair — colour your identity card
requested by Commander Nrgphoenix
Make your mark. The Points Shop now offers Profile flair: a one-time unlock for the round that lets you swap your fixed house colour for any accent you like on your identity card — shown on your public profile for every Commander to see. Pick from a spread of presets or dial in the exact shade with the full-spectrum colour picker, and recolour as often as you want once it's unlocked.
v2026.7.24-8 Fix Attacks land on the base you actually picked
requested by Commander Destralak
Picking an enemy commander's secondary base in the attack screen now sends your strike to that base — not their main base. The target-base selector and the target panel above it stay in lockstep, so what you see selected is exactly what your forces hit.
v2026.7.24-7 Fix Garrisoning an ally's base now works — and lands where you aim it
requested by Commander Destralak
Stationing units at an alliance mate got two fixes. If your army sits at a forward base rather than your capital, the garrison form was coming up empty with no way to send — now a "Send from base" picker lists every base of yours with its troop strength, so you launch from wherever the army actually is. And a new "Station at base" picker lets you choose exactly which of the mate's bases receives the garrison, each shown with its coordinates and its Allied Quarters space. Hitting Garrison from a base on the world map now carries that exact base straight into the picker, pre-selected.
v2026.7.24-6 Feature Two new logistics medals
requested by Commander Nrgphoenix
Keeping your supply lines busy now earns you honours. Supply Line lands the first time one of your transports completes a delivery to another of your bases, and Quartermaster rewards running twenty-five deliveries in a single round. Look for the new Logistics section on your Achievements page.
v2026.7.24-5 Feature Two new interception achievements
requested by Commander Nrgphoenix
Running down a hostile mover now earns you a place in the record books. Ambush lands the first time your committed force catches an enemy scout, spy or convoy in flight and destroys it, and Interdictor honours the hunters who pull off ten successful interceptions in a single round. Both are live on the Achievements page now.
More achievements for the newer mechanics — transports next — are still on the way, slice by slice.
v2026.7.24-4 Feature Two new recon achievements
requested by Commander Nrgphoenix
Your scouts can now earn their keep in the record books. First Light lands the first time a scout run comes home carrying intel on an enemy base, and Cartographer honours the dedicated pathfinders who scout ten distinct enemy bases in a single round. Both are live on the Achievements page now — send those trikes out and start filling in the map.
More achievements for the newer mechanics — intercepts and transports — are still on the way, slice by slice.
v2026.7.24-3 Feature Two new multibase achievements
requested by Commander Nrgphoenix
Empire-builders have two new honours to chase. Empire of Three lands when you hold three bases at once, and Sprawl crowns you for holding the full colonization ceiling of four bases. Both sit on the Achievements page just above the old Expander, and they unlock the moment your latest outpost is founded — no need to go looking for them.
More achievements for the newer mechanics — scouts, intercepts and transports — are on the way, slice by slice.