Timberborn cover
Timberborn screenshot
Genre: Simulator, Strategy, Indie

Timberborn

Patch notes 2025-06-25 (Main branch)

[p]Hello, everyone!
[/p][p]We've just pushed our latest experimental tweaks to the main branch. Enjoy responsibly.[/p][p][/p]

Misc.

  • [p]Buildings now show the network power fragment only when there is a generator or a battery in the network.[/p]
  • [p]The game now shows an info message when the save file is corrupted, instead of crashing.[/p]

Modding

  • [p]The mod builder now auto-detects the build platform.[/p]
  • [p]The mod builder now correctly copies built DLLs on macOS.[/p]
  • [p]Fixed "Open mods directory after successful build" not working on macOS.[/p]
  • [p]MaterialRepository will no longer crash when materials are duplicated.[/p]

Bug fixes

  • [p]Fixed Tubeways not being buildable from underneath in some situations.[/p]
  • [p]Removed the unnecessary horizontal scrollbar from the settlement panel.[/p]
  • [p]It is now possible to assign key bindings to the middle mouse button.[/p]
  • [p]Beavers now properly build buildings under overhanging terrain.[/p]
  • [p]The game should now crash less when there is a problem with file access. OneDrive — we fear you no more![/p]
  • [p]Fixed shafts reversing for no reason. Hopefully for the last time.[/p]
  • [p]Windmills and Wind Gauge are now rotated properly after game load.[/p]
  • [p]The “No power” status no longer turns on after game load for a brief second.[/p]
  • [p]Fixed a crash when placing a building at the top of the world.[/p]

Patch notes 2025-06-23 (experimental)

[p]A tiny new patch is now live on the experimental branch.[/p][p][/p]

Misc.

  • [p]Localized the warning for corrupted save files.[/p]

Patch notes 2025-06-18 (Hotfix, experimental)

[p]Hi, everyone![/p][p][/p][p]A few small but important fixes just landed on the experimental branch.[/p][p][/p]

Bug fixes

  • [p]Fixed Tubeways not being buildable from underneath in some situations.[/p]
  • [p]Removed the unnecessary horizontal scrollbar from the settlement panel.[/p]
  • [p]It is now possible to assign key bindings to the middle mouse button.[/p]

Patch notes 2025-06-17 (Experimental)

[p]Hello, everyone![/p][p][/p][p]We've got another batch of tweaks and fixes for you — now live on the experimental branch![/p][p][/p]

Misc.

  • [p]Buildings now show the network power fragment only when there is a generator or a battery in the network.[/p]
  • [p]The game now shows an info message when the save file is corrupted, instead of crashing.[/p][p][/p]

Modding

  • [p]The mod builder now auto-detects the build platform.[/p]
  • [p]The mod builder now correctly copies built DLLs on macOS.[/p]
  • [p]Fixed "Open mods directory after successful build" not working on macOS.[/p]
  • [p]MaterialRepository will no longer crash when materials are duplicated.
    [/p]

Bug fixes

  • [p]Beavers now properly build buildings under overhanging terrain.[/p]
  • [p]The game should now crash less when there is a problem with file access. OneDrive — we fear you no more![/p]
  • [p]Fixed shafts reversing for no reason. Hopefully for the last time.[/p]
  • [p]Fixed a crash when placing a building at the top of the world.[/p]
  • [p]Windmills and Wind Gauge are now rotated properly after game load.[/p]
  • [p]No power status no longer turns on after game load for a brief second.
    [/p]

Patch notes 2025-06-11 (Main branch)

[p]Hello, everyone!
[/p][p]We've just pushed our latest experimental update to the main branch. Enjoy![/p][p] [/p]

Modding

[p]We believe the modding scene is a huge part of Timberborn, and we've got exciting developments coming, including a little something today.
[/p]
  • [p] All shaders now land zipped in StreamingAssets, so modders can access them easily.
    [/p]
  • [p] Recently, we’ve created a dedicated channel (and a new role) on our Discord server. If you want to be up to date with everything mod-related we do - in greater detail than regular patch notes allow - be sure to join us there.
    [/p]

Bug fixes

  • [p] Helped beavers getting stuck in Double Lodge’s steps.
    [/p]
  • [p] Fixed some buildings having an unflipped model, but a flipped animation.
    [/p]
  • [p] Tubeways built in place of demolished tunnels now connect correctly.
    [/p]
  • [p] Fixed badwater’s texture that wouldn’t hide in Badwater Discharge.
    [/p]
  • [p] The Settlement Panel now correctly lists workplace construction sites without access to roads.
    [/p]
  • [p] Fixed a crash caused by clicking the Save button and pressing Escape simultaneously.
    [/p]

Patch notes 2025-06-04 (Experimental)

Hello, everyone!

Now that Hollows is out, we can resume our work on smaller tweaks. Also, if you’re a Timberborn modder, you may want to check out our official Discord server.

Modding


We believe the modding scene is a huge part of Timberborn, and we've got exciting developments coming, including a little something today.

  • All shaders now land zipped in StreamingAssets, so modders can access them easily.
  • We’ve created a dedicated channel (and a new role) on our Discord server. If you want to be up to date with everything mod-related we do - in greater detail than regular patch notes allow - be sure to join us there.

Bug fixes



  • Helped beavers getting stuck in Double Lodge’s steps.
  • Fixed some buildings having an unflipped model, but a flipped animation.
  • Tubeways built in place of demolished tunnels now connect correctly.
  • Fixed badwater’s texture that wouldn’t hide in Badwater Discharge.
  • The Settlement Panel now correctly lists workplace construction sites without access to roads.
  • Fixed a crash caused by clicking the Save button and pressing Escape simultaneously.

Patch notes 2025-06-02 (Main branch)

Hello, everyone!

It looks like the experimental branch players really liked our new map, Hollows, and that the performance tweaks we implemented worked as intended. In that case, we’re happy to push all that - and more! - to the main branch. Enjoy!

Maps



Since Update 7 made the in-game terrain fully three-dimensional, Timberborn map makers can now overhang terrain, create caves, and use other clever tricks. Our newest addition to the map roster showcases some of these new features.


  • New map: Hollows (192x192). The carved-out landscape of this medium difficulty map hides many opportunities. The eldest beavers even whisper of buried treasures.

Performance



  • Significantly improved the game’s performance. Compared to Update 6, we anticipate 15-30% higher FPS. We’ve also eliminated several serious performance issues introduced with Update 7.
  • Fixed a performance issue causing stuttering and degraded FPS.

Visual




  • Refreshed the models for both factions' Smelters.
  • Refreshed the models for both factions' Gear Workshops.

Power Shafts and Tubeways


After reviewing the recurring feedback, we realized that the modularity of Tubeways and a similar change to Power Shafts is sometimes confusing. Here’s how we’re trying to address that.

  • The default model for Power Shafts and Tubeways is now always the version with all possible connections visible.
  • Renamed Solid Power Shafts and Solid Tubeways to Vertical Power Shafts and Vertical Tubeways, respectively.

Quality-of-Life



  • The area measurement is now enabled for all area selection tools, including cutting, planting, rubble and tree removal, and the deletion tool.
  • When selecting any buildings connected to a power grid, all objects in that grid are now highlighted - this includes shafts and batteries.

Misc.



  • Removed the “Too far from a district” warning and the yellow highlight when placing buildings. That warning is still displayed in the building’s panel but showing it all the time didn’t make much sense since the players would often connect the paths later.
  • Status icons now work better with 3D terrain. They no longer appear too high, they don’t clip through terrain, and it is possible for them to appear under platforms and other objects.
  • Demolishing single buildings now results in more smoke. Everybody loves smoke.
  • The “Environment volume” slider now also controls the wind’s volume.
  • Renamed the “Reset camera position” keybinding to “Reset camera” as it only resets the zoom.
  • Disabled the beaver and bot throttling in the buildings’ entrances. This means they will leave the buildings earlier and react to your actions faster.
  • In the preview mode, Power Shafts placed next to buildings now display the connectors.
  • The blockage is now more of a cube.
  • Added the creator of our Update 7 trailers and our new Discord moderator to the in-game credits. No, they are not the same person.
  • The red preview is now displayed in some extra situations when it’s impossible to place a building.

Bug fixes



  • Resources carried by beavers no longer disappear after saving and loading the game.
  • Timberborn is not a psychological horror, so the natural resources no longer change their position after each restart and load.
  • Stranded beavers no longer switch their animation for a moment after loading the game. They’ve got enough to worry about as is.
  • Fixed some extra crashes related to file permissions.
  • Patched up holes in the Terrain Blocks and in terrain hanging next to platforms.
  • Overhangs and metal platforms no longer clip with terrain edges.
  • Fixed a few visual issues with sitting beavers.
  • The game no longer crashes when a mod's folder is missing.
  • Fixed a crash occurring while renaming a district.
  • Fixed fire and other particle effects being visible through waterfalls.
  • Fixed issues with really large save lists. Like really, really large lists - we’re talking thousands of saves. We bet it’s only our programmer eMka who is mad enough to ever experience that… right?

Patch notes 2025-05-29 (Experimental)

Here's a small patch to make your experiments on the Experimental branch smoother.

Performance



  • Fixed a performance issue causing stuttering and degraded FPS.

Patch notes 2025-05-28 (Experimental)

Bug fixes



  • Fixed beavers flickering while swimming.
  • Fixed the incorrectly localized Polish name of the Vertical Shaft.
  • The game no longer crashes when a mod's folder is missing.
  • Fixed a crash occurring while renaming a district.
  • Fixed issues with really large save lists. Like really, really large lists - we’re talking thousands of saves. We bet it’s only our programmer eMka who was mad enough to ever experience that… right?

Patch notes 2025-05-27 (Experimental)

Hello, everyone!

Thank you for the feedback on the new map. Please keep it coming!

In the meantime, here are a few extra tweaks, including a fix to that annoying Earth Repopulator crash.

Visual



(The changes below went live yesterday already.)

  • Refreshed the models for both factions' Smelters.
  • Refreshed the models for both factions' Gear Workshops.

Misc.



  • Added missing translations.
  • The red preview is now displayed in some extra situations when it’s not possible to place a building.

Bug fixes



  • Fixed fire and other particle effects being visible through waterfalls.
  • Fixed the crash caused by launching the Earth Repopulator. Go forth and repopulate - again!