Patch notes 2026-01-12 (Experimental) - New map, tutorial updates, and more!
[p]Hello, everyone![/p][p][/p][p]We hope your new year has not begun with a… badtide. Now that we’re back from holidays, we’ve resumed our work on the Timberborn 1.0 build. Today’s patch brings a unique new map named Spillage, important changes to the in-game text and the tutorial, revision of the in-game brightness, as well as a ton of other happy little tweaks.[/p][p][/p]
Maps and map editor
[p][img src="https://clan.akamai.steamstatic.com/images/36026812/bd1897d7e6e205eab86ff60a4b6145f157506850.png"][/p][p]Here comes the third new map we’re adding for the full release. Thanks to the Water Seeps and other new tricks we now have at our disposal, this map plays quite differently, but… we won’t spill the beans here.[/p]
[p]New unconventional map: Spillage. This slope is full of small, irrigated enclaves. However, dangers abound in the region - should you not be careful, those areas will become anything but hospitable.[/p]
[p]Moved Blockages closer to the starting locations on the beginner-friendly maps.[/p]
[p]Removed the Resources category in the map editor and moved its contents to Objects.[/p][p][/p]
Visuals and camera
[p][img src="https://clan.akamai.steamstatic.com/images/36026812/7db280b121ff31945f576a080cf7c3cc34d86c50.png"][/p][p]While we are happy with the refreshed visuals, we agree that the game became a little too bright. It is now also easier to zoom all the way out if you wish![/p]
[p]Slightly lowered the in-game brightness, especially during the day.[/p]
[p]Increased the camera’s default zoom-out limit and added an “Unlimited” checkbox to the settings.[/p]
[p]In the settings, you can now adjust the speed of camera rotation with a mouse.[/p]
[p]Input speed sliders in the settings now use values between 0% and 300%, with the default being 100% instead of 40%, which should make more sense for 60% of the population.[/p]
[p]Revised lighting distances for all buildings.[/p]
[p]Wood Workshops for both factions now use fewer different materials (visually, this is not a balance change).[/p]
[p]Dandelions no longer rave when exposed to the wind.[/p][p][/p]
Tutorial
[p][img src="https://clan.akamai.steamstatic.com/images/36026812/5b69608edfcbc229e432158d8a0ea5fe74a3f63c.png"][/p][p]With 1.0 around the corner, it was high time to give the tutorial a critical look. While Timberborn is a sandbox and discovering what works and what doesn’t is a huge part of the fun, the basics could be explained better - in a less linear way, while also covering more aspects of the game.[/p]
[p]Reworked the tutorial system to use independent tutorial paths rather than shoving them all into one linear sequence. This also makes it easier to add extra paths down the road.[/p]
[p]Rewritten and updated existing tutorial paths.[/p]
[p]Added a few new tutorial paths, for example to introduce the well-being system.[/p]
[p]Hovering the mouse cursor over the “Continue” button now highlights it.[/p][p][/p]
UI & in-game text
[p]Following an extensive quality check, we’ve made many changes to the in-game text, aimed at increasing its consistency and clarity.[/p]
[p]These adjustments range from small tweaks to larger changes. For example, “energy” is now “power”, we consistently use the word “goods” instead of “resources”, Windmills are called Wind Turbines, your beavers suffer from Chipped Teeth (and not Broken Teeth) etc.[/p]
[p]Added a new way of changing the visible layer level by holding Alt (Options on macOS) and dragging the mouse up or down.[/p]
[p]Added several new keybindings.[/p]
[p]Added missing tooltips to in-game buttons. [/p]
Audio
[p]Ding-dong-whoosh![/p]
[p]Added selection sounds to the new buildings.[/p]
[p]Added the snooze button sound toggle to the Bell.[/p]
[p]Added some missing ambient sounds to the mechanical buildings. [/p]
Modding corner
[p]The "Spec" postfix was removed from the names of non-ComponentSpec properties. This change affects BlockObjectSpec. Yes, this means the mods are broken once again.[/p]
[p]FactionSpec's BlueprintModifiers now reference the original and modifying BlueprintAssets.[/p]
[p]Unity Modding Tools’ graphic settings match the game's settings now.[/p][p][/p]
Misc.
[p]Smelter’s chimney is now shorter, making it possible to use Platforms as smoking racks.[/p]
[p]Beavers now carry out goods from the paused District Centers and Builder's Huts.[/p]
[p]Bored builders aren't privileged anymore and have to help with removing unwanted stock from buildings. [/p]
Bug fixes
[p]Beavers should no longer get stuck under stairs or inside buildings. They'll attempt to move to a nearby tile or fall back to their District Center in emergency situations. Now that’s a bugfix worthy of a 1.0 release, no?[/p]
[p]When using the layer tool, lights for hidden buildings are now correctly disabled.[/p]
[p]Mouse dragging speed is now consistent between Windows and macOS.[/p]
[p]Edge scrolling now works correctly for all screen edges on macOS devices with a camera notch.[/p]
[p]Fixed a small gap in the Pile.[/p]
[p]Fixed Power Shafts not connecting - visually - to the Bot Assembler.[/p]
[p]Power Shaft connectors are now positioned correctly.[/p]
[p]On the lower graphic settings, trees no longer get white edges at the bottom.[/p]
[p]Added the missing doorsteps to the buildings’ construction sites.[/p]
[p]The game no longer crashes if you linger too much when choosing your settlement’s name.[/p]
[p]The “Master Builder” achievements no longer check for buildings that cannot be built on some maps (such as Geothermal Engines, since not all maps feature Geothermal Fields).[/p]
[p]The “It Happens” achievement should now trigger consistently.[/p]
[p]The game no longer gets heavily confused if you rotate the camera while placing draggable buildings, such as Paths.[/p]
[p]Storage icons are now correctly refreshed in the map editor.[/p]
[p]A goods dropdown in the map editor now correctly hides when the object is deleted.[/p]
[p]A district's range is no longer drawn over Slopes.[/p]
[p]As scary as they look, Thorns no longer block building over them.[/p]
[p]Fixed a bug with tooltips not being positioned properly for one frame.[/p]
[p]The Badtide Drain now correctly lets beavers access buildings and resources placed on top of it.[/p]
[p]Clicking a currently selected object on a dropdown list now collapses the list.[/p]
[p]It is no longer possible to play the game with the Steam overlay open.[/p]
[p]The progress bar for healthy plants now looks correct in all languages.[/p]
[p]Fixed a multithreading bug related to the water sources’ current strength.[/p]
[p]Fixed a crash caused by the Unstable Core destroying unfinished Tunnel supports.[/p]
[p]The Map editor no longer crashes when you enter a stock amount that the game doesn’t like.[/p]
Timberborn 2025 Wrap-up and Golden Log Awards
[p]Hello, everyone![/p][p] Timberborn 1.0 is coming in early 2026 - but before we take that huge leap together, let’s look back at the past twelve months with a fancy infographic. Scroll a little further, and you will also find a little event in which our players and content / map / mod creators can win some swag.[/p][p][/p]
Timberborn’s 2025 in numbers
[p]If you’ve ever wondered which map is the most popular or how many players enjoy dabbling in misery playing on Hard - we’ve got you covered. Let us know if you see anything surprising![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/36026812/0e4c95676320c69a441ad754af3774e621222c23.png"][/p][p]Behind all the numbers you see above, there is the best gaming community we could ever imagine. And this year, we’d like to give a nod to some of the most inspiring Timberborn players with a fun little initiative. Behold, the…[/p][p][/p]
Golden Log Awards 2025
[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/36026812/02b45cb1b1fe20e6df123738b8277c1eec4ebc75.png"][/p][p]Now, now, before you beavers get too excited and raid our office - no, we do not have a physical log made of gold at our disposal. The Awards are meant to celebrate these past twelve months with special recognition for our community… but yes, there are rewards to be had![/p][p][/p][p]In the studio, we’ve nominated some of the content creators, map creators, and mod creators from the community whose Timberborn works we enjoyed the most in 2025. Narrowing these lists down was challenging enough, so now we need your help for the next step.[/p][p][/p][p]Here’s how this works:[/p]
[p]Open >>> THIS FORM <<< and choose your favourite content creator, map creator, and mod creator. We’ve included links so that you can see some of their works.[/p]
[p]In the optional field at the end of the form, you may describe your favourite Timberborn moment of 2025. It could be anything - it doesn’t have to be related to the creators you’re voting for.[/p]
[p]In each category, the winning creator wins 500 EUR - which, to hoomans, seems like a more universal commodity than golden logs. They also get to name an in-game beaver.[/p][p] On top of that, everyone who votes and shares their favourite Timberborn moment in the form, gets a chance to win one of the ten 50 EUR merch vouchers, redeemable in our ever-growing merch store.[/p][p][/p][p]VOTE IN GOLDEN LOG AWARDS 2025[/p][p] Voting ends on January 18, 2026. Before you participate, check out the Terms & Conditions (for the giveaway and for those nominated).[/p]
Patch notes 2025-12-11 (experimental)
[p]Hello, everyone![/p][p]A neat new update is now live on the experimental branch, featuring a mix of quality-of-life changes, modding tweaks, and bug fixes. Please keep the feedback coming![/p][p][/p]
Quality-of-Life
[p]Why click twice when you can click once?[/p]
[p]It is now possible to draw L-shaped setups of Paths, Tubeways, Power Shafts, Fences, and Hedges with a single mouse drag.[/p]
[p]Builders and haulers are now allowed to fully empty the inventory of Builders’ Huts and District Centers.[/p]
Modding corner
[p]The workshop_data.json file is now being updated before uploading it to Steam Workshop.[/p]
[p]It is now possible to minimize debugging panels.[/p]
[p]The Steam Workshop mod uploader now has an Update toggle for tags.[/p]
[p]Unity Engine was updated to version 6000.3.0f1.[/p]
Bug fixes
[p]When playing on Low graphics settings, beaver eyes are less of a nightmare fuel.[/p]
[p]Impermeable Floor tiles with Platforms underneath no longer let contamination and moisture through.[/p]
[p]Moved the misplaced trees on the Meander map.[/p]
[p]Copying the Hydroponic Garden’s settings no longer resets its growth progress.[/p]
[p]Power Shafts no longer emit looping sounds when inactive.[/p]
[p]Fixed a crash caused by the lazy super-efficient beavers who connected their homes directly to the Tubeway or Zipline Stations.[/p]
Patch notes 2025-12-04 (hotfix, experimental)
[p]A wonderful new hotfix patch is now live on the experimental branch.[/p][p][/p]
Bug fixes
[p]Beavers building a wonder no longer turn into ghosts after loading the game.[/p]
[p]Earth Recultivator’s balloons are now once again visible.[/p]
Patch notes 2025-12-03 (experimental) - Hot dams!
[p]Hello, everyone![/p][p][/p][p]We hope your achievement hunting is going smoothly - if not, today’s tweaks may help you a bit. We’re also making dams, levees, and waterfalls prettier. Finally, there’s now a time-sensitive challenge for the nasty players who don’t pick up after their beavers. [/p]
Hot dams!
[p][img src="https://clan.akamai.steamstatic.com/images/36026812/3d30115e4c187b2d54766222ef477ad96e3914b3.png"][/p][p]With today’s update, we’re updating models for the most important buildings any beaver, in-game or not, knows.[/p]
[p]Updated models for Dams and Levees. They’re now less box-y and more beaver-y.[/p]
Visual fidelity
[p]Waterfalls are prettier as well![/p]
[p]The recently added water transparency now also applies to waterfalls. Time to hide some treasures![/p]
Rubble changes
[p]Today’s update helps with the clutter on the screen and removes the rubble that you don’t give a dam about - and, since that rubble is no longer there, this improves the game’s performance a bit. It also makes sense not to eat food that has sat at the bottom of the lake for weeks. Finally, we’re fixing an issue that sometimes occurred in the early game.[/p]
[p]Unpicked Rubble now disappears after 15 days. The disintegration progress is displayed on the newly added progress bar in the Rubble’s panel.[/p]
[p]Rubble can now be brought by builders to District Centers and Builders' Huts, and stored there in small amounts. This solves the early game soft locks happening when there are no warehouses to store a good, and no Logs to build them.[/p]
Steam Achievements
[p]These are mostly bug fixes, but to keep the bug section spoiler-free, we’ve moved all changes related to Steam Achievements here.[/p]
[p]The achievement for unlocking the Iron Teeth is now granted retroactively if you had already unlocked them in the past.[/p]
[p]Injuries caused by Thorns now correctly unlock the related achievement.[/p]
[p]The achievement unlocked by stacking Hydroponic Gardens no longer requires them to be facing the same direction.[/p]
[p]Building a terrain block is no longer needed by the achievements that check whether you have built all buildings available to a faction.[/p]
[p]Removed an achievement involving a Large Power Wheel and a solitary beaver.[/p]
Modding corner
[p]Timbermesh files won't pull their meshes into the AssetBundle anymore (unless you explicitly ask them to, using the checkbox in their inspector).[/p]
[p]Object Debugger now shows properties of the parent class.[/p]
[p]The Blueprints directory was removed. All assets it contained were moved to the Resources directory. [/p]
[p]Fixed a crash occurring upon loading a save with entities missing some components added by mods.[/p]
[p]The game no longer crashes when clicking on an object with a collider that isn’t an entity.[/p]
[p]Fixed Blueprint Preview throwing an error when multiple Blueprint Editors are open.[/p]
[p]Enums set to all ones (everything) are now represented as "All" instead of "-1" in blueprints.[/p]
Misc.
[p]Large Water Wheels now allow building overhangs right above them.[/p]
[p]In the map editor, deleting an Aquifer that had an Ancient Aquifer Drill on top of it now deletes both structures.[/p]
Bug fixes
[p]The tree planting preview now correctly disappears after you’re done copying trees with the duplication tool.[/p]
[p]To the dismay of all slapstick comedy lovers, it is no longer possible to place Square Banners on paths.[/p]
[p]Fixed clipping in drying Blueberries.[/p]
[p]Fixed Badtide Drains clipping with terrain.[/p]
[p]Dying beavers no longer make things worse by stabbing themselves with their elbows.[/p]
Patch notes 2025-07-29 (experimental)
[p]Hello everyone![/p][p][/p][p]An ultra small update to crash reports is now live on the experimental branch.[/p][p][/p]
Misc:
[p]The newly added simplified crash reports are no longer sent if any mods are present.[/p]
Patch notes 2025-07-29 (experimental)
[p]Hello everyone! [/p][p][/p][p]A few fixes and improvements to error reporting are now live on the experimental branch.[/p][p][/p]
Misc.
[p]If you have consented to share analytics data, the game now automatically sends simplified crash reports every time it crashes. The detailed crash reports which include your saves and full logs still have to be sent by you using the crash screen, so please keep them coming.[/p]
[p]Log files now include the CPU microcode version if the game runs on a CPU with known microcode issues.[/p]
[p]Other minor improvements to the error reporting code.[/p]
[p]Fixed typo in the French dandelion flavor, “danss” corrected to “dans”.[/p]
[p]Added new beaver names proposed by the content creators participating in the DareDrops campaign for Update 7.[/p][p][/p]
Bug fixes
[p]The game no longer remembers all historical console entries. This should reduce the risk of out of memory errors caused by mods.[/p]
[p]Fixed an issue where some objects couldn't be selected in the map editor.[/p]
[p]Hello, everyone![/p][p][/p][p]Our recent experimental tweaks are now live on the main branch.[/p][p][/p]
Patch notes 2025-07-16 (main branch)
[p]Removed the merch store button from the main menu as we are shutting down our current store soon.[/p]
[p]Logs now include a unique, random machine identifier to facilitate diagnosing crash reports.[/p]
[p]You can now provide us with your e-mail address on the crash screen. This helps in case we have some additional questions.[/p]
[p]Fixed rare crashes occurring while autosaving. Hopefully for good.[/p]
Merch survey
[p][img src="https://clan.akamai.steamstatic.com/images/36026812/e807488b315afa624808af0403efc5e6b3efe765.png"][/p][p]As you can see in the patch notes above, we are shutting down our current merch store. At the same time, we’re exploring ideas for new official Timberborn merchandise, and we’ve put together a quick survey.[/p][p][/p][p]If you can spare 5 minutes, please check it out below and help us understand what Timberborn gadgets and apparel you want to see.[/p][p][/p][p]Take the merch survey[/p][p][/p][p]Thank you![/p]
Build-a-Map Contest #5 is live!
[p]Hello, everyone!
Thanks to Update 7, the in-game terrain is now fully three-dimensional, and your beavers can traverse the maps with unprecedented freedom. This calls for a new map-building contest with over 3000 EUR in prize money on the line![/p][p][img src="https://clan.akamai.steamstatic.com/images/36026812/a42ca74ccf69d4c9ed48ddf4db6ba423dbb820fb.png"][TAG-10][/p][p]The goal is to create an original, pretty, playable map that uses the features of Update 7 - Ziplines & Tubeways. 3D terrain is the big one, but there are many ways to approach the subject. Will your map work great with new transportation methods? Will it combine 3D terrain with 3D water physics in a creative way? Or maybe require extensive tunneling? It’s all up to you![/p][p][/p]
💸 Prizes
[p]We’ve tweaked the prize structure for this edition. Now, everyone - both winners and the honorably mentioned - receives the sweet, sweet cash![/p][p]There are three map categories, based on their size:[/p]
[p]128x128 and Below[/p]
[p]Between 129x129 and 255x255[/p]
[p]256x256 and Up[/p]
[p]In each category, the winner receives 750 EUR, a place in the in-game credits, and a special rank on our Discord.[/p][p]Each category also has three honorable mentions. The author of every honorable mention receives 100 EUR. [/p]
🗺️ How to enter
[p]This contest is open to all Timberborn players, regardless of platform. For an entry to be considered, you must:[/p]
[p]Publish a new - not available anywhere before the contest started - map on our Mod.io hub.[/p]
[p]Tag it with “Build-a-Map Contest 5”.[/p]
[p]Include at least three screenshots in your submission, including one that shows the map in full.[/p]
[p]All players with access to Steam are strongly encouraged to also post their creations to Steam Workshop. This helps you gather feedback and make any necessary changes.[/p]
[p]Deadline - 11:59 PM CEST on August 10, 2025.[/p][p][/p]
⚠️ Important notes
[p]Before entering the contest, please carefully read:[/p]
[p]Terms & Conditions. Among other things, this includes information about the personal information the winners need to provide to receive the prize money.[/p]
[p]Frequently Asked Questions - see below.[/p]
🤔 Frequently Asked Questions
[expand type=details expanded=false] ❓ What do I need to do? - Read the contest's Terms & Conditions and make sure you understand and accept them. - Create a new (= not published anywhere before July 10, 2025) map using Timberborn's built-in map editor. - Upload it on Mod.io. We strongly recommend submitting it on Steam Workshop as well if you can access it. - Tag the map with “Build-a-Map Contest 5” tag and add a minimum of three screenshots (including one that shows the entire map). - (Optional) Add a description that will tell everyone what is cool about your map, and how it uses the features of Update 7 - Ziplines & Tubeways. - Make sure the map is publicly available before the deadline.
❓ What's the deadline? 11.59 PM CEST on August 10, 2025.
❓ How do I upload my map? Follow this guide for Mod.io, and this guide for Steam Workshop.
❓May I upload my submission onto only one platform? To be eligible to participate in the contest, your submission must be submitted onto Mod.io - that’s also what we will be judging. Uploading the map onto Steam Workshop is not mandatory, but we highly recommend doing so if you have the game on Steam.
❓ Why must I upload the map onto Mod.io now that Steam Workshop is live? We want all Timberborn players, regardless of platform, to be able to participate in the contest and access winning entries afterward.
❓ What can I win? - There are three prizes of 750 EUR (*), one per each map size category (128x128 and below, 129x129 through 255x255, and 256x256 and above). - Winners receive the coveted “Masterful Architect” rank on our Discord and a place in the in-game credits. - There are three honorable mentions per map size category. The author of each honorable mention receives 100 EUR. (*) Technically, it's 833,33 EUR each but we need to deduct 10% of that to cover the prize tax in Poland. Check T&Cs for details.
❓ How will you pick the winners? Winners will be picked at Mechanistry's sole discretion, based on the submitted maps' originality, playability, appearance, and usage of Update 7 features. Put your best paw forward.
❓ Can you be more specific about the Update 7 criteria? There are no hard requirements. It’s up to you to choose how to implement 3D terrain and how (if) you want to accommodate other new features such as the mass transportation, the addition of tunnels, vertical powers shafts etc. You can use the description field to explain what you did.
❓ Can I submit a map that requires mods to work (i.e. the map height mod)? No, your map must load and fully work on the vanilla game. For example, a modded map with parts of terrain reaching a few tiles over the default map editor limit could load fine - but, at the same time, it wouldn't allow the player to freely add extra terrain tiles to the extent regular maps do. That's not okay.
❓ Where can I discuss the contest entries with other players? Join our Discord where we've just created a special channel exactly for this purpose.
❓ Can I update my map after the initial submission? Yes. Both Mod.io and Steam Workshop allow you to upload updated versions of the map, and we will not be checking the submissions before the contest's deadline, so you can update your maps before then.
❓ Can I exclude my map from the contest? Yes. We will only be checking the maps tagged with the "Build-A-Map Contest 5” tag. Simply remove the tag and it will be excluded from the competition - no need to delete the map.
❓ When will you announce the winners? On or before August 29, 2025. Please note that the folks at Mod.io will collect your personal details. These are needed so that we can legally send you the prize money.
❓ Can I submit more than one map? Yes. You can submit as many maps as you wish, including in as many map sizes as you wish. However, one person can win only once. Also, quality > quantity.
❓ Can I submit a map if my entry won or was honorably mentioned in a previous contest? Can I win again? Yes, and yes.
❓ My map isn't square. Which size category do I pick? Calculate the map's size. If it's 16 384 tiles or below, go with the “128x128 and below”. If it's 65 536 or more, pick “256x256 and up”. If it's in-between, choose “129x129 through 255x255”.
❓My map is so large I can't take a screenshot of it. What do I do? Use the farthest zoom available and try several perspectives - the point of that requirement is to allow us to see and understand the map's overall shape and features. In the past, some entries would come with all screenshots focused on fine details, and no overall shots whatsoever.
❓ Is there any legal fine print I should be aware of? Yes. Read the contest's Terms & Conditions.
❓ My question isn't answered here or in the Terms & Conditions. If you still have any contest-related questions, shoot Miami an email at miami@mechanistry.com.
[p]Need some extra inspiration? You can see past winning entries here, here, here, and here.[/p][p]If you would like to discuss your entries with fellow participants, hop onto our Discord and find a dedicated channel created specifically for the contest.[/p]
Patch notes 2025-07-09 (experimental)
[p]A small new update is now live on the experimental branch![/p][p][/p]
Misc.
[p]Localized the updated post-crash screen.[/p]
[p]Fixed rare crashes occurring while autosaving. Hopefully for good.[/p]