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.
v2026.7.20-12 Fix Starport trading from any base, plus a few quality-of-life touches
requested by Commander Destralak
Trading at the Starport now reads the base you actually have selected. If a second base earned its own Starports, you can order from its Starport page and the crates are charged to — and delivered to — that base, not your capital.
A couple of smaller touches rode along:
- Your event feed now flags the moment a Titanite silo fills up, so wasted production at the cap no longer slips by unnoticed.
- The quiet "scout departed" and "scout re-tasked" notices are off by default — the scout's arrival and contact reports still come through as always.
- The Upgrades tab now labels its buttons "Upgrade / Upgrading / Upgraded" instead of borrowing the Research wording.
- Recalling an MCV convoy now charges the return trip only for the distance it actually flew — turn one back a minute after launch and it is home in a minute, not hours — and your event feed correctly reports that you recalled it, rather than "site no longer available".
v2026.7.20-11 Feature The tech tree, retuned
requested by Commander Apocalypse
The road up the build tree just got smoother — and a little smarter. Observatory, Starport, Trike, War Tank, Howitzer, Harvester and the MCV all reach their unlocks sooner, with lighter building requirements than before.
Three units — the Engineer, the ATV and the Rocket Tank — now come from a one-time factory upgrade instead of a raw building count. Research the upgrade at your Barracks, Combat Factory or War Factory (keeping the required buildings standing) and that unit joins your production line for the rest of the round. Anyone who already had the buildings to field them keeps them, no upgrade needed.
Rounding it out: founding your first Colony now takes a heftier investment, the MCV asks for a War Factory alongside its Repair Platforms, and the Build tab is tidier — Concrete sits with the Construction Yard, and the Silo with the Refinery.
v2026.7.20-10 Feature A leg up when you join the fight late
requested by Commander Apocalypse
Arriving to a round that's already well underway — or rebuilding after a self-destruct — no longer means grinding from zero with no hope of catching the pack. Late entrants under new-player protection now get a temporary production boost that quietly ramps your harvest income while you're furthest behind and fades away on its own as you close in on the middle of the field. It's a hand up to a fair fight, not a free ride: it only helps while you're protected, only once per round, and switches off past the round's midpoint.
v2026.7.20-9 Feature Size up the ground before you deploy
requested by Commander Destralak
Deploying an MCV now shows you what you're claiming. Tap a green landing site and the whole rock patch lights up — a green outline with a soft translucent fill — so you can judge the base size before you commit. Tap again to send the MCV. Works on both the flat map and the globe.
v2026.7.20-8 Fix
Base-sourcing now covers the whole dispatch board, not just attacks. Scouts, garrison stationing and joint-strike reinforcements all launch from the base you have selected — they draw that base's units and travel from its coordinates. A base with no Trikes can't send one scouting, and units you don't have at the launching base can't be sent.
v2026.7.20-7 Fix
The Refinery and Harvester build cards now show the real per-base cap — Refineries against the 5-per-base limit, Harvesters against the refinery slots that actually support them — instead of the old flat 100/300 numbers that no longer apply.
v2026.7.20-6 Fix
Attacks now launch from the base you have selected — the strike spends that base's units and travels from its coordinates (and the survivors return there). Before, an attack always drew from your main base's pool no matter which base you were looking at. A base without the right units can't send them.
v2026.7.20-5 Fix
The "How scouting & spying work" explainer on the world map now stays open when you expand it — previously the map's live refresh snapped it shut a second later. It holds across ticks now.
v2026.7.20-4 Fix
The Attack page now shows only the units stationed at the base you're viewing — no more phantom harvesters and forces from your other bases padding the roster — and switching bases updates the list. The strike force is also grouped and ordered to match the Combat Simulator, so Infantry, Vehicles and Aircraft line up the same way on both screens.
v2026.7.20-3 Fix
Scouts on the world map now point where they're actually headed. Since the smooth-glide update they could face the wrong way mid-journey — especially on a multi-stop route — turning to follow each leg as they travel instead.
v2026.7.20-2 Fix
Fixed a display glitch where the Research and Tier-Advance screens could briefly show a cost as unaffordable in red even though you had enough Titanite banked — the balance just hadn't caught up yet. Both screens now settle their books before painting the button.
v2026.7.20-1 Feature Scout waypointing — plot the route, hold the line
requested by Commander Destralak
Scouts now take orders like a real recon wing. On the world map, plot a route of up to five stops — each click adds a numbered stop, Undo takes the last one back — and your Trike scouts them in order, revealing the ground at every stop along the way. Untick "return to base" and the scout parks on station at its final stop, keeping live eyes on the area until you recall it or re-task it straight from the field to a fresh route. Mind the enemy garrisons though: a scout parked inside a defended perimeter risks being found the longer it lingers. Every scout and spy dial behind all this is now tunable by round admins.
v2026.7.19-21 Improvement Outposts come into their own
requested by Commanders Destralak & Nrgphoenix
Your second base now truly stands on its own feet: research, tier projects, upgrades and the Imperial Bank all spend and earn Titanite at the base you are viewing — no more silent raids on your main base's stores. Founding a base also clears the fog of war across its entire rock patch, with a little visibility around the cliffs, Dune-style — retroactively for bases you already hold. The Build, Attack and Combat Simulator screens share one roomier three-column layout, the simulator now groups Infantry, Vehicles and Aircraft in Build order, Dev Channel rows carry their request number, and expansion commanders finally unlock the Expander achievement.
v2026.7.19-20 Feature Smooth attack glides, achievement details, and the refinery economy
requested by Commanders Nrgphoenix, Apocalypse & Destralak
A big combined drop tonight, Commanders:
Attacks now glide. Your own forces move continuously across both the world map and the 3D globe — no more waiting for the next tick to see your attack crawl forward. Tapping a moving force selects it exactly where you see it. (Other players' movements stay tick-based on your screen, as intended.)
Achievements open up. Every achievement on your profile is now clickable, with a detail view showing exactly what it takes to earn it and how far along you are.
Refineries now run the harvester economy. Each Refinery supports 1 harvester out of the box, and the Refinery Logistics research raises that back to 3 — so the research is now genuinely worth taking. Refineries cap at 5 per base, and the old flat limits are gone: your base footprint and refinery slots are the real constraints. The build queue and Starport both refuse a harvester when no slot is free — no more spending Titanite on machines that would idle. Nothing you own is deleted: anything above the new limits stays on the map, it just earns nothing extra.
Also fixed: each base's Build page now shows only that base's own queues (your Outpost no longer displays the main base's units), with a note when other bases are building elsewhere. And a new automated QA Player has joined the Dev Channel staff — it patrols the front and files what it finds.
v2026.7.19-19 Feature A way back for stuck Commanders
requested by Commander Apocalypse
Two safety nets for anyone who traps themselves early on. If you're completely broke with everything locked in the bank safe, an emergency withdrawal now lets you break the lock early — you forfeit a quarter of the locked amount, so the safe stays a real commitment for everyone else. And if your start has gone truly sideways, a one-time self-destruct on the Commander page wipes your base and respawns you fresh, exactly like a new arrival — available only while you're still under new-player protection, never while an enemy fleet is inbound, and once per round.
v2026.7.19-18 Feature Choose which base is your main base
requested by Commander Destralak
Hold more than one base? You can now promote any of them to be your main base. Open the Bases page and hit Set as main base on the secondary you want — a quick confirm, and it's done. The newly-promoted base gains the main base's protection (it can be raided but never razed), and your old main becomes an ordinary, razeable base. The "M" mark and Main badge follow along; any custom tags and colours you've set stay put.
Two safeguards keep it fair: you can't switch while any of your bases has an incoming attack (no dodging an inbound raze by hot-swapping), and there's a cooldown between switches — 24 hours by default. Your rank and score are unaffected either way.
v2026.7.19-17 Improvement Dev Channel threads open on their own page
requested by Commander Destralak
Clicking a Dev Channel thread now opens it on its own page — just like local events — instead of expanding it inline above the list. Your browser's back button (or the new "Back to dev channel" link) returns you to the board right where you left off, with your filters intact, and every thread now has its own shareable link. Older notification-email links keep working: they redirect straight to the thread's new page.
v2026.7.19-16 Feature Name and tag your bases
requested by Commander Destralak
Your bases are yours to label now. Rename any base freely, and give each one a single-character tag — the little mark on the base chip in the top bar and on the Bases page. Your main base still defaults to M, but you can change it too; a new base starts with the first letter of its name until you pick your own. Set both right beside the colour picker on the Bases page.
v2026.7.19-15 Improvement Refinery card reads what it does
requested by Commander Apocalypse
Following on from the clearer Refinery income lines: the activation row now reads Activated idle harvesters — past tense, so it says what the refinery did rather than leaving a bare count to puzzle over. The Refinery's detail panel has been brought in line with the build card too, showing the same breakdown (income · activated harvesters · slots), so the card and the detail view finally tell one story.
v2026.7.19-14 Improvement Clearer refinery income on the build card
requested by Commander Apocalypse
The Refinery build card used to squeeze its per-minute Titanite income and the "activates idle harvesters" note onto a single line, so the number read like a harvester count rather than income. Those are now two separate lines: a clear Titanite/min income figure, and a line naming how many of your idle harvesters the refinery puts back to work.
v2026.7.19-13 Improvement Instant refresh when you return to the tab
requested by Commander Destralak
Reopen the game on your phone after it's been in the background and the screen now snaps up to date the moment you look at it — your resources and the panel you're on refresh immediately, instead of sitting on old numbers until the next tick. A quick flick to another app and straight back won't trigger it, so nothing flickers when you didn't really leave.
v2026.7.19-12 Improvement A cleaner, more informative Build screen
requested by Commander Destralak
The Build screen's object cards have had a thorough tidy-up. Prerequisites you don't meet yet now sit in clear blocks at the top of a locked card — each showing the required building's image, how many you own versus need, and its name — so it's obvious at a glance what's gating a unit. What a building gives you (extra Titanite storage, harvester slots) now sits in matching blocks along the bottom.
The stats under each name are reordered into a tidy, aligned grid — HP and attack, Titanite and ISC, power and build time, grid usage and range — with rows hidden where they don't apply so nothing looks cluttered. Combat units now show their unit type and plain-language effectiveness ("Strong vs Infantry", "Can't hit Air") right on the card — the same badges you already see on the Attack picker and the Combat Simulator — plus their speed and range. And when you can't afford something, the shortfall note now sits neatly centred under the Build button.
v2026.7.19-11 Improvement Closed requests stay open for a full 24 hours
requested by Commander Destralak
On the Dev Channel board, freshly closed requests now stay expanded for a rolling last-24-hours window instead of only until the clock ticks past midnight. A thread shipped late in the evening no longer collapses out of sight the moment a new day starts — the section is now headed "Last 24 hours" to match.
v2026.7.19-10 Fix "Idle" now means idle
requested by Commander Destralak
A base that was busy training units could still get flagged "idle" — just because its construction lane happened to be free. That read wrong, and it was: a base is now marked idle only when it is doing nothing at all, with nothing building AND nothing training. The flag on the top bar and the Bases page now says what it means.
v2026.7.19-9 Fix Recon checklist no longer forgets your Trike mid-scout
requested by Commander Nrgphoenix
The World map's recon-readiness checklist used to un-tick "A Trike in your garrison" the moment you sent your only Trike out scouting — flashing "build one" at you right when a Trike was already on the job. It now counts Trikes in flight as well, so once you can scout, the tick stays put until the Trike is genuinely gone.