Timberborn cover
Timberborn screenshot
Genre: Simulator, Strategy, Indie

Timberborn

Patch notes 2025-04-29 (experimental)

Hello, everyone!

The new update is now live on the experimental branch.

Power Shafts


Thanks for the ongoing feedback on the adaptive Power Shafts and letting us know what grinds your gears.

  • Updated certain Power Shaft gear models to show their rotation and interactions better.
  • Power Shafts no longer spawn unneeded reversing variants in some remaining edge cases.

Maps


That’s all, folks - all maps have been revised to work better with Update 7. (Yes, Diorama is fine as is).

  • Revised Cliffside and Meander.

Misc.



  • Added missing Update 7 translations.

Bug fixes



  • Terrain blocks are no longer built until any structures supporting them from below are finished, rather than only being blocked by other terrain blocks.

Patch notes 2025-04-28 (experimental)

Hello, everyone!

Here's a bunch of new experimental changes, including tweaks to adaptive Power Shafts and four more revised maps. As a reminder, Update 7 launches for everyone really soon, on May 8, 2025!

Adaptive Power Shafts


We thank you for your feedback after we made Power Shafts adaptive last week. Please keep it coming!

  • Added the missing T-junction variant. No more wireless charging.
  • Adaptive Power Shafts no longer go overboard with the reversing variants.
  • Removed the "Blocked power connection" status from newly placed Power Shafts, as it was not very helpful.

Maps



  • Revised Canyon, Helix Mountain, Thousand Islands, and Waterfalls.
  • Removed that dead berry bush on Beaverome.

Modding



  • Our example mods - including Shanty Speaker - are now fully compatible with Update 7.
  • Workplaces no longer softlock themselves if a mod adds a new recipe and then you remove that mod.

Bug fixes



  • In the preview mode, the Engine’s entrance no longer lights up.
  • Power Shafts no longer show themselves when finished while hidden by the layer tool.
  • The blue markers indicating possible Power Shaft connections are no longer visible when the layer tool hides the objects on which they would appear.
  • Some panels in the map editor no longer open twice, doubling the number of clicks needed to save a map.
  • The Dirt Excavator no longer self-destructs despite the ground it’s standing on still being there.
  • Added extra safety measures to prevent beavers in the Wind Tunnel from smashing into the terrain above.

Patch notes 2025-04-25 (hotfix, experimental)

Hello, everyone!

A new maintenance patch is now live on the experimental branch.

Changes:

  • Added more logging to help us squash some rare termites bugs.
  • Minor improvements in the multithreading code which might mitigate some of the rare crashes on i9 and other CPUs.

Patch notes 2025-04-23 (experimental)

Hello, everyone!

Ever since you saw the Tubeways and how convenient they are to build, you’ve asked for a similar treatment of Power Shafts. Today, we’re happy to oblige! There are now just two modules - Power Shafts and Solid Power Shafts - and they’re adaptive.

Adaptive Power Shafts



We’ve replaced the existing fixed-shape Power Shafts with two new, adaptive modules - Power Shafts and Solid Power Shafts. As you expand and update your power grid, you no longer need to delete old blocks and temporarily turn off the light power for the entire district. The new Power Shafts simply change their shape as new connections are added or removed!

  • New building: Power Shaft (No SP cost; 1x Log)
  • New building: Solid Power Shaft (40 SP; 2x Log, 2x Plank, 1x Gear; Solid)
  • Removed old fixed-shape Power Shafts from the game. Setups on existing saves are still compatible - the old shafts have been automatically converted to Power Shafts and Solid Power Shafts.

Performance



  • Made further tweaks to save files to make them smaller and improve saving times. Combined with the previous batch of experimental tweaks, we expect savefiles to be about 20% smaller and saving times to be about 20% shorter.
  • The loading process no longer gets suspended in the middle if the Run in background checkbox is unchecked when the game is out of focus. So when you ALT-TAB back to the game, the loading process should now be 100% complete instead of taking a few more seconds to wrap up.
  • The loading screen now always disappears after loading, even if the Run in background checkbox is unchecked.
  • The game now loads 1 second faster. 💪

Misc.



  • It is now possible to build tunnels directly under the plants. However, they’re deleted as part of the process.
  • In the map editor, brushes now only spawn and delete resources on the initial level.
  • In the map editor, the relative terrain brush shows grayed out tiles if they’d be outside of the map’s limit instead of hiding them completely.
  • Made minor tweaks to the tutorial’s text.

Bugs



  • Ruins hidden by the Layer tool can no longer be selected.
  • Added the missing “ov” “of” to the Metal Fence’s description.

Patch notes 2025-04-17 (hotfix, experimental)

Hello, everyone!

An important hotfix patch is now live on the experimental branch.

Bug fixes



  • Fixed the bug that prevented placing Metal Platforms, Gravity Batteries, Water Pumps, and some other buildings in valid locations.

Patch notes 2025-04-16 (experimental)

Hello, everyone!

In today's update, we're making a small change to how overhanging terrain is added. We also have two new revised maps, and the update's key art is now in the main menu.

3D Terrain


We’re adjusting how the overhanging terrain is placed. Now, it should be easier to avoid mistakes when adding large amounts of new blocks. Let us know how it feels!

  • Changed how placing overhanging terrain works. If you drag the cursor over a horizontal surface, it will not add any overhanging blocks. To add overhanging blocks, you need to start dragging the cursor from a vertical surface.

Maps


We continue revising our maps to better utilize the features of Update 7. This time, we’re updating our very beginner-friendly map and our very beginner-unfriendly map.

  • Revised Plains and Beaverome.
  • Made minor adjustments to Craters.

Misc.



  • Added the new Update 7 key art to the main menu.

Bug fixes



  • Fixed the map editor's terrain sculpting tool breaking when the cursor points outside the map.
  • Fixed the map editor's relative terrain brush showing tiles even if they’d be outside of the map’s limit.

Patch notes 2025-04-15 (hotfix #2, experimental)

Bug fixes



  • Fixed the beaver-bot workplace toggle reverting to the district-wide setting after loading the game.

Patch notes 2025-04-15 (hotfix, experimental)

Hello, everyone!

In case you didn’t get our slightly ominous memo, the OG Natural Overhangs are back due to the overwhelming player feedback! Today, we’ve got a bunch of tweaks related to their triumphant return, plus a few other important fixes.

Bug fixes



  • In the map editor, guidelines are now correctly displayed on Ruins and the now-returned Natural Overhangs.
  • Added the missing warning when terrain blocks block demolishing Natural Overhangs they’re on.
  • The Farmhouse no longer resets its toggle upon loading the game.
  • The map editor brushes are now displayed correctly when interacting with Natural Overhangs.
  • Fixed the crash while saving the game.
  • Fixed the crash upon deleting a settlement.
  • Fixed the crash upon uploading a map to Steam Workshop.
  • Fixed the crash occurring when hovering the path preview over an unfortunate place at an unfortunate moment.

Patch notes 2025-04-11 (experimental)

You were right. We were wrong.

The new update is now live on the experimental branch.

Update 7 - Ziplines & Tubeways launch date reveal

Hello, everyone!

We're happy to reveal that Timberborn's next major content patch, Update 7 - Ziplines & Tubeways, goes live on...

May 8, 2025!



We've just announced this as part of Triple-i Showcase, a very cool event focused on very cool indie games (that's Timberborn, apparently).

Watch our Triple-i trailer for a quick summary of what's coming and when:



Update 7 - Key features


With the new update, tons of good stuff will be added to our beaver city-building game. Here's the non-exhaustive list of what's coming to Timberborn on May 8, 2025.

3D Terrain



In Timberborn Update 7, in-game terrain goes 3D. You can now overhang terrain blocks and put them on any flat surfaces such as roofs or platforms. This allows you to grow fields and forests anywhere, even in the form of multi-level hanging gardens. Your beavers can now also dig tunnels and create artificial caves!

Ziplines



Folktails, our nature-friendly faction, gets to ride ziplines! Why use the dirt paths when you can set up express zipline connections spanning the entire map? Both beavers and bots can use ziplines to travel and transport goods across different heights, high above buildings, and over the map's topography.

Tubeways



The Iron Teeth beavers, our industrious bunch, now integrate tubeways into their cities. These modular, branching tubes speed up the travel and goods transit in all directions, even in the narrow corners of the settlement, straight upward, or underwater. And yes, you can run tubeways through tunnels.

And more!



Timberborn Update 7 - Ziplines & Tubeways also features map reworks, balance changes, and bug fixes, not to mention performance upgrades, modding improvements, and quality-of-life tweaks.

Spoiler alert: before the update launches on May 8, 2025, you can get an early look at the new features by checking out the Experimental Branch as explained here.

And if you don't own Timberborn yet, no worries. Get it below or add it to your wishlist now!

https://store.steampowered.com/app/1062090/Timberborn/