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.

v2026.8.29-5 Maintenance

Behind-the-scenes maintenance.

v2026.8.29-3 Maintenance

Behind-the-scenes maintenance.

v2026.8.29-2 Maintenance

Behind-the-scenes maintenance.

v2026.8.29-1 Maintenance

Behind-the-scenes maintenance.

v2026.8.28-6 Maintenance

Behind-the-scenes maintenance.

v2026.8.28-5 Maintenance

Behind-the-scenes maintenance.

v2026.8.28-4 Improvement

requested by Commander Destralak

The Titanite income breakdown in the topbar now shows your research bonus and your Commander's harvesting bonus as two separate lines, instead of blending them into one number. Your research bonus is the same everywhere; your Commander's bonus only applies at the base he's currently posted to — now it's clear which is which.

v2026.8.28-3 Fix

Fixed a bug where a base sitting at full Titanite storage could send you the "storage full" alert on repeat — sometimes hundreds of times in a row — instead of just once.

v2026.8.28-2 2 updates
Improvement The Field Manual catches up with the game

Two pages had fallen behind. The Losses section used to say a unit is either at full strength or gone — no in-between. That was already only half true: a share of what you lose in a fight now comes home wounded instead, carried off by your Medics or Mobile Repair Units, or patched up on the spot by a working Repair Platform, and heals back into stock over time. The manual now says so. And the "Where to find things" list now mentions the Technology Tree page, which replaced the old prerequisites matrix a few releases back and had never made it into the list.

Feature The Technology Tree — the whole map, and a House mark on every exclusive

The Field Manual has a new chapter: Technology Tree. It draws the complete tree — every tier, all three Houses, nothing folded away and nobody's progress colouring it — so you can see the shape of the whole game before you commit to a research line. It is a diagram, not a planner: to plan your own next steps, use the in-game Technology Tree page.

Every House-exclusive item now carries its House's emblem beside its name, with the tile's edge in that House's colour, wherever the full catalog is shown. Your own tree still shows only what applies to you.

For the command staff, the admin technology-tree page now draws the tree itself, with a health report that flags catalog breakage before a player walks into it — dead ends, requirements naming something that is not there, loops, replacement buildings with no way to unlock them, and research levels asked for above where a line ends. Two new settings choose how the catalog tiles look: rim colour by House or by locked state, and how bright the art is drawn.

v2026.8.28-1 Maintenance

Behind-the-scenes maintenance.

v2026.8.27-7 Feature Object roles — the rules follow the row

Every building and unit now carries its roles — base core, miner, scout, spy, income hub, trade post and the rest — as glyph chips on its Build card and in the Technology Tree, and admins set them per object in the catalog editor.

More importantly, the game's own rules now read those roles instead of fixed object names. Harvest and refinery maths, the harvester-fleet cap, the world-map unlock, spy and scout missions, sandcrawler suppression, new-base deployment, the sell rules and the base-core protections all follow whichever object holds the role. In practice: a House-exclusive scout, a second kind of refinery or a renamed trade post simply works — nothing is hard-wired to one object any more.

Also fixed on the way: the construction facility's card could show one building's picture with another's name.

v2026.8.27-6 Feature Technology Tree — round 4

The Technology Tree took a full round of Commander feedback and came back sharper.

Easier to read. Your Construction Yard is now the root of the tree, wearing your House emblem — the House itself lives on the Yard's card, with your House bonuses listed there. Every tier sits in its own framed box, arrows leave and enter each tile through one clean port instead of a row of stubs, and a folded tier shows one arrow per relation with a count, not a fan of lines. Tiles on a row are grouped by kind (buildings, defence, infantry, vehicles, aircraft, research) with chains kept together. Tier tabs now show clearly which tiers you have reached; a folded tier can be expanded and collapsed again.

Easier to use. Selecting a tile no longer throws the tree back to the left. Tap or click the empty canvas to clear your selection. Search cycles through matches with Enter (and wraps), with arrows and an "n of m" count. On desktop, the side menu can be folded away to give the tree the full width, and you can grab the tree to pan it — no middle mouse button needed. The detail card now sits beside the tile it belongs to, with a pointer to it. On the phone, a first tap highlights a tile and shows a quick peek strip; a second tap opens the full details.

Also fixed: upgrade tiles now draw their dashed outline correctly in Safari and on iPhone.

v2026.8.27-5 Feature Pictures on the Technology Tree

requested by Commander Destralak

The Technology Tree now says what a thing is FOR at a glance. Every tile carries a small mark in its top-right corner, beside the level and count chips, for the one thing that building or research line mainly gives you — power, storage, harvesting, range, defence, speed. Same mark, same meaning, whether it comes from a building or from the research line that improves it.

Open a tile and its effects are pictures too, on rows big enough to read and to tap, and each tier of the tree wears its own plate on the band header. Site tiles now fill their wider box properly instead of sitting in empty margins.

And the "Requires …" lines on the Build, Research and Upgrade cards are links: tap one and the tree opens with that prerequisite already picked out, so you can see the whole chain instead of hunting for it.

v2026.8.27-4 Fix

requested by Commander Destralak

The Technology Tree no longer draws every tile faded: the dimming meant for search results was switched on all the time, so owned and buildable things looked half-transparent. Tiles are at full strength again, and only a live search or kind filter fades the ones that do not match.

v2026.8.27-3 3 updates
Feature The Technology Tree

requested by Commander Destralak

The Prerequisites table has retired. In its place is the Technology Tree: one map of everything you can build, research, upgrade or discover, from your House at the top down through the tiers. Each tile carries the thing's own picture; its rim tells you whether you own it, are building it, could start it right now, or still have to unlock it. Counts are the real ones for the base you are looking at.

Tap any tile to see what it does, what it needs (and what you already have), what it costs, and how much Titanite, ISC and time still stand between you and it — the whole chain, summed. A "Go to" button takes you straight to the right Build, Research or Expeditions tab. Search finds a tile and jumps to it, even one tucked inside a folded tier.

Behind the scenes, a building's power, storage, harvester slots, harvest rate, viewing radius and production tracks now live on the building itself instead of in round-wide settings, so what the tree (and the catalog) show is exactly what the game uses.

Fix

requested by Commander Nrgphoenix

Medics, Healers and Mobile Repair Units can now be sent along on an attack or added to a plan — they were quietly missing from both pickers by default.

Fix

requested by Commander Nrgphoenix

Fixed a bug where a Starport order placed just before finishing a unit upgrade could still arrive as the old unit days later, instead of the upgraded one.

v2026.8.27-2 Feature Wounded units come home

requested by Commander Nrgphoenix

Not everyone you lose in a battle is lost for good any more.

Medics now have a job: the more of them that survive a fight, the more of your fallen infantry are carried off the field wounded instead of dead. Mobile Repair Units do the same for your vehicles and your aircraft. A base defending itself with a working Repair Platform brings some of its own losses back too, even with no support units stationed there.

The wounded ride home with your survivors and wait in the new Recovery bay on your Build page. They heal back into your army on their own over time — infantry at a Barracks, vehicles and aircraft at a Repair Platform — for a quarter of what the unit cost to build. If a base runs short, healing just pauses; nobody is ever lost while waiting.

There is a limit, and it is deliberate. A force that is wiped out recovers nobody, a rout leaves its wounded behind, and no single battle ever brings back more than a share of what it cost you. Bring support units and get some of your army back — but they will never turn a defeat into a win.

v2026.8.27-1 Maintenance

Behind-the-scenes maintenance.

v2026.8.26-2 Maintenance

Behind-the-scenes maintenance.

v2026.8.26-1 Fix

requested by Commander Destralak

Fixed a display bug where fractional fire rates (like the Rocket Tank's) showed as 0 in the unit detail panel. The real value was always used in combat — only the number shown to you was wrong.

v2026.8.25-2 Maintenance

Behind-the-scenes maintenance.

v2026.8.24-3 Maintenance

Behind-the-scenes maintenance.

v2026.8.24-2 Maintenance

Behind-the-scenes maintenance.

v2026.8.24-1 Fix

requested by Commander Nrgphoenix

Fixed a few misleading descriptions on the build page: the Repair Platform no longer claims to repair units and structures itself (it doesn't), and Medic and Mobile Repair Unit now correctly say they're non-combat support units instead of reading like fighters.

v2026.8.23-6 Improvement Tidy up the Upgrades tab

requested by Commander Nrgphoenix

The Upgrades tab now has a switch to hide the ones you have already finished, so a long-running base shows only the upgrades still worth your Titanite. It counts what it is hiding, everything is one tap away again, and the tab remembers your choice the next time you come back.

v2026.8.23-5 Maintenance

Behind-the-scenes maintenance.