Timberborn cover
Timberborn screenshot
Genre: Simulator, Strategy, Indie

Timberborn

Patch notes 2026-02-18 (experimental)

[p]Hello, everyone![/p][p][/p][p]It's time for more tweaks, including the map changes originally planned for earlier this week.[/p][p][/p]

Maps

[p]We are going through your feedback on the reworked Waterfalls map - thank you for sending that over! Today, we’re tweaking Craters and Lakes with the changes that we originally planned to deploy on Monday.[/p]
  • [p]Craters: Increased the upper Badwater Sources' strength.[/p]
  • [p]Craters: Raised Badtide Drains and added Thorns to make them more complex to block.[/p]
  • [p]Craters: Made small fixes to terrain.[/p]
  • [p]Lakes: Moved Ruins closer to the starting location.[/p]

Misc.

  • [p]Made slight performance improvements related to buildings' lighting.[/p]
  • [p]Bot pilots' goggles now have the correct blue color.[/p]

Bug fixes

  • [p]Removed invisible wings that allowed some beavers to float in the air.[/p]
  • [p]Beavers no longer teleport to the District Center as a failsafe mechanic.[/p]
  • [p]Fixed the crash caused by removing a tree or other natural resource while it was reserved by a beaver.[/p]
  • [p]Fixed the crash upon saving the game if a building was removed at the wrong time.[/p]

Patch notes 2026-02-16 (hotfix, experimental)

[p]We've just deployed a small hotfix.[/p]
  • [p]Fixed a crash occurring when you delete a construction site or rubble while the beaver is going to them. Please don't make them angry like that. Let them do their job.[/p]

Patch notes 2026-02-16 (experimental)

[p]Hello, everyone![/p][p][/p][p]Timberborn 1.0 is around the corner, so it's time for another batch of experimental tweaks![/p][p][/p]

Memory usage

  • [p]Reduced memory usage by over 1 GB on 256x256 maps.[/p]
  • [p]Fixed a major memory leak that caused RAM usage to keep increasing when loading saved games multiple times in the same session.[/p]

Maps

[p]Thank you for your feedback on the reworked Waterfalls! Today, we’re tweaking Craters and Lakes.[/p]
  • [p]Craters: Increased the upper Badwater Sources' strength.[/p]
  • [p]Craters: Raised Badtide Drains and added Thorns to make them more complex to block.[/p]

Modding corner

  • [p]Fixed BlueprintImporter recreating meta files for Blueprints after every DLLs import.[/p]

Bug fixes

  • [p]Lumberjacks are now slightly less eager. If the tree they were about to cut becomes unmarked for cutting, they will obey that order and give up.[/p]
  • [p]Goods in the buildings’ inventories are now correctly included in their total per-district amount.[/p]

Patch notes 2026-02-11 (Experimental)

[p]Hello, everyone!
[/p][p]The release date news is out (March 5, remember?), but we are not done yet. Today’s update features a major revision to the Waterfalls map, the addition of a very useful key binding, and the usual batch of tweaks and fixes.
[/p]

Waterfalls Revisited

[p][img src="https://clan.akamai.steamstatic.com/images/36026812/9a893b842f2862d8491e38014316db11c3277a2f.png"][/p][p]Today, we’re happy to unveil the massive changes to the Waterfalls map - it has evolved so much that renaming it to Waterfalls 2.0 wouldn’t be overkill. Please share your feedback after you have had a chance to play on the new version.[/p]
  • [p]Revised Waterfalls to make it more beginner-friendly, modern, and on par with other built-in maps.[/p]

Misc.

  • [p]Added the “Unique building action” key binding (default: U). Use it to activate the unique feature of the currently selected building - for example, to launch a Wonder.[/p]
  • [p]Added yellow highlight to tool names on loading screen tips.[/p]
  • [p]When renaming a beaver, a bot, or a district, the text field is now prepopulated with the old name.[/p]
  • [p]Well-being notifications no longer have exclamation marks![/p]

Performance

  • [p]Slightly improved performance, reducing the number of micro stutters.[/p]

Modding corner

  • [p]Fixed the rendering of the hovered blocks in Blueprint Preview.[/p]

Bug fixes

  • [p]Water and building animations should now smoothly adjust when you change in-game speed.[/p]
  • [p]Fixed a crash triggered by loading an older save with triggered dynamite in it.[/p]

Timberborn lore trailer and 1.0 release date

[p]Hello, everyone![/p][p][/p][p]You knew Timberborn 1.0 was coming… but you didn’t know when. Today, we can finally reveal the date, and we’d like to do that in a pretty cinematic way - with the official Timberborn lore trailer narrated by none other than Shaun Dooley. Starting with 1.0, the video will also be the game's intro. Enjoy![/p][p][/p][p][/p][p]That’s right, Timberborn 1.0 goes live on…[/p][p][/p]

March 5, 2026!

[p align="justify"]Wrapping up the Early Access journey - after over 4 years! - is huge for us. With seven major updates done, Timberborn has evolved a lot. If you’re a returning player, here’s just a glimpse at what changed during that time.[/p]
  • [p align="justify"]The nature-loving Folktails and the industrious Iron Teeth are now vastly different beaver factions, with separate food production chains, unique buildings, and technology.[/p]
  • [p align="justify"]We implemented 3D water physics, 3D terrain, and expanded Timberborn’s hallmark vertical architecture and terraforming.[/p]
  • [p align="justify"]We added badwater and a new dangerous season, badtides.[/p]
  • [p align="justify"]We added bots and broadened the building roster across the board, from workshops to decorations.[/p]
  • [p align="justify"]Faction-specific wonders now complement the game’s sandbox loop as end-game goals.[/p]
  • [p align="justify"]We now have mass transportation systems in place: speedy Ziplines for Folktails and cutting-edge Tubeway tech for the Iron Teeth.[/p]
  • [p align="justify"]The game now features 16 built-in maps, and the map editor is better than ever, with our super-active, super-friendly community adding more maps each day.
  • [p align="justify"]Speaking of which, the game now has official mod and Steam Workshop support.
  • [p align="justify"]There are also huge performance gains, UI improvements, and much, much more![TAG-105]
[p align="justify"]The list above doesn’t even mention what the actual 1.0 update brings to the table - but that, fortunately, is just a month away. (If you don’t want to wait, you can always jump onto the experimental branch and try the new stuff early.)[p align="justify"]Whether you’re a new or returning player, we can’t wait for you to join us on March 5, 2026![p]

Timberborn Creator Program

[p]The upcoming launch of Timberborn 1.0 is a big deal for us, and we want to get the word out as wide as possible - so please consider letting your favourite content creators know that the beavers are coming for them.[p]
[img src="https://clan.akamai.steamstatic.com/images/36026812/83da47a4cf7218ea5520bf9c7e19372dcfe12140.png"][p][p]And if you’re a content creator yourself, we’ve prepared something special. To celebrate the 1.0 release, we’re launching the official content creator program on Lurkit.[p]Timberborn Creator Program[p]Click the button above to apply. Join the program to participate in missions for an added challenge and to grab neat rewards as you cover the game on March 5 and beyond!

Patch notes 2026-02-05 (experimental) - Intro

[p]Hello, everyone![/p][p][/p][p]Just in case you haven't noticed, we have just announced the Timberborn 1.0 release date - we did that with a cinematic lore trailer that you can watch here. That video - without the English voice-over and the end slate - is now also in the game, serving as the intro cinematic. Enjoy![/p][p][/p][p]Misc.[/p]
  • [p]Added intro to the game.[/p]
  • [p]Added new beaver names, courtesy of our Golden Log Awards 2025 winners.[/p]
  • [p]Added missing translations.[/p]

Patch notes 2026-02-03 (experimental)

[p]Hello, everyone![/p][p][/p][p]As the release of Timberborn 1.0 draws near (really!), we have another batch of tweaks for your improved enjoyment.[/p][p][/p]

Misc.

  • [p]Brought back the "It is too far from a district and cannot be reached" warning when placing a building.[/p]
  • [p]Added prettier icons for worker counters in the top bar and in building descriptions.[/p]
  • [p]Added new sounds for the Unstable Core and objects such as Water Sources and Water Seeps that are about to activate.[/p]
  • [p]Updated and slightly reordered in-game credits.[/p]
  • [p]Unified the layer tool's in-game capitalization to "Layer tool".[/p]

Modding corner

  • [p]Fixed BlueprintEditor's Spec dropdown not working on the version of Unity used by the game.[/p]
  • [p]UnderstructureConstraint no longer hides a building if the understructure can be built by the player, which only matters for mods, for now.[/p]

Bug fixes

  • [p]Moved the Science tutorial step to open after completing the working hours tutorial, as originally intended.[/p]
  • [p]Fixed a bug causing power consumers to report power demand after game load until unpausing, even if they did not need power.[/p]
  • [p]Fully charged batteries no longer consume surplus power, which means that the remaining batteries can now charge faster.[/p]
  • [p]The daytime skybox no longer shows for a single frame at dusk.[/p]
  • [p]Fixed a bug that resulted in batteries not working in the first tick after game load or after new buildings were added to, or removed from, the power network.[/p]
  • [p]Fixed some buildings not animating immediately after loading a game.[/p]

Golden Log Awards 2025 Winners

[p]Hello, everyone![/p][p]Right before 2025 wrapped, we announced a little contest - our first-ever Golden Log Awards, celebrating these past twelve months with special recognition for our community and some of the most prolific creators. While we chose the nominations, you - the players - voted for their favourite content, map, and mod creators.[/p][p][img src="https://clan.akamai.steamstatic.com/images/36026812/7d31db65c64dc43b93b66b1726b716806783ad31.png"][TAG-10][/p][p]Surpassing our wildest expectations, over 10.000 players (!!!) filled the voting form. The competition was fierce, with very close vote numbers in all categories and different creators taking the lead over the three weeks. But now that the dust has settled, we can announce...[/p][p][/p]

Winners of Golden Log Awards 2025

[p]And the winners are...[/p]

The Beaverest YouTube Content Creator of the Year:

Real Civil Engineer

The Beaverest Twitch Content Creator of the Year:

Chratos Gameplay

[p][/p]

The Beaverest Modder of the Year:

Bobingabout

[p][img src="https://clan.akamai.steamstatic.com/images/36026812/65a284c8265a1154a71bf3c2456c097c69b756d3.jpg"][TAG-50][/p]

The Beaverest Map Creator of the Year:

Thunderbloom

[p][img src="https://clan.akamai.steamstatic.com/images/36026812/1928820b4c2220b92d8cefb205faa1f38b4bc77c.png"][TAG-60][/p][p]As a reminder, every winning creator receives 500 EUR and can name an in-game beaver before the 1.0 release. Congratulations to the winners and big thanks to all the nominees - the Timberborn community is honored to have such creative members like you.[/p][p][/p]

Winners of the giveaway

[p]In the voting form, we also asked for your cool Timberborn stories and memories from 2025... and boy, did you deliver. We received over 2000 (!) responses from you. Reading them made us contemplate, laugh, and even - just ask Miriam - cry.[/p]
  • [p]Beriel[/p]
  • [p]Cynnabun[/p]
  • [p]dpottie[/p]
  • [p]Krzys12319[/p]
  • [p]Nycblackout[/p]
  • [p]Pfsm999[/p]
  • [p]Scott[/p]
  • [p]Smooth Brain[/p]
  • [p]Sowgard[/p]
  • [p]Tom Crosland[/p]
[p]Above are the ten authors of the stories that we liked the most, listed in alphabetical order. Each author receives a 50 EUR merch voucher to our store - but trust us, choosing from so many great stories was just nigh impossible. We thank you for each and every one of them.[/p]

Patch notes 2026-01-26 (experimental)

[p]Hello, everyone![/p][p][/p][p]Thanks so much for your feedback on recent changes and additions. Today, we’re expanding the updated tutorial further, while also giving you slightly more manpower beaverpower at the start, adding new tips to the loading screen, and backpedaling on the new layer switching method.[/p][p][/p]

Tutorial

[p]As we mentioned in the previous patch notes, the new tutorial makes it easier to add new tutorial paths as needed. And today, we’re doing just that.[/p]
  • [p]Added new tutorial paths: Working hours, Droughts, Badtides, Dams, More beavers, Layer tool, Vertical architecture, Haulers and workforce.[/p]
  • [p]New tutorial paths are blinking for a few seconds after they appear.[/p]

Balance

  • [p]Increased the starting adult beaver count to 9 on all difficulty levels.[/p]

Modding corner

  • [p]Blueprint Editor now shows a simplified version of a spec with a missing type instead of removing it straight away.[/p]
  • [p]Mods with asset bundle names that end with an OS suffix but also contain a dot are now correctly associated with that OS.[/p]

Misc.

  • [p]Having gathered the player feedback, we've removed the new way of changing the visible level by holding Alt (Options on Mac) and dragging the mouse up/down.[/p]
  • [p]The game now displays multiple tips on the loading screen. Yes, it took us a while.[/p]
  • [p]Added flavor texts to the new buildings.[/p]
  • [p]Updated the Polish description of the Badtide Drain.[/p]
  • [p]Dormant Dynamite has slightly lower performance overhead.[/p]
  • [p]The in-game day is now longer by 0.8 real-life seconds. While this may look cosmetic, it means that 1 in-game hour is now exactly 32 ticks, and 1 in-game day is now exactly 768 ticks, without any fractions.[/p]
  • [p]Removed the colon from dropdowns and switches. *insert anatomical joke* [/p]

Bug fixes

  • [p]The game no longer pretends you’re renaming a district when you change a beaver’s name.[/p]
  • [p]Fixed a bug causing the tutorial highlight to stay visible if the tutorial was closed at a very specific moment.[/p]
  • [p]Fixed beavers that wouldn’t sit down on benches.[/p]
  • [p]Beavers no longer get permanently stuck after their District Center is moved.[/p]
  • [p]Fixed delayed water and badwater sources sometimes loading as inactive despite already having been active when the game was saved.[/p]
  • [p]Fixed active delayed water and badwater sources reporting their status as dormant in the GUI.[/p]
  • [p]Replaced the "Default worker type for new buildings" label in District Centers with a shorter one that fits in one line.[/p]
  • [p]Plants brought back with undo no longer become dead regardless of terrain's irrigation.[/p]

Patch notes 2026-01-13 (hotfix, experimental)

[p]Hello, everyone![/p][p][/p][p]Thank you for your feedback and reports after yesterday’s experimental update. Here comes a bunch of follow-up fixes.[/p][p][/p]

Bug fixes

  • [p]The “Castor Posthumus” achievement is no longer triggered by having the beaver population of exactly 1 and producing a bot.[/p]
  • [p]Unstable Cores’ and Bot Assemblers' lights are now correctly disabled and enabled.[/p]
  • [p]Restored the previous background color to tooltips and updated the background color for key bindings shown across the UI.[/p]
  • [p]Cleaned up the incorrect ordering in some buildings’ panels.[/p]
  • [p]Closing Steam Overlay no longer crashes the game.[/p]