Releases
What has changed in Battle For Titan, in plain language.
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.
v2026.9.3-6 Fix
Rankings now fills the screen properly on desktop instead of trailing off into empty space partway down — the whole page reads as one solid panel again.
Screen readers now announce the top-bar production counters
The three small icon-and-number counters at the top of the game screen (build, units, research) now announce what each one means to a screen reader, instead of just a bare number. Nothing changes for sighted play — the icons and numbers on screen look exactly the same.
v2026.9.3-5 Improvement
The Bases screen now leads with what matters most: storage, production and any alerts show up first on every base card, with the name/tag/colour settings just below. Less scrolling to see if a base needs your attention.
v2026.9.3-4 Fix
When a base holds more Titanite than its storage can hold — from loot or a past rebalance — the game now tells you so. The Build screen, Bases list and home overview all name the surplus instead of just showing a full bar with no explanation.
v2026.9.3-3 Fix
Tidied up the Build page's catalogue cards on tablet and desktop — a shorter card no longer stretches to match a taller neighbour and leaves an odd gap above its Build button. Every card now hugs its own content.
v2026.9.3-2 Maintenance
Behind-the-scenes maintenance.
v2026.9.3-1 10 updates
Ask the desk about your own game and it answers from what is actually happening on your front: your bases, what each one is building or producing, and your latest events. Only your own state is shared, only for your question, and the privacy page now says exactly what that covers.
The base switcher in the top bar and the Build page now gather what each base is building in far fewer trips to the database, so both open faster when you command several bases.
The automated QA Player now opens the Command Desk on its rounds, re-shoots a page when a Commander reports trouble on it, and files a weekly digest of questions the desk could not answer so the manual gets better where players actually ask.
The 3D world map's terrain textures now travel as much smaller files (about 1.3 MB down to 0.5 MB), with the old format kept as a fallback for browsers that cannot read them, and the Battle For Titan logo files shed a third of their weight. Same picture, faster first load, especially on mobile.
When the desk answers a question you asked, it can now send you a push notification so you need not keep the panel open. It is off by default: switch it on under your account's notification settings, in the new Command Desk row. Tapping the notification opens the game with the desk panel already open.
A factory no longer shows an open line when your base's order queue is already full; it now says the queue is full instead. Busy lines on the floor are clickable again and take you to the right Build tab, and the production pill in the top bar lands on the tab of the item it shows.
requested by Commander Destralak
Tap another Commander's base on the world map and the Scout and Spy buttons now tell you roughly how long the run would take — measured by the fastest scout you actually own, not a generic one. Upgrade your scouts and the same target starts reading shorter; two Commanders looking at the very same pair of bases can see different numbers, and that is the point.
Where a spy run could genuinely be launched from where you are standing, a second figure sits on the Spy button beside it. A Spy travels a good deal slower than a scout, so the two are worth reading separately before you commit to either.
The figure holds still while you look at it, and it flies a straight line — which is what the "≈" in front of it is there to admit. Rough ground can add to the real run.
requested by Commander Nrgphoenix
The waiting list behind each production building is now a proper list you can work with, instead of a line of grey text. Every order waiting its turn gets its own row, with a picture of what is being built and where it sits in the line.
Two things changed about how that line works. Orders are no longer tied to a particular factory the moment you queue them — each building keeps one shared waiting list, and whenever any of its factories finishes, that factory takes the next order off the top. So nothing sits waiting behind a long job while a sister factory stands idle.
And you can now change your mind. Flip the Reorder switch above the list and every waiting row swaps its landing time for an up and a down arrow, so you can move an order one place at a time until the line is in the order you want. Rearranging is free — you already paid for everything in the queue. Each waiting order also gets its own Cancel, so you can drop one thing without cancelling the things in front of it.
When two of your bases ran the same kind of unit on the same line, the Production floor could show one base's batch counter on the other's page. Each base now shows only its own orders.
requested by Commander Nrgphoenix
Picking a House is a real moment now. Open a standard and it unfurls into a full banner: the House's own story, what it is good and bad at, the units only it can field, and the world it came to Titan from. Everything stays inside the banner, so the page never jumps around as you read your way along the rank. It is the same page whether you are registering for the first time or joining a new round, and it reads properly on a phone, a tablet and a desktop.
v2026.9.2-10 Improvement The force picker now says what it means
Picking a strike force no longer asks you to decode it. Every unit row carried small tags — INF, BUL, HV, SHL — plus a lone number with nothing to say what it counted, and the only explanation was a tooltip you could not reach on a phone at all. The speed figure is now labelled, so it reads as speed rather than a loose figure, and opening a unit's Stats panel names its armour and its weapon in plain words: Heavy vehicle, Shell, Light vehicle, Bullet. Unarmed units say so instead of showing a dash. The compact tags stay where they were for quick scanning — they are just no longer the only thing you are given. Unit cards also got back the room they need on a tablet held sideways, where names and home counts were being cut off mid-word.
v2026.9.2-9 Fix The dark desert now looks the part
Before you have built your two Observatories, the World map tells you the desert is dark — but the space beneath that message was simply empty, which made the page look like a map that had failed to load rather than one you have not uncovered yet. That space is now filled with the same rolling dust the map uses for ground you have not scanned, so the locked World map reads as a planet waiting to be surveyed. Nothing about unlocking it has changed: build the Observatories and the map opens exactly as before.
v2026.9.2-8 Fix A desk question now gets its answer in the desk
When a question you asked the desk was answered by the staff on their board, your desk showed "Fixed and live on the front" instead of the answer. A question now closes with the actual reply, written to you in the desk.
v2026.9.2-7 Fix The Command Desk no longer shows two replies
After the desk answered you, a leftover "Logged for the engineers — you will get an answer here" line kept showing under the real answer, which looked like a second reply that made no sense. The real answer now stands alone.
v2026.9.2-6 Fix The Command Desk finishes its answers
The Command Desk was still answering "the desk is busy" to real questions: it ran out of reading time while looking through the Field Manual before it could reply. It now has room to read what it needs and answer. Ask away, Commander.
v2026.9.2-5 Fix Open tabs now pick up a new release properly, and the Command Desk answers again
If you had the game open when we shipped an update, the page quietly kept running the old version underneath the new screens — buttons on brand-new panels could look right and do nothing, and only a hard refresh fixed it. The Command Desk's Send button was the first casualty on its launch day. From now on, the moment your tab notices a new release it does one real refresh: at your next tap on a link, or after a few quiet seconds if you are just reading. You will still see the small "Updated to …" note afterwards.
The Command Desk itself also answered every question with "the desk is busy" on its first real day: the responder behind it could not be started from the background worker. That is fixed — ask again and you will get a real answer.
v2026.9.2-4 Fix
The Power card on the Build page now matches the shape of its Titanite and Space neighbours on a brand-new base, showing a number and a bar instead of a three-line sentence that made the row lopsided. The "build a Power Plant" reminder is still right there underneath.
v2026.9.2-3 Feature The Command Desk is open
requested by Commander Destralak
There is a new "?" button in the bottom corner of every game screen. Ask it anything about the game, or tell it something looks wrong — you can even tap the exact thing on the page that bothers you. You get an instant pointer to the right Field Manual chapters, and the desk itself answers within a minute in your own words' language, in English. Problems it cannot answer are logged for the engineers, and you will hear back in the same conversation when something is fixed. The whole exchange also sits in your 3mail as a "Command Desk" thread. Your message and which page you were on are shared with our AI helper; nothing about other commanders ever is.
v2026.9.2-2 Improvement Listening for anything that does not belong
Behind the scenes, every page now tells your browser exactly which scripts, pictures and connections belong to the game, and reports anything unexpected back to us. Nothing is blocked yet — this is the listening phase — but it lays the groundwork for shutting out injected content for good. This batch also carries the groundwork for the coming in-game help desk, switched off until it is ready.
v2026.9.2-1 Improvement Faster pages, route lines on the flat map, and a few fixes
requested by Commander Destralak
A batch of speed, polish and quiet safety work:
- Faster pages. Artwork, sounds and scripts now stay in your browser between visits, the planet backdrop is a quarter of its old size, pictures further down a page load only when you scroll to them, and every game screen asks the server for far less on each visit. A tab you are not looking at stops refreshing until you come back.
- Route lines on the flat map. The 2D world map now shows the same route lines the 3D globe does when you plot a scout run, watch an attack force fly out or pick a spot to land your MCV. The line fades where your scanners lose the trail.
- Custom marker pictures. Uploaded marker art can replace the drawn map symbols for scouts, spies, attack forces, commanders and convoys on both the globe and the flat map, tinted in each House's colour. Where nothing is uploaded, the familiar symbol stays.
- Fixes. A unit still in production no longer shows under its old factory's name after that factory was upgraded; the Imperial Bank's Buy and Withdraw buttons now dim like the other three when there is nothing to do; stray internal codes were removed from a few research descriptions; and your score is now explained in plain sentences on the Rankings and Research pages.
- Quiet protections. The site sends the standard browser protections every modern site should, sign-up is capped against automated abuse, and 3mail, Dev Channel posts and alliance invites carry a sensible per-player limit so a runaway script cannot flood other commanders. Admins also gain two reading aids for keeping the round fair: accounts that keep signing in from the same place, and pairs of players where money only ever flows one way. Nothing is acted on automatically. Sign-in records keep only a scrambled fingerprint of your address, never the address itself, deleted after 90 days.
- Dev Channel. The board now sorts threads by who raised them: Commanders, Players (coming soon, when the in-game help desk opens) and Automated, each with its own unread count.
v2026.9.1-4 Improvement The production queue now tells you what's waiting — and when
requested by Commander Nrgphoenix
Every production building on the Factory Floor now shows the orders standing behind the one it is currently working on.
Each building keeps one waiting list, and it sits at the foot of its card — under everything that building is actually working on, never wedged between two of them. A War Factory running three lines reads straight down: building, building, building, then what is waiting.
At a glance that line tells you how many orders are waiting and when the whole queue will be clear. Open it and you get the full list, in the order things will genuinely land: each waiting order's own picture and name, how many you asked for, and — the useful part — the time it will actually be ready, counting everything queued in front of it. An order three deep no longer looks like it takes twenty-five minutes when it really lands in an hour.
Each waiting order now has its own Cancel, too. If the fourth thing in line turns out to be a mistake, you can drop it without cancelling the three ahead of it, and without touching the order already being built.
The lists start closed so a busy base stays easy to scan — the count and the clear time are on show either way.
v2026.9.1-3 Maintenance
Behind-the-scenes maintenance.
v2026.9.1-2 Fix Tutorials now actually start
requested by Commander Nrgphoenix
Starting a tutorial from the Tutorials page used to leave you stranded: the game recorded that you had begun it and carried you to the right page, but the tutorial itself never appeared — no highlight, no instructions, nothing to follow. Only a manual refresh of the page brought it to life.
Beginning a tutorial, and picking a paused one back up, now open properly the first time.
v2026.9.1-1 Maintenance
Behind-the-scenes maintenance.
v2026.8.31-2 Maintenance
Behind-the-scenes maintenance.
v2026.8.31-1 3 updates
requested by Commander Nrgphoenix
The Production floor now names every build waiting in line behind the one in progress, instead of hiding all but the first one behind a plain count.
requested by Commander Nrgphoenix
Fixed a case where a Commander who researched a unit upgrade before it was recently reworked kept seeing the old unit on their roster and in expeditions, instead of the new one. Affected units convert automatically now, and this can no longer happen again after a future upgrade rework.
requested by Commander Nrgphoenix
The game can now walk you through its screens hands-on: the page dims, one control lights up, and a card explains what it does and what to do next. A new Tutorials page under Commander shows what you can start, what you are in the middle of, and what you have finished — and a quiet pulse in the corner tells you when a new one unlocks. The first guided tutorials are being written now and will appear there soon.
v2026.8.30-2 Improvement Clearer upgrade cards
Upgrades now say three plain things instead of one confusing one: Bought at is the building you need in order to buy it, Replaces is the equipment it converts, and Becomes is what that equipment turns into.
Some of those cards used to read as a riddle — an upgrade that turns Thumpers into Quakers said it was "bought at" a Thumper. That is gone: a unit upgrade is bought at the factory that builds the unit (Barracks, Combat Factory, War Factory, Aircraft Assembly Plant) and a building or defence upgrade is bought at the Construction Yard. You need none of the old equipment to buy it — whatever you happen to own converts one for one when the upgrade completes, and the new line unlocks either way.
The Field Manual now reads the same way, and a unit or building's own page tells you where it sits in its line: what it will become, what it came from, and which upgrade you need to get there.
v2026.8.30-1 Feature One card per lineage, and the Quaker joins the infantry
Upgrades that turn one design into a better one now behave the way you'd expect on the Build page: you see the design you can build today, and the moment the upgrade completes its successor takes that spot — no more Foundation card sitting locked beside Large Concrete. Admins can switch a locked preview back on if they prefer it.
The Quaker is now proper infantry, trained at the Barracks and marching with your expeditions, and it is the Thumper's true successor: the Quaker upgrade now sits on the Thumper and converts your Thumpers when it completes. If you already owned the Quaker unlock, you keep it.
For admins: the upgrade editor gains a "Becomes" field, and every unit and building page shows what it replaces or is replaced by.
Every unit and building's card line and detail text can now be written by an admin, with live values dropped in where the text needs them — "supports {harvester_slots} harvesters" always shows today's number. The same editor covers researches, expeditions and House specials, each with its own set of variables. Rows nobody has edited read exactly as before.
v2026.8.29-6 Maintenance
Behind-the-scenes maintenance.