Dune Code Update 11/26/2025
OPTION 1: UPDATE VIA THE INTERNET
Currently disabled. Sorry for any inconvenience.
OPTION 2: MANUAL DOWNLOAD UPDATE:
1. Download the current update file from here. — The previous releases are now linked on the update history page – just click on the version number link.
2. Unzip the update file to extract the “dune.fun” file.
3. Place that “dune.fun” file on to a USB thumb drive (32GB, Formatted FAT32 32kb and USB 3.0 recommended) Please note, do not format the usb drive with a Mac or Chromebook.
4. Open the backbox of the game and locate the PC (it’s the little black box in the middle)
5. With the game booted up (yes really it needs to be on) and running, insert the USB thumb drive into any open USB port.
6. The game will automatically update.
7. When the update is complete, The screen will prompt you to remove the thumb drive.
8. When you remove the thumb drive, the game will restart.
Change Log for the Latest Version:
Version: 2025.11.26
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NOTE: If you installed 11.24, your worm will not update again
If you have NOT installed 11.24, that's fine - but see the
note on the 11.24 update below.
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- ADDED: New option to disable the fork "lift-release" entirely if that
works fine for your particular game.
- FIXED: Harvester final shot would set off the 'magnet release' noise too
early if the ball bounced out of the opto beam and back (which
happens most of the time)
- FIXED: If the 2nd half of Feyd's battle started with a shot to the right
ramp, the magnet request to catch the ball on the left orbit would
remain until the end of the current ball.
- UPDATED: Hunter Seeker has an indication on the worm arrow when available.
- CHANGED: Lowest level on the volume adjustment is back to full mute, while
preserving the adjustment range above that.
- CHANGED: The release bit of the "lift-release" on the fork holds just
a bit longer.
Version: 2025.11.24
-------------------
** IMPORTANT NOTE **********************************************
Due to updated worm board firmware in this build - after
the worm does it's initialization on first boot, you'll need to
use the Worm utility to adjust your "flush height" to make sure
the top of the worm is even with the playfield.
****************************************************************
- ADDED: Feyd Rautha's Arena Battle (Bene Gesserit award)
- ADDED: Hunter-Seeker - A side quest that starts with a shot
through the harvester when a battle is not running.
- ADDED: New display for DUNE letter collect.
- ADDED: Small lightshow reaction on the playfield for harvester damage.
- ADDED: New feature setting for how long the (new) super jackpot timeout
is in Desert Power
- ADDED: Callouts for remaining water as harvester battle nears timeout.
- ADDED: New feature setting to force scoop save back on during multiball.
- ADDED: New feature setting for extra ball after (X) Harvester wins.
- ADDED: Vanity Awards for Feyd and most Bene Gesserit awards.
- ADDED: On screen indication of how much the called worm cash out is.
- ADDED: Worm utility has visible indication of the worm mech optos.
- ADDED: New standard setting to disable shaker motor.
- ADDED: New coil setting for sand trap kicker pulse time.
- ADDED: New feature setting for bonus water/spice per new day/night
- ADDED: New feature setting for bonus spice per harvester defeated - this
gets added to the playfield on the shots to collect. If you
earn more than there is room for excess gets automatically
collected.
- ADDED: New audio setting for the line-out volume on the PC itself.
- ADDED: New sound effects for Jackpot build/Super Build in the battle
arena for Desert power.
- ADDED: If a ball is detected on the battle arena lower switch for
2 seconds when there's no trap set / no ball trapped, it will
try again to lower the fork mech.
- ADDED: New PC "line out" volume setting. Most people won't need to do
anything with this, but if you're streaming and want to use the
line out, you can turn it up now - AND if you're an audiophile
and WANT to, you can crank the line out to 100% and adjust
the amp down to your liking.
- FIXED: Targets being down after Barrel Ball won't auto-award a thing.
- FIXED: Resetting with a sandsnork loaded would cause the item display
to be incorrect on the next game start.
- FIXED: A hard shake to try to save on the way into pain box won't
confuse the trough and auto end the mode.
- FIXED: Force resetting the game could leave things in an odd state.
- FIXED: Fedaykin multiball didn't properly re-allow DUNE modes when ending.
- FIXED: Some errors with how "pending day" award data was stored.
- FIXED: The playfield screen background on Rescue would disappear.
- FIXED: Fight resets the combo length at the decision point now.
- FIXED: The ball search start callout could play when the search was
actually prevented, so nothing happened.
- FIXED: Worm jackpot collect in the grace period would break.
- FIXED: If you started Liberate Arrakis with a ball in the sand trap
and made it to the throne room with more than 1 ball still in
play, mode would end as if drained.
- CHANGED: The harvester switch only triggers the orbit magnet if the
previous switch was the jump ramp - to avoid excess magnet
activations if the harvester opto is acting up.
- CHANGED: Awaken's scoop shot also works from the back entry
- CHANGED: Bene Gesserit extra ball triggers the new Extra ball display.
- CHANGED: Destroying harvesters increases water capacity by 10.
- CHANGED: Fully completing prophecy mode increases spice capacity by 10.
- CHANGED: Desert Power super jackpot hold times out, adjustable with
a new feature setting. If SJP times out, ball is released
and regular jackpots are once again lit.
- CHANGED: Sand trap has a secondary check to make sure the balls all
made it out on Fedaykin Multiball start.
- CHANGED: Coil/Switch/LED display names changed to sync up with manual.
- CHANGED: Harvester defense is now shown as a progress bar.
- CHANGED: A resumed Harvester battle is worth less points.
- CHANGED: Scoop eject ball save is disabled in multiball by default.
- CHANGED: Lasgun shot LEDs change to yellow/blue if they will be a kill shot.
- CHANGED: If more than one ball is in play and the battle arena bottom
switch is closed, ball search won't drop the fork.
- CHANGED: Sacrifice Jackpot is now straight 1 million per water remaining.
- CHANGED: In Train, the number of switch hits required in the battle
arena was reduced.
- CHANGED: The Rescue spice jackpot awards as soon as the center worm
opto is triggered, without waiting for the ball to settle.
- CHANGED: The color/text for the doubled shot in Survive phase 2
was changed to separate it more clearly from Sandwalk
- CHANGED: Ball search is blocked if the game knows the coin door is open.
- CHANGED: Snork ball save time can be set to zero to disable if desired.
- CHANGED: DPMB "left turn" won't register if the last switch seen active
was the shooter lane.
- CHANGED: The low end of the coin-door volume adjustment range was tweaked
to make the full range of adjustment more effective.
- UPDATED: Spice jackpot hurry-up is now extra spicy.
- UPDATED: Fedaykin Multiball uses a different music track.
- UPDATED: New version of the worm board firmware - will update on first
boot and re-initialize the mech. Has improved "home" secquence
and better status reporting.
- UPDATED: Scoring changed throughout for balance
- UPDATED: Sandwalk Jackpots have some changes.
- Scoring increased.
- Once sandwalk is lit on the side ramp it stays lit
until you shoot the side ramp to start it.
- You can continue to the sandwalk to build value with
the left orbit magnet catch and more side ramp shots;
other shots (combo or not) do not build the value.
- UPDATED: Barrel Ball got some refining. If desired, you can set
a number of players now, so the game will end on it's own.
Also, there's "how to play" text on the screen after the
intro, clearer messaging on what to do when playing, and
the game starts with 1 red shot lit.









