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Releases: dunecity-project/dunecity

Dune City v1.0.851

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@github-actions github-actions released this 23 Oct 08:59
8837540

Dune City v1.0.851

Auto-built from tag v1.0.851. See the CHANGELOG for what's in this release.

  • Classic Desert interface: textured sandy buttons, crisp retro pixel
    lettering, dark-orange engraved labels and the classic desert backdrop.
    Classic Desert is the default for new profiles and profiles without a saved
    UI skin preference.
  • Choose your interface: Settings retains Modern and Lapis Enamel as
    alternatives. Existing saved skin choices are respected; select Classic
    Desert explicitly if you previously saved another style.
  • Readable controls: high-contrast colors remain available, and text that
    the retro font cannot display uses the original font instead.
  • Includes the performance, AI, campaign and multiplayer updates from
    1.0.850. Interface skins do not change gameplay zoom, Native 1:1 resolution,
    Dune2R world scaling, game rules or sprite packs.

Downloads (attached below):

  • Windows: DuneCity-*.exe installer (recommended), or portable .zip
  • Linux: .AppImage (recommended) / .deb / .rpm / .tar.gz
  • macOS: DuneCity-*.dmg

macOS: Developer ID signed and Apple notarized. Drag Dune City into Applications.

Upgrading from a previous Dune City install? Your built-in mod INI files are reseeded automatically on first launch.

Dune Legacy Android 0.2.30 (engine 1.0.851)

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@VR48 VR48 released this 23 Oct 15:58
56ab59c

Dune Legacy Android 0.2.30

Android ARM64 update using the DuneCity 1.0.851 engine and bundled assets.

  • Catches Android up with the published desktop/browser engine, including
    upstream campaign, multiplayer, AI and performance updates.
  • Classic Desert is the default interface for new profiles and profiles without
    a saved UI Skin choice: sandy buttons and crisp, engraved retro lettering.
  • Modern and Lapis Enamel remain selectable in Settings; explicit saved skin
    choices are preserved. Interface skin selection does not change world zoom.
  • Includes the existing DuneCity artwork and asset-refresh handling. Optional
    Dune2R remastered artwork remains downloadable in-game, not embedded here.

Package and upgrade

  • Application ID: net.dunecity.dune2r
  • Version name / code: 0.2.30 / 1000550
  • Engine: 1.0.851
  • Download: DuneLegacy.apk (ARM64, sideload)

Install over the previous version rather than uninstalling: saves and settings
should be retained. This sideload package uses the existing Android debug
signing identity, not a new production/Play Store signing identity.
Its certificate matches public Android 0.2.25, and its application ID is unchanged.

The native build, APK signature/alignment checks and bundled-file integrity
checks passed. All 3,521 packaged payload files match the release source.

No connected phone was available for an on-device test of this release.
Desktop and browser engine verification does not replace Android play-testing.

Dev Build v1.0.851

Dev Build v1.0.851 Pre-release
Pre-release

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@github-actions github-actions released this 23 Oct 08:41
8837540

Dev build v1.0.851 (8837540)

Auto-built from main @ 2026-10-23 08:40 UTC

Downloads (attached below)

Dune City v1.0.850

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@github-actions github-actions released this 21 Oct 23:34
b5b83ab

Dune City v1.0.850

Auto-built from tag v1.0.850. See the CHANGELOG for what's in this release.

  • Faster big games: large maps with many houses run about twice as
    fast. An 8-house 384×384 game went from about 19 to 42 fps on a MacBook
    Air in Low Power Mode. When the computer can't keep up, single-player
    games now slow down slightly instead of stuttering.
  • The AI attacks in free-for-alls: QuantBot armies no longer sit in
    their bases when several houses play. A house now judges whether it is
    outnumbered against its strongest single enemy, gathers outside its own
    city, and a leading house goes after the weakest one. Games end with a
    winner far more often.
  • Difficulty levels: Brutal > Hard > Medium > Easy now holds in long
    games. Medium attacks with its whole army, and Brutal builds a bigger
    economy using its higher harvester and army limits. No difficulty
    cheats on resources.
  • Unit mixes: each house starts with a tuned unit mix (Atreides,
    Harkonnen, Ordos, Fremen) and a mix designed for each tech level, e.g.
    tank-heavy at tech 4. No unit type starts above 50% or below 2%, and the
    AI still adapts during the game.
  • Campaign: the AI partner wins most late missions, and DuneCity
    missions that never finished now end. City tax credits count towards a
    spice quota.
  • Fixed: missions in the DuneCity mod were won as soon as the city
    reached 500 people.
  • Fixed: the Attack button or A key on a spice bloom now shoots the
    bloom from range instead of driving onto it.
  • Removed: sharing maps to the online catalogue and browsing it.
    Hosting a game with your own mod still works.
  • Saves from 1.0.842 still load. Multiplayer needs every player on
    1.0.850.

Downloads (attached below):

  • Windows: DuneCity-*.exe installer (recommended), or portable .zip
  • Linux: .AppImage (recommended) / .deb / .rpm / .tar.gz
  • macOS: DuneCity-*.dmg

macOS: Developer ID signed and Apple notarized. Drag Dune City into Applications.

Upgrading from a previous Dune City install? Your built-in mod INI files are reseeded automatically on first launch.

Dune City v1.0.842

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@github-actions github-actions released this 15 Oct 11:27
1ff74cf

Dune City v1.0.842

Auto-built from tag v1.0.842. See the CHANGELOG for what's in this release.

  • Unit orders: attack-move (A), patrol (Q), Hold position, Shift-queued
    waypoints and repeat production.
  • Formations: select two or more ground units and choose Box, Pincer,
    Column, Staggered or Echelon in the unit panel (Ctrl+F on/off,
    Ctrl+Shift+F cycles). The units form up where they stand, then move,
    attack-move and patrol as one group at one speed. Siege tanks lead,
    harvesters stay out, an MCV takes the centre, and nothing stands in a
    sonic tank's line of fire.
  • Plan building sites: queue buildings and place them in advance;
    they are built on the plan when ready, spread over all Construction
    Yards. This is a game rule (Game Rules: "Plan building sites when
    ordering").
  • Random Skirmish: generated maps with natural terrain, clustered
    bases, zoned cities and nuclear power. Choose your start, an AI partner,
    0-6 allies and 1-7 enemies, rock up to 100%, any installed mod and the
    game rules. Random army and city sizes are the same for every house.
  • Multiplayer random maps: hosts choose "Random map..." in the map
    chooser, set the size, terrain and what every house starts with, then
    players join and set houses and teams in the normal lobby.
  • Sidebar: the build list is a two-column grid, so a full Construction
    Yard fits without scrolling.
  • QuantBot: escorts a moving MCV in a ring. Its attack waves keep the
    usual behaviour: no formation won more in 1,980 test games.
  • Saves from 1.0.833 still load. Multiplayer needs every player on
    1.0.842.

Downloads (attached below):

  • Windows: DuneCity-*.exe installer (recommended), or portable .zip
  • Linux: .AppImage (recommended) / .deb / .rpm / .tar.gz
  • macOS: DuneCity-*.dmg

macOS: Developer ID signed and Apple notarized. Drag Dune City into Applications.

Upgrading from a previous Dune City install? Your built-in mod INI files are reseeded automatically on first launch.

Dune City v1.0.833

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@github-actions github-actions released this 13 Oct 02:40
ef8bfff

Dune City v1.0.833

Auto-built from tag v1.0.833. See the CHANGELOG for what's in this release.

A robustness release. Every test build now runs with memory and undefined-behaviour checking, and the problems it found are fixed.

  • Long games no longer make QuantBot's choice between Devastators, Sonic Tanks and Deviators unreliable. With a lot of combat history the score that ranks them overflowed and could rank them wrongly; it now stays a proper average of what each unit has achieved.
  • Game graphics, animations and mentat texts are read safely regardless of how their data is laid out in the original files.
  • AdLib music is generated the same way on Apple Silicon as on Intel, where negative waveform positions used to be clamped instead of wrapping.
  • Tutorial hints no longer misfire for items whose numbers are above 31.
  • A malformed house number in a multiplayer lobby packet is now rejected cleanly.

Existing saves remain loadable. Multiplayer protocol is 70: all peers must update together. Saves, settings and user maps remain in the separate user folder.

Downloads (attached below):

  • Windows: DuneCity-*.exe installer (recommended), or portable .zip
  • Linux: .AppImage (recommended) / .deb / .rpm / .tar.gz
  • macOS: DuneCity-*.dmg

macOS: Developer ID signed and Apple notarized. Drag Dune City into Applications.

Upgrading from a previous Dune City install? Your built-in mod INI files are reseeded automatically on first launch.

Dune City v1.0.832

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@github-actions github-actions released this 11 Oct 17:46
2d1976e

Dune City v1.0.832

Auto-built from tag v1.0.832. See the CHANGELOG for what's in this release.

QuantBot armies now fight when their bases are attacked, instead of marching back and forth across the map. On Hard and Brutal, an attack on any building used to send the whole army after whichever enemy fired last, with orders that stopped units shooting on the way; with several colonies under attack at once, launchers and tanks kept turning around and hardly fired.

  • The troops nearest the attacked building now answer it, enough of them to outweigh the attackers, and only from within a bounded distance that grows with the size of the attack.
  • They travel in Hunt mode and attack any enemy they meet on the way, rather than ignoring it until they arrive. They are not sent elsewhere while they are on their way, fighting, or while enemies remain at that building.
  • Units already carrying out another forced order, such as a launcher stepping back to firing range, are left to finish it.

On a reported 3waysplit save, Sardaukar launchers went from 7 shots to 296 over the same two minutes of play.

Existing saves remain loadable. Multiplayer protocol is 69: all peers must update together. Saves, settings and user maps remain in the separate user folder.

Downloads (attached below):

  • Windows: DuneCity-*.exe installer (recommended), or portable .zip
  • Linux: .AppImage (recommended) / .deb / .rpm / .tar.gz
  • macOS: DuneCity-*.dmg

macOS: Developer ID signed and Apple notarized. Drag Dune City into Applications.

Upgrading from a previous Dune City install? Your built-in mod INI files are reseeded automatically on first launch.

Dune City v1.0.831

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@github-actions github-actions released this 11 Oct 13:58
655dc7a

Dune City v1.0.831

Auto-built from tag v1.0.831. See the CHANGELOG for what's in this release.

QuantBot now spreads its bases across the map. Once its home rock is built out or already holds two construction yards, a new MCV drives to free rock elsewhere and founds a colony there, instead of stacking more yards on the same formation.

  • Colonists travel with an escort. Each MCV heading for new rock waits on its home rock until its three nearest free vehicles have gathered, then drives out with them. Escorts guard the MCV on the way and turn on anything that damages it. A colonist under fire keeps driving instead of stopping in place.
  • An MCV boxed in by buildings with only diagonal exits can now find a way out and deploy. Previously it could stand idle for the rest of the match and block further MCV purchases.
  • Colonising no longer waits for three rocket turrets over every outlying yard. Each new colony still orders its own turret cover once its yard stands.
  • Colonists lost on the way are remembered: two recent losses pause new colonists until they age out, so the AI does not feed MCVs into a contested corridor.
  • QuantBot's internal organisation was restructured with no change to its decisions; seeded AI matches produce identical decision logs before and after.
  • Fixes a crash when starting a spectated game on a map that places a unit where it cannot stand, such as two sandworms on one tile. The unit is now skipped and the match starts.

Validation covered Sihaya-Ferryman Brutal-versus-Brutal matches on three seeds over 50 game minutes, with both houses founding one to three colonies and no MCV left idle at the end.

Existing saves remain loadable. Multiplayer protocol is 68: all peers must update together. Saves, settings and user maps remain in the separate user folder.

Downloads (attached below):

  • Windows: DuneCity-*.exe installer (recommended), or portable .zip
  • Linux: .AppImage (recommended) / .deb / .rpm / .tar.gz
  • macOS: DuneCity-*.dmg

macOS: Developer ID signed and Apple notarized. Drag Dune City into Applications.

Upgrading from a previous Dune City install? Your built-in mod INI files are reseeded automatically on first launch.

Dune City v1.0.829

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@github-actions github-actions released this 10 Oct 09:06
29a89e3

Dune City v1.0.829

Auto-built from tag v1.0.829. See the CHANGELOG for what's in this release.

Ornithopters now hunt enemy combat units on Hard and Brutal, prioritising nearby launchers when their wing can engage. Easy and Medium defend their own bases and harvesters and raid enemy bases only when the approach and target are clear of observed anti-air. Autonomous ornithopters never hunt harvesters.

  • Aircraft target planning shares bounded caches rather than scanning the world for every aircraft. Launchers regroup with attacking armies and recover from stalled wave orders. QuantBot reserves a mobile anti-air share when hostile aircraft are present and can build Troopers and their required infantry technology.
  • Killing a high-performing enemy unit type earns a larger combat-value bonus. The bonus follows the victim type's measured performance, with bounded rewards and a fallback while evidence is scarce.
  • The new Stats menu shows active units, kills, deaths and damage dealt, plus units produced, spice harvested, tax collected and population. QuantBot performance appears as xN.N, alongside each type's target army-value percentage. Observers can browse every house's Stats and Budget, with the house name visible.
  • 1920 × 1080 and other supported HD render choices now appear on Retina displays. The chosen render resolution remains saved while the window fits the desktop without changing its aspect ratio. Native interface sizing remains available.
  • Direct multiplayer avoids flooding a waiting peer with identical command windows, preserving immediate new-order delivery and periodic retries.
  • Includes airport ambient aircraft and three additional community maps: Reacciona rapido forro, Alto mapa HD and La guerra dei ricchi.

Validation covered 14 bounded AI games across Vanilla, Dune2R, Dune City, campaign and all four difficulties, with three matched 1.0.820 baseline runs. One city-layout case was excluded from city-simulation coverage because it used Vanilla. No crashes or ornithopter harvester targets were recorded. Hard city combat shifts strongly toward aircraft; tested launcher and rocket-turret counters, army-wave progress and city economies remained viable. These runs establish the tested scenarios, not universal player balance.

Existing saves remain loadable. Multiplayer protocol is 67: all peers must update together. Saves, settings and user maps remain in the separate user folder.

Downloads (attached below):

  • Windows: DuneCity-*.exe installer (recommended), or portable .zip
  • Linux: .AppImage (recommended) / .deb / .rpm / .tar.gz
  • macOS: DuneCity-*.dmg

macOS: Developer ID signed and Apple notarized. Drag Dune City into Applications.

Upgrading from a previous Dune City install? Your built-in mod INI files are reseeded automatically on first launch.

Dune City v1.0.820

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@github-actions github-actions released this 09 Oct 03:18
8ed2e69

Dune City v1.0.820

Auto-built from tag v1.0.820. See the CHANGELOG for what's in this release.

Watch AI matches with the new offline Spectate option in Custom Game. Spectators see the full map and can inspect every faction's buildings and units. All participating houses can be QuantBots; Shared house is optional. Inspection does not grant control of another faction.

  • City QuantBots open an income-producing residential, industrial and commercial economy on maps without harvestable spice, instead of exhausting their credits on a useless refinery opening.
  • Required Stadiums and Airports take priority over optional expansion and protection once their real population requirements are reached. The AI resolves missing prerequisites and can begin a needed Stadium, Airport or planned Nuclear Plant with the foundation and construction-start budget, paying the remainder as income arrives.
  • Fixes the eight-house Colonists spectator startup crash and user-map filtering. Workshop metadata files no longer appear as duplicate maps; declared Neutral factions count as playable slots.
  • Bundles all eleven authored single-player scenarios, including BigCityLife, both New Beginning sizes, Colonists, Colonist and the developed 192x192 3waysplit world. Choose Dune City 1.002 in Custom Game. The converted 3waysplit scenario starts with its saved layout, buildings, armies, factions, alliances and whole credits; population, production queues and live orders restart.

Existing saves remain loadable. Multiplayer protocol is 60: all peers must update together. Saves, settings and user maps remain in the separate user folder. This release also includes the automatic Dune2R artwork downloads from 1.0.815.

Downloads (attached below):

  • Windows: DuneCity-*.exe installer (recommended), or portable .zip
  • Linux: .AppImage (recommended) / .deb / .rpm / .tar.gz
  • macOS: DuneCity-*.dmg

macOS: Developer ID signed and Apple notarized. Drag Dune City into Applications.

Upgrading from a previous Dune City install? Your built-in mod INI files are reseeded automatically on first launch.