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.

v2026.7.19-8 Improvement Build tab shows what Harvesters and Refineries do to your income

requested by Commander Apocalypse

The Build tab now spells out what each income building does to your Titanite flow before you commit. A Harvester tells you whether it will earn right away — landing in a free Refinery slot — or bring in nothing until a Refinery opens a slot for it. A Refinery shows the income it unlocks: the boost from switching on any idle Harvesters you already own, or the new slots future Harvesters will earn through. No more guessing why a freshly built Harvester sits there earning nothing.

v2026.7.19-7 Improvement Concrete slabs now clip to fit

requested by Commander Nrgphoenix

Laying concrete just got a lot less fiddly. A slab no longer refuses to place when part of it overlaps an existing slab or hangs over a border tile — it now drops just those cells and lays the rest, so you can close small gaps and tidy up edges without hunting for a pixel-perfect fit. As you position a slab, the preview shows exactly what will happen: the cells that will be laid glow green, and any that would be clipped away stay dimmed. A clipped slab still costs one from your stock, and patchwork coverage counts for protection — tile a building's footprint from two adjacent slabs and it's shielded just the same.

v2026.7.19-6 Improvement Clearer scouting & spying guidance

requested by Commander Nrgphoenix

Not sure how to scout or spy — or what to build when you don't have a Trike yet? The World map now spells it out. A new "How scouting & spying work" panel lays the two out side by side: what each reveals, what it needs, and what it costs. Below it, a live readiness checklist ticks off exactly what you still need — an Observatory, a Trike to scout, Espionage research to spy — with a direct link to build or research whatever's missing. The scout panel now tells you where Trikes come from when your garrison is empty, and the Getting Started checklist names the prerequisites on the recon step. Nothing about how recon works changed — it's just no longer a guessing game.

v2026.7.19-5 Improvement Concrete slabs shield across seams

requested by Commander Nrgphoenix

Concrete now protects a building even when its footprint sits across SEVERAL slabs instead of one. Before, a structure only counted as shielded if a single slab covered its whole footprint — tile it from two adjacent slabs and the protection quietly vanished. No longer: every tile of the footprint standing on any slab is enough. Lay concrete under a building you've already placed, too — that has always worked, and now the protection follows. More on the way: slabs that clip to close small gaps and edges are coming next.

v2026.7.19-4 Improvement Combat Simulator becomes a full battle planner

requested by Commander Nrgphoenix

The Combat Simulator's strike force is now a proper planner. Instead of only the units sitting in your garrison right now, it lists every mobile unit you could field at your tier — Trikes included — each pre-filled with what you hold at home and editable upward. Want to know whether 60 Trikes crack a base before you build a single one? Type it in and simulate. Your Commander bonuses are still folded in automatically, and the defender side stays bound to your own recon, exactly as before.

v2026.7.19-3 Improvement The World Map is always within reach

requested by Commander Nrgphoenix

The World Map no longer vanishes from your menu before you've built the Observatories to unlock it. Head there any time and the page itself explains exactly what you need — build 2 Observatories — with a shortcut straight to the build yard. One less dead end for commanders finding their feet; the Starport and Bases entries stay hidden until unlocked, since their pages carry no such guidance.

v2026.7.19-2 Improvement Bigger, clearer research blueprints

requested by Commander Nrgphoenix

The blueprint thumbnails on the Research page are now noticeably larger, so each technology reads at a glance instead of squinting at a postage stamp. Same layout, more legible art.

v2026.7.19-1 Improvement Tidier tileset design tools

requested by Commander Destralak

Behind the command deck, the tileset design tools got a tidy-up: the edge and corner labels no longer show up twice on the page, and clicking a tile in the live preview now jumps you straight to its editable row below. Purely a maintainer-tools polish — nothing changes out on the front.

v2026.7.18-23 Fix Combat Simulator — manual entry respects your tier

requested by Commander Destralak

The Combat Simulator's manual defender entry no longer lists units from tiers above your own — it now shows only what you'd plausibly know, capped at your tier and below. Simulating against a spy report is unchanged: a report can still reveal a higher-tier target's forces, exactly as before.

v2026.7.18-22 Improvement Build screen — cleaner Power readout

requested by Commander Destralak

Another tidy-up on the Build screen's Power and Titanite Storage pair. The Power card no longer carries the small "used/produced" caption that, on phones, pushed its figure onto a second line and knocked its bar out of line with the Titanite Storage bar beside it. Both readouts now sit on a single line — the same bold-now / faded-max style used elsewhere — and their bars line up neatly at the same height across phone, tablet and desktop.

v2026.7.18-21 Improvement Build cards — tidier stat table

requested by Commander Destralak

The Build screen's cards have had another polish pass. Each building's stat table — HP, power, size, cost and build time — now sits neatly to the right of the artwork, tucked in under the name and lined up snugly with the bottom of the image, instead of spilling across the full width below it. The result is a tighter, more coherent card on phone, tablet and desktop alike.

v2026.7.18-20 Improvement Guardrails against self-locking your economy

requested by Commander Apocalypse

New commanders no longer have to learn the hard way. Two friendly confirmations now stand between you and an accidental economic softlock: selling your last Titanite-income building warns you the base will earn nothing until you rebuild, and banking the last of your ISC when you hold no Titanite asks you to confirm before it locks away in the Safe. Deliberate all-in plays still go through — you just won't do it by accident anymore.

v2026.7.18-19 Improvement Map tuning gets storm & dust controls

The admin map-tuning workbench now carries two more live dials. Storm spin sets how fast the preview sandstorm churns, and a Wake dust group tunes the sand-cloud trail a worm leaves behind — its lifetime, how often it puffs, and how far the dust drifts. Both preview against the live globe in real time, so the look can be dialled in by eye. These two are preview-only tuning aids and aren't saved as the player default.

v2026.7.18-18 Improvement Cleaner Build cards — clearer stats, HP and damage at a glance

requested by Commander Destralak

The Build screen's object cards got a second polish pass. Every card now carries one tidy stat table — HP, power, build space, Titanite, ISC and build time all in one place, with bigger figures on mobile. HP reads as current / max, so a damaged building shows exactly how much health is left, and the health bar at the foot of the card now appears only when something is hurt, shading from green through orange to red as the damage deepens. The stray "Owned: 0" line is gone; a count only shows once you actually own one.

v2026.7.18-17 Improvement Safe shows your next unlock at a glance

requested by Commander Apocalypse

The bank's Safe now shows a live countdown to your earliest still-locked deposit, right beside the balance that frees up when it matures — no more scrolling the ledger to work out when your next tranche opens.

v2026.7.18-16 Improvement Tougher gates on the recruitment office

requested by Commander Apocalypse

We've reinforced the front door. New recruit sign-ups now pass through several quiet checks that turn away automated bot registrations before they ever reach the battlefield — without adding a single extra step for a real Commander joining the fight. Legitimate sign-ups are as fast and simple as ever; the scripts trying to flood the ranks are not.

v2026.7.18-15 Improvement A cleaner Build screen

requested by Commander Destralak

The Build screen got a proper redesign. Power and Titanite storage now sit side by side, the Base-layout jump lives right in the Build-space panel, and the categories are a single tidy row of icons — Buildings, Defense, Infantry, Vehicles, Aircraft — with Upgrades on its own line.

Selling is now a simple Build/Sell switch: leave it on Build to construct, flip it to Sell and every building you own shows its sell controls instead. Each card has a larger image on mobile, the amount you own shown as a corner badge, cleaner stats, and a slim health bar tucked along the bottom edge.

v2026.7.18-14 Fix Banned accounts drop off the ladder

requested by Commander Apocalypse

Caught cheating and banned? That account no longer clutters the rankings. Banned players are now hidden from the leaderboard the moment the ban lands — and everyone below them shifts up to the rank they've actually earned. Lift the ban and the account returns to its rightful place.

v2026.7.18-13 Improvement Live world-map look tuning for the command staff

The command staff can now tune the world-map's atmosphere from a live control panel: colour grade — contrast, brightness, saturation, warmth and vignette — and the drifting haze band's heading and speed, all adjusted against a real 3D globe that updates as the dials move. Once a look is dialled in it can be saved as the default every Commander sees on their own planet view. It's an operator console you won't find in your command deck, but the next time the front feels a little warmer or the dust drifts a touch differently, this is why.

v2026.7.18-12 Improvement A live status readout for the automated Field Engineer

requested by Commander Destralak

The maintainer's console now shows what the behind-the-scenes Field Engineer — the automated builder that ships many of these updates — is doing right now: a small "building / idle" readout beside its dial, and a peek at the last cycle's work log. It's an operator-only view you won't see in your own command deck, but it means whoever's on the bridge can tell at a glance whether the machine room is mid-job or standing by. Nothing changes on the front lines.

v2026.7.18-11 Improvement Finer control over the automated Field Engineer

requested by Commander Destralak

The behind-the-scenes Field Engineer — the automated builder that ships many of these very updates — can now be pointed at a different AI model straight from the maintainer's console, no redeploy needed. It's an operator-only control you won't see in your own command deck, but it means fixes and features can keep flowing even when one model is having a busy day. Nothing changes on the front lines; the machine room just got a cleaner set of dials.

v2026.7.18-10 Feature Counter-espionage — catch the spies at your gate

Enemy operatives no longer slip through unseen. A new Counter-Intelligence research line gives your base a growing chance to detect an enemy spy the moment it reaches you — and once you push the line to its top level, your counter-intel network names the culprit: both the spy you catch and the scout your defenses shoot down are traced back to whoever sent them.

Commanders who invest in the Recon tree get an edge too: the Counter-Intelligence skill is now live, raising the odds your bases run down enemy scouts crossing your perimeter. Keep your secrets — and start reading theirs.

v2026.7.18-9 Improvement Max button on the sell row

requested by Commander Apocalypse

Selling buildings just got quicker. The build tab's sell row now has a Max button — the same one-tap control the build row already uses — that fills in exactly how many of that building you own. Tap Max, hit Sell, done. It sits right beside the Sell button at every screen size, from mobile to desktop.

v2026.7.18-8 Improvement Groundwork for an automated QA Commander

requested by Commander Destralak

We've laid the first stones for an automated "QA Commander" — an AI that will play the game the way you do, to catch issues before you ever hit them. This first piece teaches the engine to run a hidden, throwaway practice world alongside the live round: it ticks like any world, but stays completely walled off from the rankings, news and exchange, so nothing it does can ever touch the live front. There's nothing to see yet — the QA Commander itself arrives in a later update — but the foundation is in place.

v2026.7.18-7 Improvement Full Titanite storage now flashes a warning colour

requested by Commander Apocalypse

When a base's Titanite storage fills up, the Titanite figure in the top bar now turns a warning orange — so you can tell at a glance that income is about to be wasted and it's time to spend, expand your storage, or ship the surplus off. It lights up on both desktop and mobile, and updates live as the counter climbs.