Battle For Titan

Releases

What has changed in Battle For Titan, in plain language.

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.

v2026.9.7-6 Maintenance

Behind-the-scenes maintenance.

v2026.9.7-5 Fix

requested by Commander Destralak

Fixed a follow-up issue with the base switcher on mobile: after buying something (units, resources, anything that updates your counters), tapping another base in the switcher could close it instead of taking you there. Switching bases now works reliably right after a purchase.

v2026.9.7-4 Fix

requested by Commander Destralak

Fixed a rare mobile glitch where opening the base switcher and quickly tapping a base could instead open an unrelated vehicle's details underneath it. Switching bases on the go should now behave every time, however fast you tap.

v2026.9.7-3 Art Cleaner research plates

The bevelled frame around research blueprints is gone everywhere it still lingered: the production floor, the orders strip on the Build page, and both the tiles and the detail card on the Tech tree. Blueprints now sit flat like every other plate, with the same coloured rims telling you what you can start, what is running and what is done. Behind the scenes, the Command Desk now keeps track of its own workload and stuck maintenance runs are stopped early, so help desk answers keep coming without eating into the week's budget.

v2026.9.7-2 3 updates
Fix The Command Desk answers, and shows you it is working

The Command Desk no longer gives up on a question when the front is busy. It now waits up to four minutes for an answer and quietly tries a second time before it ever says "the desk is busy" — and your message is picked up within a second instead of waiting on the next minute.

While it works, the desk tells you what it is doing in plain words — searching the Field Manual, reading a chapter, checking your bases and queues, writing the answer — with a small pulse so a long wait never looks frozen. If you nudge it ("still there?"), the nudge joins your open question instead of becoming a second case, and the engineers see the whole exchange when it reaches them. A question can no longer be closed on our side as "answered" without an actual answer reaching you.

(Dev Channel #611)

Improvement Research plates without the blue bevel

The research cards now show each line's plate on a clean dark tile — the old blue bevelled frame is gone — and a line you can start right now gets your House's colour on its rim. (Dev Channel #563)

Fix Expedition finds now unlock the matching upgrade, not the building

Eight expedition rewards — the ones tied to the Depot, Metal Wall, Rapid Cannon Turret, Subterranean Storage, Command Center, Adamantium Wall, Training Center and Space Station — now correctly reveal the matching upgrade once the expedition completes, instead of handing you the finished building outright. Queue the upgrade from the Build page as normal once it unlocks.

v2026.9.7-1 2 updates
Fix

requested by Commander Destralak

Push notifications for Dev Channel messages could arrive on your phone for a thread you'd already read on the web, if the notification was just a little slow to go out. Those pushes now check first and stay quiet if you've already seen the update.

Improvement Merge now sees every order of the same unit

requested by Commander Nrgphoenix

The Merge controls on the Production floor used to notice only one large order that had spread itself across several lines. If you had two separate orders of the same unit — two lines both building the same soldier, or one running while more of it waited in the queue — they were invisible to each other and no Merge button appeared, which is exactly where you most wanted one.

The floor now asks the simpler question: is this the same unit, at this building? Anything of that unit gets one heading naming the whole lot, with Merge all to pull every line and every waiting order of it together, and a Merge on each line whenever another line is building the same thing. Where there is genuinely nothing to merge, no button appears — and the buttons re-read the floor after every press, so they keep telling you the truth as the picture changes.

v2026.9.6-14 Fix Upgraded buildings now count toward research and tier requirements

requested by Commander Destralak

If you'd already replaced a building with its upgraded version (like a Silo becoming a Depot), some research lines and tier advancement could get stuck asking for the building you no longer had — even though the upgrade was strictly better. Those checks now recognize the upgraded building too, so progress that looked blocked should be clear to continue.

v2026.9.6-13 Maintenance

Behind-the-scenes maintenance.

v2026.9.6-12 Maintenance

Behind-the-scenes maintenance.

v2026.9.6-11 Fix

Fixed a Command Desk hiccup where the "Reading, Commander…" placeholder could stay stuck on screen after the real answer had already arrived — you'd have to scroll up to find it. The desk now catches itself up as soon as you open the panel again.

v2026.9.6-10 Fix Blueprint finds now unlock the upgrade, not the unit

requested by Commander Destralak

Six blueprint expeditions — the ones behind Fast Trike, Large Concrete, the Tanker conversion, Medium Soldier, Heavy Harvester and the Octopod conversion — now correctly reveal the matching upgrade once the expedition completes, instead of handing you the finished unit outright. Queue the upgrade from the Build page as normal once it unlocks.

v2026.9.6-9 Fix Blueprint-unlocked vehicles no longer double up

requested by Commander Destralak

Found a blueprint for an upgraded vehicle and started the matching upgrade at the factory? You could briefly see both the old and new version sitting in your vehicle list until the upgrade finished. Now only one shows at a time, the whole way through.

v2026.9.6-8 Maintenance

Behind-the-scenes maintenance.

v2026.9.6-7 Maintenance

Behind-the-scenes maintenance.

v2026.9.6-6 Maintenance

Behind-the-scenes maintenance.

v2026.9.6-5 Fix

Squashed a family of rare glitches that could show up right after switching screens quickly — a base sheet, a filter panel, an image viewer or the mention list occasionally throwing an error mid-navigation. All of them are fixed now, checked against a real browser doing exactly that.

v2026.9.6-4 Fix

Fixed a rare glitch on mobile where the menu, base switcher or Dev Channel's quick-actions sheet could get confused right after you moved to a new page — mostly noticeable as the Escape key or back gesture not closing things cleanly in that split second.

v2026.9.6-3 Maintenance

Behind-the-scenes maintenance.

v2026.9.6-2 Fix

Quieted down a harmless nightly hiccup in the test site's error log so real problems are easier to spot.

v2026.9.6-1 Improvement Merge a waiting order into the run

requested by Commander Nrgphoenix

The Merge controls now reach into a factory's waiting list. Queue more of something a factory is already building and that waiting order grows its own Merge button — one press and it joins the run instead of waiting its turn, which also hands you back the queue slot it was holding. Merge all does the same sweep in one go: it folds every line of an order together and pulls the waiting orders of that same unit in with them.

Two orders of the same unit can now become one even when none of it is building yet. Where a factory is tied up with something else and your orders are stacking up behind it, the later one carries a Merge that folds it into the one in front — same units, one queue slot instead of two, and it keeps the earlier order's place in the line rather than going to the back.

Nothing is lost in a merge. Units already built stay built, the work put into the one still on the bench travels across, and the order is delivered in full — it simply runs on fewer lines from there. Where there is nothing to merge, neither button appears.

v2026.9.5-4 5 updates
Improvement The tech tree keeps its secrets

Unexplored sites on the tech tree no longer give away what they are hiding. A site you have not run yet still sits there as somewhere worth going, but it no longer draws a line to the research it would open up, and that research no longer lists the site among the things it is waiting on.

That also clears up a detail card that used to argue with itself — listing something as still missing while telling you, further down, that you already had everything it needed. Explore the site and the connection appears, as it should.

Fix The tech tree remembers where you have been

The tech tree was not reading your expedition record, so every site on it looked untouched no matter how much ground you had covered. A site you had already explored sat there greyed out as though you had never found it.

It now shows where you actually stand: a site you have finished reads as done, one you are part-way through reads as underway, and one that is ready for you reads as ready. Sites still shut behind something else stay shut, so a place you cannot go yet does not invite you to go there.

Improvement The engineering desk works your requests first

The automated engineer now treats what a Commander asks for as the front of the queue, every time. Findings the game files about itself — nightly checks, polish notes, follow-ups an engineer splits off — wait in their own backlog, and that backlog is only worked while the week's engineering capacity is running ahead of schedule. When it is, several of those small items are built and deployed together instead of one release each.

The Dev Channel's capacity card now shows whether that backlog lane is open or closed, and the automated checks file fewer, better-ranked findings a night, so your own reports are answered sooner and the room is quieter.

Improvement Filter the Upgrades tab

requested by Commander Nrgphoenix

The Upgrades tab no longer hands you the whole catalogue in one long run. A search box and a category dropdown now sit above the list, and they stay pinned at the top of the screen along with the tabs as you scroll — so you can change what you are looking at without scrolling back up first.

A category describes what an upgrade actually gives you: buildings, defense, infantry, vehicles, aircraft, and your House's special weapon in a group of its own. Each one shows how many upgrades are waiting inside it. The tab always opens on everything, and your hide-completed switch keeps remembering its setting exactly as it does today.

Improvement Maxed-out research lines now say so

requested by Commander Destralak

A research line you have taken to its highest level now reads "Fully researched." Some lines used to say "Not yet available." right next to their own 5/5, which read as a contradiction and told you nothing useful. Every finished line now gives you the same clear answer at a glance.

v2026.9.5-3 Fix Unfound blueprints stay unfound on the tech tree

Research recovered from expeditions is meant to stay a secret until you find it, and the technology tree was quietly giving some of it away. A research line that hangs an extra level behind an expedition showed that level in its count, and opening the line listed it outright — by name, with its price and build time — so a line you had actually finished reading as unfinished was the least of it.

The tree now counts and lists only the levels you can actually reach. Find the blueprint and the extra level appears, exactly as it should have all along. The Field Manual's copy of the tree got the same treatment: it is a reference work anyone can read, so it no longer documents discoveries nobody has made yet.

Nothing you have researched has changed — this is only about what the tree was willing to tell you.

v2026.9.5-2 Fix Dropdowns are readable again on iPhone, iPad and in Safari

If you play on an iPhone, an iPad or in Safari, every dropdown in the game was showing up as a white box with pale, barely-readable text — the tech tree filter, the events base picker, the standings attitude selector and all the rest. On Chrome and Android the same controls looked fine, which is why it went unnoticed for so long.

They now match the dark panels around them, on phones, tablets and desktops alike, and so do the lists that open when you tap one. Nothing has changed about what they do.

v2026.9.5-1 6 updates
Improvement Your messages now point where you were actually going

requested by Commander Nrgphoenix

Every message about an expedition — launched, the result, and the homecoming — now links straight to that expedition instead of jumping you to a base. Opening an "Expedition succeeded" no longer just repeats the headline either: it tells you how the party did and when they get home, with the haul still listed on the return message, since nothing is collected until the convoy actually lands. Scout arrivals, sightings and wrecks now take you to the spot on the map, and a spy report takes you to the base it looked at — those keep the jump back to your own base alongside. Messages already sitting in your log don't carry enough to build the new link, so they keep the one they were sent with; everything from here on gets the better one.

Fix The Upgrades tab remembers whether you hid the completed ones

requested by Commander Nrgphoenix

The Upgrades tab has a switch that clears away everything you have already finished, so only what you can still act on is left. It was supposed to remember that choice — and it did, for a couple of hours. Come back the next evening and it had quietly reset, so a well-developed base greeted you with a wall of finished upgrades and you had to hide them all over again, every single visit.

The switch is now remembered against your account rather than your current visit. Set it once and it stays that way — tomorrow, next week, and on your phone as well as your desktop.

Fix Buttons no longer hide under the bars at the top and bottom of the screen

Two strips of the screen never scroll away: the bar along the top, and on a phone the row of controls pinned to the bottom. When the game jumped you to something — a step in a tutorial, a row it wanted to show you — it aimed at the whole screen and ignored those two strips, so whatever it was taking you to could come to rest tucked underneath one of them. It looked perfectly fine, with its edges poking out either side, and simply would not respond when you pressed it.

The game now keeps that space clear when it scrolls. Anything it takes you to comes to rest below the top bar and above the bottom one, where your thumb can actually reach it.

Fix Factory floor lines open the page that builds them

requested by Commander Nrgphoenix

Every card on the factory floor carries a link that takes you to where you can start something on it — and on an idle factory that link had been sending you to the wrong place. A War Factory or Combat Factory standing empty dropped you on the Infantry page, and so did an empty aircraft plant. The one card you were most likely to press, because it was the one with nothing to do, was the one that took you somewhere you could not act on it.

The floor now works it out from what a factory actually builds rather than from what happens to be running in it, so an empty one answers as well as a busy one. Vehicle factories open Vehicles, the aircraft plant opens Aircraft, the barracks opens Infantry, the Construction Yard opens Buildings and Research opens Research. The same links in the queue dropdown at the top of the screen were guessing the same way and have been corrected with them.

Feature Take a production line back from a big order

requested by Commander Nrgphoenix

Order a large batch of units and it spreads itself across every line your factory has, so it finishes as fast as possible. That is usually what you want — but it also uses up the lines you were saving for something else, and until now there was no way to get one back short of cancelling the order.

There is now. A batch running on more than one line is labelled as the single order it is, and carries two controls: Merge on any one line hands that line back and lets the rest of the order carry on, and Merge all folds the whole batch onto a single line at once.

Nothing is lost when you do it. Units already built stay built, and the work put into the one on the bench moves across with everything else — so the order still gets built in full, it simply takes longer now that fewer lines are on it. Pooling the part-finished work can even tip a unit over the line and deliver it on the spot.

A line you hand back does not stand idle either. The factory offers it to whatever is still waiting in your queue straight away — and it checks every line it has while it is at it, so one you put up while the others were busy gets started at the same moment instead of waiting for the next tick.

Improvement Small buttons your thumb can actually land on

Three of the smallest controls in the game have grown to a comfortable size for a fingertip. The little chip on the right of every message in your events log — the one that jumps you to whatever the message is about — sat well below the size a thumb reliably hits, and that matters more now it is how an expedition message takes you to its expedition. The two base-switching controls on the map's dispatch panels were smaller still.

Nothing has moved and nothing has been pushed off your screen: the same number of messages fit at a glance, on a phone and on a desktop alike. The controls simply reach a little further into space that was already empty around them.

v2026.9.4-1 2 updates
Improvement The Field Manual catches up again

A few pages had fallen behind. The manual now points you at the Command Desk — the "?" button on every screen — from the orientation page's "where to find things" list. The flat World map's route lines get their due: they trace the same path the 3D globe does, fading out where your scanners lose the trail, not just numbered stops. The Production page's waiting-list feature (each pending order with its own picture, count and real ready time, cancellable on its own) is now described where it belongs. And the economy chapter is clearer that your Commander's harvesting bonus only counts at the base he's currently posted to, while your research bonus works everywhere.

Fix One factory, one card on the Production floor

requested by Commander Destralak

Upgraded buildings were still showing up twice on the Production floor. If you had turned your War Factories into Assault Factories, both were listed side by side — the old one sitting there permanently idle, and your base looking like it had twice the build lines it really has. The same went for every other upgrade of that kind, so a Combat Factory or an Aircraft Assembly Plant you had already moved on from kept its own empty card too.

Each factory now appears once, under the name of the building you actually own, with the right number of lines. Everything it can build is listed on that one card — including the units the game still describes as coming from the older building — and orders you place go to it directly.