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.

v2026.7.24-2 Feature Silence the notifications you don't want

requested by Commander Destralak

Tired of your feed filling up with scouts reporting nothing but sand? You're now in control. Head to Account settings → Notification preferences and you'll find a new Mute event categories panel.

  • Mute whole categories — recon, combat, world, progress or alliance. Anything you mute is dropped entirely: it won't reach your feed or your bell.
  • Silence empty scout runs on their own with the "Scout: nothing found" toggle — routine arrivals that spotted nobody go quiet, while a scout that actually detects an enemy still lands loud.

Your original scout complaint, answered. More notification controls are on the way.

v2026.7.24-1 Feature Sell a base and ship its value home

requested by Commander Destralak

You can now sell a secondary base, not just self-destruct it. From the Bases page, pick a base to receive the proceeds: the base's buildings sell back at half price, and that Titanite refund — folded in with the base's own stored Titanite — plus every unit stationed there leave together as one convoy bound for the base you chose. The convoy can be intercepted in transit like any other, so a sale across contested ground is a real gamble. The ISC refund is credited to you at once.

The base is razed the moment the convoy departs, freeing its rock patch for a future MCV. Selling is blocked while an attack is already inbound to that base, and your MCV is never returned.

v2026.7.23-22 Fix World map stops leaking, stops crashing

requested by Commander Destralak

The 3D world map now cleanly releases its graphics context every time you leave the page. Before this, each trip to and from the map quietly held onto a slice of GPU memory — so after enough back-and-forth the globe could fail to draw, and on mobile the browser could run out of memory and crash. Navigate to the map, away, and back as often as you like: it loads and unloads properly now.

v2026.7.23-21 Feature Spy a specific base, not just the capital

requested by Commander Destralak

Espionage just got sharper. A spy now targets the exact base you select on the world map — a rival's outpost, not always their capital. The report comes back on that base's own coordinates and reveals what's actually stationed there, so scouting a frontier station finally tells you something new.

That also lifts an old limit: you can run a spy on a commander's main base and their secondary base at the same time. The "one spy per target" cap now counts per base, so selecting a second base of the same player no longer throws that misleading "a spy is already en route" error. Launch cost and interception are unchanged.

v2026.7.23-20 Improvement The rank range limit can now be lifted

requested by Commander Destralak

Attacks have always been fenced by a rank range — a target too far above or below you in score was simply out of reach unless you were holding a revenge token. That fence now has a switch behind it.

While the rank range is lifted, every commander on the front is a legal target, whatever their score — and reaching a distant one no longer burns a revenge token, since there is nothing left to bypass. The rest of the rules of engagement are untouched: newbie protection still holds, the daily bashing cap per target still holds, and so does the hourly attack limit.

This is a round-wide setting, so the fences can go back up the moment the front needs them.

v2026.7.23-19 Feature A new Account Settings page

requested by Commander Destralak

Your account preferences now have a proper home. A new Account Settings page lives in the menu that opens when you tap your name in the top bar, right above Log out.

It opens with your notification preferences — the alliance-defense and global-event danger alerts that used to sit awkwardly on the Commander page have moved here, where they belong. The Commander page keeps just your commander persona.

More sections — password, two-factor authentication and email management — are on the way in a later update.

v2026.7.23-18 Feature Interceptions now earn your Commander XP

requested by Commander Nrgphoenix

Running down an enemy convoy or scout is a real command action — and now it pays. Every active interception that reaches combat earns your Commander experience: a clean catch that wipes the escort scores full value for everything you destroyed, and even a clash you lose still rewards the escort you managed to take down. Any interception you actually fight is worth at least a little XP, so hunting down a lone scout or a spy convoy is never a wasted sortie. A target that slips away before you make contact pays nothing — you have to catch it to count it.

v2026.7.23-17 Improvement The top-bar warning lights actually mean something now

requested by Commander Destralak

The two alarm icons up top just got a lot smarter about when to shout.

The local-events bell now wears the colour of your most urgent unread report: it flares red and pulses when something dangerous lands (a base hit, an army lost), turns steady amber for a heads-up (an attack inbound, a storm warning), and stays a quiet sand for routine arrivals. One glance tells you whether the desert is on fire or just busy.

The global-events globe stops crying wolf: its red dot now lights only when an active hazard — a sandstorm or sandcrawler — is genuinely close to one of your bases. Faraway storms and round-wide news still show in the feed, but they no longer leave a red bullet nagging you over something that can't touch you.

More granular notification controls are on the way in a following update.

v2026.7.23-16 Feature See your newbie protection at a glance

requested by Commander Destralak

Your newbie protection is no longer a silent countdown. While it holds, a blue ring now circles your commander icon in the top bar — tap it open to read exactly how long you have left. You'll get a heads-up the day before it lifts, and a clear alert the moment it ends, so opening up to attack never catches you off guard. Launching your own first strike still lifts protection instantly — and now tells you so.

v2026.7.23-15 Fix Scout corps housekeeping

requested by Commander Destralak

Scout operations got a thorough sweep. Phantom scout blips — leftovers of patrols you had already re-tasked — no longer show on the map, can no longer be "intercepted", and can no longer be recalled into duplicate trikes. Base perimeter defenses now recognize allied scouts and hold their fire. Tapping one of your own scouts on the world map brings up its command panel directly, and switching your active base from a non-base page now sticks for that browser tab.

v2026.7.23-14 Feature Self-destruct a secondary base

requested by Commander Destralak

Need to clear a rock patch and make room to found a new base elsewhere? You can now self-destruct any of your secondary bases from the Bases page. It razes the base instantly — every unit stationed there is lost and there is no refund, so a red confirm spells out the stakes before it happens — and the rock patch frees up for anyone to claim. Your main base is safe and can never be decommissioned. The value-preserving sell option — evacuate your units and salvage the base as a convoy — is on its way next.

v2026.7.23-13 Improvement Garrison an ally straight from the map

requested by Commander Destralak

Reinforcing an alliance mate is no longer a guessing game. Select an ally's base on the world map — the 3D globe or the 2D view — and you'll find a new Garrison action right beside Attack. It jumps straight to that mate's stationing screen with the target already picked, so you can send units to hold their front in just a couple of steps. (The action only appears where a garrison can actually land — never for a base still under newbie protection.)

v2026.7.23-12 Improvement Spies can no longer be spammed

requested by Commander Destralak

Espionage just got some discipline. You can now have only one spy in flight to a given base at a time — no more machine-gunning the launch button at a single target. A rejected launch costs you nothing, and the launch fee is never refunded if your spy is caught at the perimeter, so pick your moment. New rounds also mint with a higher default spy fee to keep recon spam in check.

v2026.7.23-11 Feature Search the Dev Channel board

requested by Commander Apocalypse

The Dev Channel board now has a search box. Type any word and the feed narrows to the requests whose title — or any message inside them — mentions it, working right alongside the category and time filters. Clear it (or hit Clear filters) to see the whole board again.

v2026.7.23-10 Improvement The MCV card shows its research lock up front

requested by Commander Apocalypse

The MCV no longer waits until you press Build to tell you it needs Colonization research — its card and detail sheet now show the lock plainly, with a "Unlock via Colonization research" shortcut that takes you straight to the Research page. No more discovering the requirement by bouncing off a rejection.

v2026.7.23-9 Improvement Interceptors fly home honestly, and the workshop never sleeps

Interception forces that reach their rendezvous early and wait for the target no longer count that waiting time again on the trip home — the return leg now takes exactly as long as the flight actually takes, so your returning-force ETAs are honest. Behind the scenes, the maintenance crew can now work in parallel: the automated Field Engineer keeps building and shipping approved requests even while a live maintainer session is working on bigger things, so fixes land sooner.

v2026.7.23-8 Fix Every blip on the world map answers your tap

requested by Commander Destralak

Tapping a rival or allied scout on the world map now always opens its detail panel — even when one of your own units is parked right beside it, which used to silently swallow the tap and leave the panel empty. Blips on the far side of the planet no longer catch your cursor or taps "through" the globe, and scout blips on the 2D map view are now tappable too, just like on the globe.

v2026.7.23-7 Fix Main-base switching and map taps, un-stuck

requested by Commander Destralak

Two stubborn command-post gremlins down:

  • Set as main base works again for everyone. The old confirmation used the browser's built-in dialog, which iPhone Safari can silently mute for a whole site — after that, the button just did nothing. The confirmation is now part of the page itself, so no browser setting can swallow it.
  • Rival and allied scouts on the world map are properly tappable. Their markers only answered a pixel-perfect hit before; now they accept a normal fingertip like everything else on the map.
v2026.7.23-6 Fix Parked scouts sit properly on the ground

requested by Commander Destralak

Scouts holding on station no longer stand bolt upright out of the planet — a parked scout now sits flat on the terrain, nose to local north, in both the globe and flat map views.

v2026.7.23-5 Feature Send Titanite with your MCV

requested by Commander Destralak

Founding a new base no longer means starting broke. The Deploy MCV panel now has a Titanite cargo slider — load up to your base's full stock onto the convoy, and it arrives with your new base, ready to spend. It defaults to enough for a Power Plant and Refinery.

Fair warning, Commander: the cargo travels with the convoy. If the convoy is destroyed on the way, the Titanite is lost with it. Turn the convoy back and the cargo returns home safely.

Also fixed: resting your cursor on the side menu no longer freezes page scrolling on desktop.

v2026.7.23-4 Fix Morning maintenance wave

A broad maintenance sweep across the front:

  • Attack & Simulator are now one screen — plan a strike in Simulator mode, then flip to Launch mode without re-entering your force.
  • Transports show a live ETA while you pick units and cargo, updating as you change the load.
  • Scouts holding on station are now visible on the map like any other force — and can be intercepted.
  • Recalling scouts is always allowed, even when you're at the scout cap.
  • Fog of war now reveals correctly along a glide path, in both map views.
  • Interceptor forces that are wiped out now report their fate properly in your events.
  • New accounts confirm their email before entering the round, and admins gained proper account clean-up tools.
  • Assorted smaller fixes: event list refresh glitches, top-bar queue sync, and spy-report clean-ups.
v2026.7.23-3 Fix The page and the top bar agree again — plus sharper reports

requested by Commander Destralak

An early-morning catch by Commander Destralak: after last night's per-base URLs, the top bar could show one base while the page underneath acted on another — making a flush base look broke and its purchases fail. Fixed: on a base's own URL the top bar always mirrors that exact base, and the base you visit becomes your default everywhere else, so no hop through an old link can silently retarget you.

Also in this drop: perimeter-contact reports now name WHICH base was probed (with coordinates), spy reports name both the target base and the launching base, and the game's confirm dialogs and buttons moved onto one shared design system — plus the Research tab's "queue is full" notice now follows you as a toast. Under the floor, the last remnants of single-base bookkeeping were removed entirely; every Titanite balance now lives only on a base.

v2026.7.23-2 Feature Every base gets its own address — plus a night of repairs

requested by Commanders Destralak, Nrgphoenix & Apocalypse

Each of your bases now lives at its own web address. Open one base per browser tab and command them side by side — every tab remembers its own base, the base switcher jumps straight between sibling pages, and old links keep working (they simply forward to your current base). The world map now knows which base you came from, too.

Under the hood, a whole sweep of "wrong base" gremlins died tonight: battle loot lands in the base your army marched from (silo-capped), special weapons and spies draw from the base that launched them, units sent with an MCV stay to garrison the new outpost, and prerequisite checks, tier reviews, the Starport, the Bank's emergency valve, the tutorial reward and the topbar queue readout all count per-base correctly. "Set as main base" now tells you loudly when a guard refuses the swap.

Also in this drop: menus no longer stack and the page behind an open menu stays put; alliance leaders get join-request notifications and invite senders no longer see a broken Accept button; world-event Titanite boosts show as their own income line; queued upgrades are labeled as upgrades everywhere; refinery-capped build buttons gray out; and locked unit cards put their "Unlock via…" button right under the requirements.

v2026.7.23-1 Fix Tanker Conversion now sweeps up every last Carrier

requested by Commander Destralak

Researching Tanker Conversion is meant to turn all of your Carriers into Tankers — but it was only converting the ones sitting at a single base, and any Carriers still rolling off a build queue were delivered as Carriers, leaving you with an awkward mix of the two. Both gaps are now closed: completing the upgrade converts Carriers at every one of your bases and re-points any Carrier still in a build queue, so it finishes and shows as a Tanker. We've also swept existing fleets, so anyone who already owns the upgrade has had their leftover Carriers brought over.

v2026.7.20-13 Fix Scouts trace their real route again, plus a shortcut to locked-unit upgrades

requested by Commander Destralak

A returning scout was being drawn cutting a straight line across the map instead of retracing the winding route it actually flew. Your scout was always pathing correctly — the fix is to how the map draws it between updates, and it now follows every turn of the corridor again, on both the flat map and the globe. (This was only ever a display glitch; nothing about where your scouts went or what they revealed was affected.)

Riding along: on the Build tab, a unit that's locked behind an upgrade — Engineer, ATV, Rocket Tank — now shows a clear "Unlock via …" button that jumps straight to the Upgrades tab, and the unit's detail panel spells out which upgrade unlocks it and that the buildings it needs must stay standing. Thanks to Commander Apocalypse for the nudge.