Functional Update History
This page is focused on functionality updates to the main branch. It is a very trimmed-down version of what is available on Steam. There are no bug fixes, visual tweaks, contests, experimental branch patch notes and so on.
It is a single page to make it easier for editors to find historical information.
For detailed release notes, see Game Versions.
Update 7
Ziplines
- New feature: Ziplines (Folktails-only). Beavers and bots use Ziplines like paths, except they allow for travel above terrain while moving 2,5 times faster. Each Zipline connection requires at least two Stations, and any number of Pylons and Beams in between.
- Each building in the zipline network can be connected to up to two other structures, selected at any time from its panel. All connections are two-way. A single connection can be up to 30 metres long and have a maximum inclination of 50 degrees.
- New building: Zipline Station (20x Log, 40x Plank, 20x Metal Block, 700 SP). Bots and beavers use this building to hop onto and off a zipline. Within a single zipline network, all Stations must belong to the same district.
- New building: Zipline Pylon (20x Plank, 10x Gear, 10x Metal Block, 500 SP). Use these tall structures to route your ziplines around the settlement without colliding with terrain, buildings, and other ziplines.
- New building: Zipline Beam (20x Plank, 10x Gear, 10x Metal Block, 600 SP). The beams' role is similar to that of the Pylons, but since theyâre smaller and the zipline is hooked to the side, they help in tight areas with large height differences.
Tubeways
- New feature: Tubeways (Iron Teeth-only). Beavers and bots use Tubeways to travel significantly faster (think: four times as fast) than on paths. Tubeways are built using the two 1x1 adaptive module types that adjust their shape as extra lines are connected. Tubeways can be submerged in water and badwater. Oh, and hereâs a tip: it is possible to build things from inside Tubeways.
- New building: Tubeway Station (40x Plank, 20x Gear, 20x Metal Block, 700 SP). This is the entrance to the Tubeway network. Tubeways can be connected from the sides or from the bottom.
- New building: Tubeway (2x Plank, 1x Metal Block, 500 SP). Use this module to create Tubeway lines. Modules placed next to each other connect automatically.
- New building: Vertical Tubeway (4x Plank, 1x Metal Block, 600 SP). Use this module to create Tubeway lines that go upwards or are built directly below buildings and terrain. Modules placed next to each other connect automatically. Vertical intersections are also possible.
3D Terrain
While the in-game terrain has always been made of little 3D cubes, you could only place them one atop another. With Update 7, terrain blocks go on all Solid surfaces - roofs, platforms, and overhangs. This gives you much more flexibility in reshaping maps and choosing where to grow your fields and forests. You can finally cultivate crops on top of lodges and warehouses. You may create extra-compact hanging gardens where plants grow on multiple levels. You might even hide your beaversâ settlement in a cave, with a river irrigating its green dome.
Speaking of caves, it is now also possible to overhang terrain blocks. The overhanging terrain needs to be attached to another terrain block and you cannot have more than three unsupported blocks protruding sideways, but it is still regular terrain that can be irrigated and contaminated.
- The terrain system is now truly three-dimensional, allowing you to put terrain blocks on all Solid surfaces.
- Added the ability to overhang terrain, up to three blocks to the side. To add overhanging blocks, start dragging the cursor from a vertical surface.
- As soon as you remove supporting terrain further than the allowed limit of three overhanging blocks, everything beyond that limit is destroyed. This also applies to buildings. Please be careful.
- Tweaked the models for Natural Overhangs.
Tunnels
Your beavers now finally know how to dig into walls, building tunnels of any width. Need to transport something, but thereâs a huge landmass in the way? Just cut through. Want to move your beavers into a cave? Find a mountain and dig a hole!
- Bulleted list item New building: Tunnel (2000 SP; 1x Explosives, 1x Extract, 6x Plank). With the power of explosives, beavers remove a terrain block from the side and install a Platform to support the ceiling. Use the layer tool to easily plan out larger digging areas inside landmasses.
Layer tool
Weâre expanding the usability of the layer tool since terrain is now three-dimensional and you can turn your beavers into moles build tunnels.
- The layer tool (Alt+mouse wheel, remember?) now uncovers terrain in addition to buildings and water, allowing you to look inside areas like caves, tunnels, and complicated structures.
- When using the layer tool, all ground-only objects now display a shadow on the terrain layer they occupy.
- Added the ability to select a particular layer by clicking any tile on that layer with a new keybinding (by default: Alt+middle mouse button). Click that layer with the keybinding again, and the layer visibility resets.
- When trying to delete buildings in a way that causes objects on layers hidden by the Layer tool to also be deleted, the terrain is temporarily uncovered so that you donât accidentally delete too much of your beaversâ livelihood.
Woodworking
New models for both factions' Smelters. New models for both factions' Gear Workshops.
Selections
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.
Adaptive Power Shafts
Power Shafts are now also adaptive. Weâve 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 connections, causing outages for entire districts. The new Power Shafts simply change their shape as new connections are added or removed. And yes, that also enables vertical junctions!
- New building: Power Shaft (No SP cost; 1x Log)
- New building: Vertical 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.
- Removed the "Blocked power connection" status displayed while placing Power Shafts, as it was not very helpful.
Quality-of-life
- When using most area selection tools - to plant trees, build multiple platforms, plan out a tunnel etc. - the size of the selected area is now displayed in the middle of the screen (for example "5x5").
- Plantsâ drought resistance is now displayed in their description.
Maps
- Bulleted list item Revised 12 out of 13 in-game maps to a varying degree. The only unchanged map is Diorama (yes, itâs that perfect).
- New map: Hollows (192x192). The carved-out landscape of this medium difficulty map hides many opportunities. The eldest beavers even whisper of buried treasures.
Map Editor
- In the map editor, it is possible to use the terrain brush on Natural Overhangs.
- Added a new tool for sculpting overhanging terrain to the map editor.
- Added the layer tool to the map editor.
- Underground Ruins, Water Sources, and Badwater Sources now require continuous support from the bottom of the map. In other words, you can't dig tunnels under them, or place them on a terrain that has some gaps on lower layers. All that water and metal has to come from somewhere, right?
- 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 theyâd end up outside of the mapâs limit.
- The terrain tools are no longer blocked by objects like trees, ruins, or water sources. They now simply replace them with terrain blocks or, if the terrain is lowered, remove them outright.
Balance
- Changed Mineâs and Efficient Mineâs basic recipe. The input is now Treated Plank 1x, the output is now Scrap Metal x5.
- Folktailsâ Mine no longer has an extra recipe for Science Points.
- Iron Teethâs Efficient Mineâs second recipe now has an input of 1x Treated Plank, 2x Extract, and an output of Scrap Metal x10.
- Mines and Efficient Mines now have 10 workers enabled by default, up from 5.
- Smelter now produces Metal Blocks twice as fast.
- For a small fee of 7500 SP, bots can now work in the Observatory. Just donât come to us when they revolt.
- Power Wheel - lowered the cost from 40 Logs to 20 Logs.
- Large Power Wheel - lowered the cost from 100 Logs to 50 Logs.
- Mechanical Fluid Pump and Deep Mechanical Fluid Pump - lowered the cost from 100 Gears, 50 Treated Planks, and 50 Metal Blocks to 50 Gears, 25 Treated Planks, and 25 Metal Blocks. Lowered the SP cost from 5000 SP to 2500 SP.
- Lowered the unlock cost of Forester from 60 SP to 30 SP.
- Lowered Birch growth time from 9 days to 7 days.
- Slightly decreased planting and harvesting times for Birches and Oaks.
- Slightly increased harvesting times for Pines.
- Lowered Underground Pileâs capacity from 1800 to 1000 to make it less OP when combined with 3D terrain. But donât fret, we also lowered its cost from 20x Logs, 80x Planks, 40x Gears to 20 Logs, 40x Planks, 20x Gears.
- Updated Platformâs cost from 2x Log, 4x Plank to 6x Plank.
- Updated Double Platformâs cost from 4x Log, 4x Plank to 8x Plank.
- Updated Triple Platformâs cost from 6x Log, 4x Plank to 10x Plank.
- Work speed now always increases by 20% with each well-being milestone.
- The work speed bonus at maximum well-being is now 260%, up from 170%.
- The base work speed bonus for bots is now 65%, up from 45%.
- Bots' Condition 1 work speed bonus is now 110%, up from 90%.
- Bots' Condition 2 work speed bonus is now 170%, up from 120%.
- Increased all attractionsâ need gains to 0.6 per hour.
- Beaver Statue (Iron Teeth) - lowered the cost from 30 Metal Blocks to 20 Metal Blocks.
- Tweaked how much the needs satisfied by decorations and attractions deplete each day. For advanced attractions, their needs go down by 0.1, and for basic ones, by 0.2. For advanced decorations, their needs go down by 0.3, and for basic ones, by 0.4.
- Slopesâ and Stairsâ effect on range lines is now significantly lower.
- Excavator no longer needs Extract to operate.
Visuals and audio
- On the Ultra preset, in-game shadows now use 8K resolution.
- As the above affects the gameâs performance, the default graphics quality is now set to High rather than Ultra. If you have never changed anything and are on Ultra by default, the game will switch to High which is the equivalent of the old Ultra.
- Changed the maximum number of objects affected by light sources to 6 on Ultra and to 4 on High.
- Updated the collider system for beavers and bots to make them easier to select.
- Cleaned up some unit animations.
- Buildingsâ ambient sounds now fade out at larger distances.
- Optimized explosion particles.
Misc.
- Barriers placed next to each other now form a more seamless, larger structure, similar to how in-game fences work.
- Barriers no longer block relevant ground effects when placed in a diagonal line. This is communicated by the new visuals, as the corners of the barriers arenât connected.
- Water Source is now Ground-only.
- On the toolbar, Spadderdock now comes before Cattail.
- Decluttered the bottom right corner of the screen by moving the version number to the game menu and removing the Bug report button. And no, that does not mean the game wonât have any bugs anymore. You can still send bug reports at [email protected], report them on Steam, Discord, and Feature Upvote, and use the post-crash screen.
- Capped the number of entries in the in-game console to 20,000 characters.
- Added a keybinding to switch worker type in workshops (not assigned by default).
- Added a keybinding to reset the camera (Shift-Z).
- The game no longer displays a game over pop-up right after loading if there are no live beavers in that saved file to begin with. Press F to pay respect without interruptions.
- Units now calculate the time needed to reach their destinations more accurately.
- On macOS, in keybindings, renamed Alt to Option.
- In key bindings, removed localizations for Shift/Ctrl/Alt/Cmd.
- Tweaked the format of descriptions for bonuses provided by buildings, such as carrying speed.
- Removed the âClick a single tile or hold the button to select an area.â bit from several tooltips, as it cluttered them too much.
- Slightly shrunk that Hauling Postâs thingamabob at the top to fit the building under Overhangs.
- Replaced "Water-dependent" with "Badwater-dependent" in badwater buildings' descriptions.
- Underground Pile now informs about its underground depth (2).
- Keybindings used to control in-game speed are now correctly distinguishable on the key bindings screen.
- Renamed the "Pause/unpause selected building" to simpler "Pause selected building".
Modding
- New features were added to our mods repository, such as: built-in code publicizer, zip files builder, and directory browsing controls.
- Added the Bootstrapper (global) context for the purpose of configurator installation.
- Removed PrefabConfigurators support which is now replaced with [Context] attributes and blueprints.
- Numpad Enter can now be used as a confirmation button in the Mod Manager.
- The Timbermesh plugin now supports newer Blender versions.
- In Update 7, we continue the changes you could see in the last patches of Update 6. The remaining prefab components have been simplified and renamed to "Spec". There is still a "Fix prefab components" button inside our modding tools, which should help with the rename slightly (remember to make a backup, though). On top of that, Specifications are now called Blueprints and can have multiple components, also called Specs.
- 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.
- Crash reports are no longer sent when the game is modded. Broken mods have always been the most common crash cause, making it harder to identify the issues broken on our end that we can actually fix.
- All shaders now land zipped in StreamingAssets, so modders can access them easily.
- Weâve 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.
Update 6
Three-dimensional water physics
- Fluids now use three-dimensional physics. This, among other things, means it is possible to have horizontal layers of water or badwater atop one another, with buildings in between. Also, the new water physics respects the laws of communicating vessels.
- New building: Impermeable Floor (200 SP; 1 Metal Block). Put this on any Solid surface (could be a platform, a lodgeâs roof etc.) and water will not pour through. You can still run your paths on the Impermeable Floor.
- It is now possible to build and stack Dams and Levees anywhere, for example on platforms or on top of buildings (think: aqueduct walls). This also means you can now form a wall with lots of Levees and a Dam block in the middle.
- Reworked the way water is rendered. Fluids now spill over more fluidly, and no longer look like their edges could cut through oneâs tail. Falling water now looks better. We also removed these visible but not real âleaksâ in the corners of dams and terrain.
- The layer tool now uncovers layers of water in addition to buildings.
- Water Wheels no longer slow the water flow. While this seemed a little more immersive, the water wheels would sometimes stop working as a result. This was causing way too much confusion.
Automated sluices
- New building: Sluice (400 SP; 5 Planks, 5 Metal Blocks; Solid). This 1x1 building passes water through in one - unchangeable - direction. Notably, sluices may be used at the bottom or in the middle of a larger dam. Adjacent sluices can be synchronized, just like floodgates.
- Sluices can be set to be open, closed, or automatically operated. The automation opens or closes the sluice depending on contamination levels and downstream water levels picked by the player. This should remove lots of typical micromanagement headaches!
New platforms
- New buildings: Overhangs (available variants: 2x1, 3x1, 4x1, 5x1, 6x1; costs include increasing amounts of SP, logs, planks, and metal blocks). These platforms need to be supported from one side, similar to suspension bridges. You can build on them, and theyâre not ground-only, which means you could chain them almost ad infinitum.
- Updated buildings: Metal Platforms. These are now equally available to both factions, and available in two sizes (3x3, 5x5; costs updated to 1000/2000 SP and 30/90 Metal Blocks, respectively). They now have much shorter âlegsâ but are no longer ground-only, so you could put them on platforms or even pile them one atop another, up to the mapâs height limit. Just do not ask us how this doesnât collapse. Thatâs beaver engineering!
- Updated buildings: Suspension Bridges. Because of the addition of overhangs, weâve rebalanced costs for all six bridge sizes. In short, theyâre all much cheaper than before, and they no longer use metal.
- Updated buildings: Mechanical Water Pump and Deep Mechanical Water Pump: max pipe length increased to 5 and 8 tiles, respectively. With all the aqueduct shenanigans now possible, it made sense to give beavers more freedom in creating their water transportation setups.
- New objects: Natural Overhangs (2x1, 3x1, 4x1). These are available in the map editor. It is possible to build on them, but crops wonât grow on them, and they do not transfer irrigation and contamination. Builders can destroy them, just like the Blockages.
Vertical Power Shafts
- New building: Vertical Power Shaft (40 SP; 2 logs, 2 planks, 1 gear; Solid; must be placed above ground). Use this shaft to build vertical power lines and, thanks to its integrated platform, to power up buildings through the floor.
- New buildings: Upward Power Shaft and Downward Power Shaft (20 SP; 2 logs, 2 planks, 1 gear each). These are used in connection with Vertical Power Shafts but since theyâre separate buildings, power lines now turn in any direction without wasting space.
- Updated buildings: Mechanical Fluid Pump and Deep Mechanical Fluid Pump. Power shafts can now connect from front and back (or even bottom!), and not just from the sides. Also, the Pumpâs lower part now acts like a three-block levee, blocking water.
- Updated buildings: Windmill, Large Windmill, Engine, Large Power Wheel. When placed on Vertical Power Shafts, their power output is transferred directly downwards. They can also directly power up Solid buildings placed below.
Wonders
- New feature: wonders. These very advanced structures are larger and more expensive than anything else in the game, and because of that they even go through five visible construction stages. A finished wonder can be activated for an extra cost, resulting in âcompletingâ the map. You can build multiple wonders on the map.
- After the first activation of the wonder on the map, the game displays a congratulatory pop-up with statistics of the current playthrough. After that, you can continue playing.
- When a wonder is activated for the first time, a faction badge is added to the current map on the map selection screen. The flexible start is also unlocked - see below.
- New building: Earth Recultivator. (20 000 SP; 2000 gears, 2000 treated planks, 1500 metal blocks; Folktails-only). Our expert farmersâ primary goal is to turn the entire planet green again - and this huge seed bank helps achieve that!
- Earth Recultivator can be activated for 500 Extract and 500 Paper. When activated, it sends out balloons with extra-durable tree seeds. This effect is visual and lore-bound only. On top of that, a huge boost to well-being is added to all beavers in a large area.
- New building: Earth Repopulator (20 000 SP; 1500 Gears, 2000 Treated Planks, 2000 Metal Blocks; Iron Teeth-only). Our industrious faction uses this war machine mechanized beaver ejector to rebuild civilization across the troubled globe.
- Earth Repopulator can be activated for 500 Treated Planks and 500 Berries. The buildingâs workers hop into gliders and fly away to start new settlements elsewhere in the world. This effect is visual and lore-bound only⊠but the pioneers are not coming back. Thereâs also a huge boost to the well-being of all beavers in a large area.
Flexible start
- Activating the wonder for the first time on a map on any faction unlocks a flexible start for both factions. Further playthroughs on that map will allow picking a different location for the initial District Center.
Modding support and Steam Workshop
- Launched Timberborn Workshop on Steam.
- Added new tools and made multiple changes to the game's architecture to make modding easier. If you're a modder, you can find the details in the documentation and the GitHub repository.
- Added a built-in mod manager accessed via the main menu that allows you to turn mods on and off, and to rearrange their launch order. If you have any compatible mods installed, the manager also launches before the game.
- Added an in-game console. By default, itâs accessed with Alt+`.
- It is now possible to upload maps to Steam Workshop directly from the map editor.
- The built-in mod manager also enables uploading mods to Steam Workshop directly from the game.
- Added an official sample mod to the Workshop called Shanty Speaker. This is a simple, not-very-serious Iron Teeth building that continuously plays âShores of Beaver Bayâ, the song we recorded with our community back in 2022. Find it here.
Tail customization, a.k.a. detailing
- New building: Detailer (1000 SP; 15 gears, 5 treated planks, 10 metal blocks). This new attraction satisfies Fun while making your beaversâ tails prettier with floral-ish designs.
- Custom images can also be used in Detailer. Transparent 1024x1024 PNGs are preferred, but the game also accepts JPGs and lower resolutions.
Mud Pit and other changes to buildings
- New building: Mud Pit (1800 SP; 60 logs; 40 treated planks, 20 wheat; Folktails-only). This 3x3 building allows Folktails to chill out even more, with a larger leisure area and several comfy spots to choose from.
- Updated building: Mud Bath. This building is now Iron Teeth-exclusive. They just donât mind being squeezed in like that.
- When synchronizing Floodgates, all neighbors will synchronize to the same height.
- Floodgatesâ height can now be adjusted accurately, with 0.05 increases.
- Beehive is no longer a Ground-only building.
- It is now possible to build dynamite on paths. This is a quality-of-life feature, and NOT a way to play whack-a-beaver, you psychos.
- When placing multiple Levees at once, you can now draw rectangles rather than just lines. Go crazy with the aqueducts!
- Updated the Large Windmillâs model so that it now actually uses the Paper it was built with. Conversely, the (small) Windmill no longer uses Paper in its model.
- Updated terrain blocks to look better with the new water.
- Updated buildings: Mine, Efficient Mine, and Underground Pile. These buildingsâ entrances are now at the ground level.
- Tweaked the Blockageâs model to be a little more rockish, less contrasting, and using fewer polygons. We now expect them to be used in higher numbers, for example when placing ânatural aqueductsâ on Natural Overhangs.
- Pines no longer scale up to the point where they clip through bridges etc.
- Simplified the model for crop leftovers (a.k.a. these little crates sometimes left next to harvested crops).
- Slope now needs to be demolished by builders rather than with a single click.
- Added a warning text when trying to build something beyond the mapâs height limit.
- Removed tile highlights under selected buildings.
- Some small textures are no longer compressed, resulting in better looks on Low graphical settings.
Construction stages
- Each building in the game uses a custom construction model, with monuments getting extra construction stages!
- Added construction stages to all in-game buildings. A building-specific construction model appears after materials have been brought to an empty construction site. All non-wonder, non-monument buildings in the game receive one such extra construction stage before theyâre finished. The regular monuments have two.
- Updated the initial construction site for Dynamite (all types) so that it doesnât cover the path underneath as much.
- Extended building times for most buildings a little so that you can enjoy the view of beavers hammering away a little more often.
Construction guidelines
- New feature: construction guidelines. This view can be toggled with a new button added to the top right corner of the screen (default key binding: Shift+X) or by holding X.
Maps and map editor
- New map: Cliffside (100x50). Do you like the challenge of growing a settlement on a narrow scrap of land? This one is for you.
- Updated all other 12 maps to a varying degree to make them work with 3D water physics better, use the Natural Overhangs, and accommodate more flexible start options. While at it, we also solved many minor issues with their older layout.
- Added faction badges to the map selection screen to show the âcompletedâ maps.
- Added separate tabs for official and custom maps to the map selection screen. Within the Custom Maps tab, maps are marked as local or downloaded from Steam Workshop.
- With the Natural Overhangs added to the map editor, it is possible to put Ruins on them.
- In the map editor, hidden plantlife no longer reappears when it changes its state, for example when irrigation reaches it.
- In the map editor, it is now possible to flip Blockages and Water Sources. By default, these objects are now randomly flipped and rotated upon placing, but you can disable that behavior with a checkbox.
Mods
- It is now possible to have mods for different game versions in the Mods folder. For more details, check https://github.com/mechanistry/timberborn-modding.
Performance
- Added support for VSync and the ability to set a frame rate limit.
Analytics
- Added optional analytics to the game. The first time you launch the game after the update, a prompt is displayed asking you to agree to data collection.
- Added a checkbox to settings that enables analytics.
- Added a button to settings that deletes all your collected data.
Misc
- Added a game over screen, displayed after the population dies.
- Information such as unlocked factions or completed maps is now synchronized with the cloud.
- Removed the Unlock camera checkbox from settings. The camera is now always unlocked.
- When using the layer hiding tool, hidden layers of terrain are now covered with a diagonal pattern so that it's easier to notice the tool is active.
- Beavers are now granted a slightly randomized life expectancy at birth.
- Forward compatibility for saves was limited. This is mostly to prevent a surge of crashes when players try to load their new experimental saves on the older main branch build.
- Marking an area with a tool no longer marks areas at different levels.
- Added mouse wheel zoom speed slider to the settings.
- Floodgatesâ key binds can now be held so that changing the height values doesnât take forever!
- Added a tooltip to the grayed-out âDeleteâ icon in the building that canât be removed that way because of other buildings placed on top of it.
- Added construction guidelines to the map editor.
- Changed the âKL. NA SEKUNDÄâ to âFPSâ in the Polish localization. The old version screamed way too loudly.
Update 5
Badwater and badtides
- New feature: badwater. This noxious liquid spills using the in-game water physics, and mixes with regular water. Like its not-deadly counterpart, badwater powers up water wheels, disables buildings with flooded entrances etc.
- New object: Badwater Source - these new 3x3 structures added to all built-in maps and available in the map editor spill out badwater during wet seasons and badtides.
- New season: badtides - on top of droughts and temperate seasons, you may now encounter badtides. During these seasons, badwater flows from water sources. Badtides will randomly replace droughts after a minimum number of cycles: seven (on easy difficulty), five (normal), or three (hard). On custom difficulty, you can adjust that number, as well as the badtidesâ duration and probability of occurrence.
- The irrigation range of contaminated water bodies gradually decreases as the badwater concentration rises. At 50% badwater concentration, the water body no longer irrigates the surrounding areas but it doesnât contaminate them either.
- With badwater concentration above 50%, the water body starts contaminating the ground and actively killing plant life. The contaminationâs range depends on the badwaterâs concentration.
- Beavers walking or swimming in badwater may become contaminated. After a few days, the contaminated beaver will receive a severe Well-being penalty and refuse to work while continuing to eat, drink, and occupy a household. If itâs a Folktail, it will not reproduce, and if itâs Iron Teeth, it will not tend to the colonyâs breeding pods. The higher the concentration of badwater, the higher the risk of contamination on contact.
- Beavers can be cured using faction-specific methods described below.
- Bots are unaffected by exposure to badwater. Go, bots!
Badwater engineering
- New building: Contamination Barrier (400 SP; 5 Planks, 1 Metal Block; Folktails only; ground only). This structure doesnât block irrigation but stops pollution from passing through all the tiles below it. Simply wall off the areas you want safe. Itâs super effective!
- New building: Irrigation Barrier (400 SP; 10 Logs, 5 Treated Planks; Iron Teeth only; ground only). This barrier blocks both contamination and irrigation. You can use it to separate an area from a river that may get contaminated, and then irrigate the terrain with water from sources officially approved by the Water Purity Committee.
- New building: Badwater Dome (2000 SP; 100 Planks, 200 Gears, 100 Metal Blocks; Folktails only; built on top of a Badwater Source). This heavy-duty structure allows you to manually open and close the source.
- New building: Badwater Rig (4000 SP; 400 Gears, 200 Treated Planks, 150 Metal Blocks; Folktails only; built on top of a Badwater Source). This even more advanced building seals a badwater source for good but allows employed beavers to gather and store large amounts of badwater right there.
- New building: Badwater Discharge (4000 SP; 300 Gears, 200 Metal Blocks, 50 Explosives; Iron Teeth only; built on top of a Badwater Source). The Iron Teeth counterpart works similarly to Folktailsâ Badwater Dome with one important difference: keep it open during a drought, and the badwater will continue to flow!
- New building: Badwater Pump (250 SP; 20 logs, 10 gears, 5 metal blocks; 1 worker; Folktails-only) - this building only pumps badwater. At lower badwater concentrations, it works less efficiently.
- New building: Deep Badwater Pump (250 SP; 20 logs, 10 gears, 5 metal blocks; 1 worker; Iron Teeth-only). You know the drill - this one reaches up to six tiles deep.
- Updated buildings: Water Pump and Deep Water Pump. Their effectiveness now drops as the badwater concentration increases.
- Updated building: Water Dump. This building was renamed to Fluid Dump and can now, uh, dump both water and badwater. Use the new toggle to pick what you want dumped.
- Renamed (Deep) Mechanical Water Pumps to (Deep) Mechanical Fluid Pumps as they now transfer both water and badwater. Use the toggle to choose what should be pumped.
- Updated building: Stream Gauge. It now also displays the pollution level.
Extract and new production chains
- New building: Centrifuge (600 SP; 60 Planks, 40 Gears, 30 Metal Blocks; 2 workers; 200 HP to operate). This mechanized building turns badwater into a new good - extract.
- New good: Extract. This beautifully green liquid is stored in tanks. It has several uses such as the new pods described below.
- New building: Advanced Breeding Pod (1000 SP; 5 Treated planks, 2 Metal Blocks; Iron Teeth only). Thatâs right - if you invest a bit more in your breeding efforts, you can use the extract to produce new beavers that are âbornâ adults. Slightly sad, very efficient!
- New building: Decontamination Pod (400 SP; 20 Planks, 5 Gears, 5 Metal Blocks; requires 100 HP and a steady supply of extract to operate). Badwater contamination is far too severe to be treated in a regular bed - you need this special, powered-up, variant to ensure your beavers survive.
- New building: Herbalist (300 SP; 20 Planks, 5 Gears, 5 Treated Planks; Folktails only). This building creates herbal antidotes using Dandelion. Antidotes are stored in tanks and heal contaminated beavers at a slow rate.
- New building: Grease Factory (2000 SP; Gear x30, Treated Plank x20, Metal Block x10; 2 workers; Iron Teeth-only). Boasting Danny Zukoâs seal of approval, this building turns extract into a new, oily resource.
- New good: Grease (Extract x1, Canola Oil x1 gives Grease x2). Stored in tanks and consumed by Iron Teeth bots, grease increases their condition by 1.
- New good: Punch Cards (Paper x2, Plank x1 gives Punch Card x2; Folktails-only). Containing more precise instructions, punch cards are an extra paper sink and a new, earlier boost to Folktailsâ bots. Produced at Printing Press and stored in warehouses, cards are consumed by Folktailsâ bots to increase their condition by 1.
- Updated recipe: Catalyst (Maple Syrup x1, Extract x1 gives Catalyst x3; Folktails-only). With extract added to its recipe, weâre making catalyst the second, more advanced boost available to Folktailsâ bots.
- The maximum condition achievable by bots is now 2. A bot with access to both faction-specific boosts enjoys +80% movement speed and +120% working speed.
Attractions and decorations
- New building: Lantern (100 SP; 2 logs, 4 planks). Beavers might be nocturnal but having these will help in the middle of the night. Each factionâs model is slightly different.
- New building: Hammock (120 SP; 2 logs, 2 planks; Folktails-only). Now, thatâs how you rest.
- New building: Bulletin Pole (600 SP; 20 planks, 2 metal blocks; Folktails-only). Hereâs where Folktails post their nekker bounties friendly messages and announcements.
- New building: Beaver Bust (200 SP; 3 metal blocks; Iron Teeth-only). Olâ Kazko has finally gained some solid recognition.
- New building: Clock (600 SP; 10 planks, 8 gears, 2 metal blocks; Iron Teeth-only). Time is money, friend. Yeah, okay, this is a money-free world but you get the idea.
- New building: Brazier (150 SP; 12 planks, 2 metal blocks; Iron Teeth-only). Because nights can be cold out there in the desert.
- New building: Scratcher (5 logs, 5 planks; Iron Teeth-only). This one truly scratches that itch.
- New building: Swimming Pool (250 SP; 40 logs, 30 planks; Iron Teeth-only). Replacing Lido for the Iron Teeth, this is a more competitive variant of the submerged attraction.
- New building: Exercise Plaza (400 SP; 150 logs, 60 planks; Iron Teeth only). Continuing the fitness theme, your Iron Teeth workers will now work out after work. We highly recommend joining them during extended Timberborn sessions.
- New building: Wind Tunnel (700 SP; 50 planks, 50 gears, 40 metal blocks; requires 400 HP to operate; Iron Teeth-only). You wanted to be able to send your beavers flying, so weâve listened⊠kind of.
- New building: Dance Hall (1200 SP; 100 logs, 50 treated planks; 20 metal blocks; Folktails-only). All Folktails, old and young alike, are famous for their sick moves. Now, they can finally hit the dance floor!
- New building: Motivatorium (1200 SP; 75 logs, 100 gears, 20 treated planks; requires 200 HP to operate; Iron Teeth-only). Here, the Iron Teeth proletarians unite to collectively remember what their society is about.
- Updated building: Carousel. It received a new, more compact model and is now exclusive to Folktails.
- Updated building: Temple. Renamed it to Agora, and updated its flavor text. The building now needs a steady supply of extract, which is being burnt inside to assist in, um, reaching a higher state of contemplation. The flames were updated to reflect that.
- Updated building: Shrine. Renamed it to Contemplation Spot and lowered its building cost to 10 logs.
- Updated building: Mud Bath. The new cost is 40 logs, 20 gears and 50 treated planks. This building now needs a steady supply of dirt.
- Updated building: Beaver Statue (Iron Teeth). It now stands out more after adding the new Beaver Bust.
- Lido, Contemplation Spot, and Agora are now exclusive to Folktails.
- Updated the model for the Iron Teeth version of Rooftop Terrace.
Terraforming
- New âbuildingâ: Double Dynamite (1x explosive, 1x extract). This 1x1 dynamite blows two tiles deep rather than just one.
- New âbuildingâ: Triple Dynamite (1x explosive, 2x extract). You guessed it - this one removes three tiles.
- Updated the model of Dynamite.
- Dirt Excavator is no longer bot-exclusive.
- Removed Terraforming Station from the game. It had its purpose when terraforming was exclusive to bots, but in Update 5, this duty is also handled by the regular beavers.
- Terraforming is now performed by builders.
- Updated building: Dirt Excavators now consume extract.
- Updated recipe: Explosive is now made out of 5x badwater.
Other changes to buildings
- New building: Large Water Pump (400 SP; 20 Logs, 5 Gears, 10 Treated Planks, Folktails only). Effective farming relies on access to clean water - with this bad boy, youâll get enough in no time.
- New building: Large Power Wheel (Logs x100; 4 workers; Iron Teeth only). There is no shame in such labor - this beast has a 300 HP power output.
- Power Wheel is now Folktails-exclusive.
- Updated building: Engine. It no longer has workers. The engine will keep working as long as haulers continue delivering logs. Also, it now has power shaft connectors on three sides rather than just in the back.
- Pipes in buildings such as the Water Pump now dynamically adjust their length. Among other things, itâs now possible to place dynamite or a levee under an existing pump. Faction-specific maximums still apply.
- Removed Healer and Medicine from the game. The Medical Beds remain in the game to treat beavers suffering from work injuries, but nobody really liked the extra steps.
- In light of the change above, Dandelion is now exclusive to Folktails (as it is still used by the Herbalist). It can no longer be found growing naturally on maps.
- Paper Mill and Printing Press (and by consequence paper and books) are now exclusive to Folktails.
- Several buildings relying on access to pure water (Lido, Showers, Fountain) are disabled as soon as the Beaver Environmental Agency detects any signs of pollution.
- Updated the models and lights in the Numbercruncher, Underground Pile, and Engine. Door and window lighting is now exclusively used to indicate the type of a buildingâs workers.
- Updated models for all bridges to make them stand out more with crowded colonies in the background.
- Reduced Bot Assemblerâs height to one tile.
- Added a new checkbox to the Forester: Replant dead trees not marked for cutting.
- Removed Unique to this faction notes from buildings. At this point, more buildings should have it than not.
- Itâs now possible to preview a building before unlocking it. To unlock the building, either try placing it down in the preview mode, click the dedicated button, or hit Enter with the building selected.
- Buildings that make a terrain cutout (such as Underground Pile) now include the terrain cutout in the construction stage. The ground is now hidden when previewing such buildings.
- Builders will no longer abandon a construction site in the middle of their task, as long as they have materials to build.
Irrigation rework
- The irrigation algorithm now takes into account the area of water bodies. Smaller water bodies irrigate smaller areas.
- Smaller water bodies will now disappear faster.
- The memories will live on but the two changes above finally kill the infamous Water Dump trick.
- Removed Irrigation Tower from the game. We believe the current set of irrigation-related tools is enough for you to not miss the memiest of Timberborn buildings, so its time also has come to an end.
- Water (or badwater) bodies with bottoms and sides entirely built with levees no longer irrigate (or contaminate) surrounding areas.
Reworked maps
- Reworked all twelve built-in maps.
- Plains, Canyon, and Waterfalls are now marked as beginner-friendly maps.
- Updated map: Waterfalls. This beginner-friendly map is now even more beginner-friendly thanks to the complimentary blockages and some other minor layout tweaks. While at it, we removed that weird 1x1 hole.
Balance
- Increased effectiveness of all water wheels by 50%.
- Small Windmill: maximum power output is now 150, down from 200.
- Large Windmill: maximum power output is now 300, down from 400.
- Wheat flour recipe: now takes 0.5h to complete, down from 0.78h.
- Cattail flour recipe: now takes 0.25h to complete, down from 0.66h.
- Bread recipe: now takes 1h to complete, up from 0.42h.
- Maple pastry recipe: now takes 1.5h to complete, up from 0.55h.
- Rebalanced the natural healing time and the injury chances to account for the removal of Healer and medicine.
- Needs will now deplete at a slower rate on Easy difficulty.
- Folktails now need at least two adult beavers with no critical needs (such as Thirst) in a single dwelling to reproduce.
- Books and coffee are now consumed before the beavers enjoy their time in attractions such as carousels. This should make it easier to hit higher well-being levels.
- The first badtide triggered on a new game on easy and normal difficulty now always lasts only a day. That gives new players a taste of what badtides are before striking with full force.
- The length of a drought or a badtide is now adjusted based on how many times that particular event has struck the settlement already. This should result in a smoother learning curve, since the first badtides will now be noticeably shorter than the droughts the player has already known for a while.
- At the start of a badtide, the contamination of water sources starts at 50% and gradually increases to 100% over 12 hours. Similarly, the contamination starts decreasing 12 hours before the badtide ends - when temperate weather returns, the contamination is at 50%, and then instantly drops to 0%.
- Reparameterized droughts and badtides to make the easy difficulty more approachable, and hard - more challenging. This includes changes to the seasonsâ duration as well as to the handicap multiplier and length.
- Plants affected by badwater contamination now survive between 0.2 and 0.3 days (up from 0.1 and 0.15).
- Reduced food and water consumption on easy difficulty to 40% of the default values (down from 60%).
- Updated building: Herbalist. Cost lowered to 10 Planks, 20 Gears (down from 20 Planks, 5 Gears i 5 Treated Planks). By removing the need for Treated Planks, curing the contamination should be as easy (or as difficult) as it is for the Iron Teeth.
- Updated good: Medicine. Recipe updated to 2 Dandelions, 2 Berries, 1 Paper (up from 1 Dandelion, 1 Berry). This is to counterbalance the change above.
- Decontamination Pod now cures beavers twice as fast.
Flipping
- Added the ability to flip most buildings before placing them (default hotkey: F).
- Removed Mirrored Lodge and its memorable flavor text from the game because itâs now simply possible to flip the regular version.
Key bindings
- Replaced the old key bindings list with a customizable key bindings window, accessed through the game menu, map editor menu, and settings.
- Added primary and secondary key bindings. It is possible to use key combinations such as Ctrl+Shift+K.
- Added multiple new bindings for settlement panel sections, priorities, and even dynamite detonation. Weâve got quite a few of those.
- Added extra info to buttons that work differently when clicked with a pressed key (the âEyeâ tracking button in the building/unit panel and +/- buttons in the migration tab).
- It is now possible to use Ctrl + mouse wheel to go through the main categories on the toolbar. Shift + mouse wheel goes through the buildings within the selected category. This saves you about 1 kcal per two-hour game session.
Seasons
- Added a splash screen at the start of each season.
- Added extra audio cues to transitions between seasons.
Savegame preview
- Added screenshots to save files. This change is not retroactive - only saves made after this change will contain screenshots. Older settlement files will show a beautiful placeholder image until you save the game on the new update.
- Updated the load game screen to display screenshots, savesâ timestamps and the cycle-day data.
- The default save names are now more hooman-friendly.
Map previews
- Updated the map selection screen for the New game / Edit map to include map thumbnails and descriptions.
- Mapsâ names and descriptions are now localized.
- Added icons for beginner-friendly and custom maps to the map selection screen.
Animations
- Added tree-cutting animations for beavers and bots.
- Trees now sway while being cut.
- Smoke and other similar particles now react to the wind.
- Sitting and standing animations for beavers and bots are now consistent.
Map editor
- Added Map thumbnail button to the Map editorâs toolbar. It allows you to set a camera position - whenever you save the map, the screenshot will be taken to act as its thumbnail. You can also add images via a file browser. This feature supports transparent PNGs so you can add a layer of extra elements - such as your logo - on top of a thumbnail.
- Added Map description button to the Map editorâs toolbar. It opens a simple box where you can enter a map description.
- Added Badwater Sources to the toolbar.
- Added new water (and badwater) simulation speeds.
- Added new buttons that allow you to simulate droughts and badtides within the editor.
- Added a warning to inform you that the map you loaded is incompatible with the current game version.
- Added the Settings Panel, similar to the one available in the regular game mode.
- The direction of the terrain brush can now be changed with dedicated buttons rather than just hotkeys.
Other UI and QoL changes
- Added Rubble Removal Tool 5000âą to the toolbar. Cleaning the leftovers has never been easier!
- When using the priority tool on stacked buildings, the priorities are now assigned from top to bottom, not otherwise.
- The post-crash screen now includes a text box. You can use it to explain what happened before the game exploded. This comment will be included in the crash report. The post-crash screen now includes extra information if your game is modded. Please remember that disabling all mods is often the best way to fix crashes, especially after updating the game.
- Withering plants now have a slightly depressing progress bar. Thereâs also a status that displays the witheringâs cause so that you act fast and save the innocent floraâs life.
- Added the missing Water Source and Barrier flavor texts.
- Added new categories for contaminated adult beavers and kits to the Settlement Panel.
- Updated icons for Water Sources, several water- related buildings, as well as the icon for the injured beavers.
- Updated the welcome screen so that it no longer refers to the ancient alpha, beta, and demo times.
- When selecting a good in a storage buildingâs panel or via the storage overlay, its extended tooltip - the same as the one used in the top bar - is now used.
- Reordered well-being buildings and needs to match their increasing science points costs and well-being gains.
- Lodges, Barracks, and Rowhouses now display the number of occupied and available slots.
- Dandelions are now categorized as ingredients, similar to coffee beans.
- Large Science Points costs are now shortened (10,000 becomes 10k etc.)
- With the UI hidden (Ctrl+H, remember?), pop-up windows such as the deletion confirmation box now cause the UI to be unhidden rather than blocking the game. The UI will also reveal itself to comfort you after you hit Esc in a panic.
- The standard buttons and headers used in the main menu etc. are now scalable.
- Updated the text in removal toolsâ tooltips to be consistent across the category.
- Updated the look of the Unlock this building button.
- Removed the extra arrows from the map selection list.
- Updated the in-game credits to include the new Eager Beavers, Masterful Architects, trailer creators, the artist behind the new key art, the localization team, and studio members.
Difficulty settings
- Added the new Customize button to easy, normal, and hard difficulties on the difficulty selection screen. Click it to start a custom game with all settings preset to match the chosen difficultyâs default values.
- Added the Drought and Badtide checkboxes to the custom difficulty. Pair that with the above, and you can quickly start a new game on a selected difficulty level without droughts and/or badtides if your heart desires.
Misc.
- To teach kits how aging works, becoming a responsible adult no longer erases the kitâs consequences of reckless behaviour status effects.
- Removed the default 0,0 saved camera position as that usually caused you to gaze into the void.
- In certain scenarios, beavers now get to work right after reaching their destination rather than idling.
- After the game is over, it acknowledges that in a subtle way.
- Decreased the range in which beavers idle and - if homeless - go to sleep within a tile.
- Added the Whatâs new window to the main menu for an extra compact (and localized) list of the features found in the most recent major update. In hindsight, we should have called it Update 5 - Badwater & Flippable Buildings, judging by the number of players asking us why we removed the Mirrored Lodge. ;)
- Updated the warning popping up when trying to load a pre-U5 save on the game already updated to Update 5. It now mentions the ability to downgrade the game to an older major version to finish the playthrough without the changes. Hereâs how you do that.
- (NEW!) Updated the tutorial by moving the "Build the Inventor's Hut" step before the "Build Lodges" step.
- Added the Pause button to Agora (ex-Temple) since it now consumes resources.
- For debugging purposes, save files now store the information about the mapâs name and type (whether itâs official or custom).
- Added tooltips to the Discord and Merch Store buttons in the main menu so that you know better where they take you.
Update 4
Food production changes
- New crop: Kohlrabi (can be eaten raw; Iron Teeth only) - this starting food keeps the belly full, but thatâs about it.
- New crop: Canola (Iron Teeth only) - used to produce a new good, Canola oil.
- New crop: Cassava (Iron Teeth only) - fermented in the Fermenter.
- New crop: Soybean (Iron Teeth only) - fermented in the Fermenter.
- New crop: Corn (Iron Teeth only) - turned into rations in the Food Factory.
- New crop: Eggplant (Iron Teeth only) - turned into rations in the Food Factory.
- New tree: Mangrove Tree (grown in shallow waters; Iron Teeth only) - yields tasty fruit, and in an emergency, can be cut for some logs.
- New crop: Coffee Bush (grown by Forester; Iron Teeth only) - yields beans that are then roasted to make coffee, duh.
- New building: Fermenter (Logs x25; Iron Teeth only) - with the unique process known only to the Iron Teeth, it ferments Cassava, Soybean, and Mushrooms.
- New building: Oil Press (120 SP; Logs x20, Planks x20, Gears x20; Iron Teeth only) - squeezes oil out of Canola seeds.
- New building: Hydroponic Garden (200 SP; Planks x20, Gears x10, Metal blocks x5; stackable; Iron Teeth only) - with a steady supply of water and over the course of a looong period, this stackable garden grows algae and mushrooms, used to create highly nutritious rations and fermented food.
- New building: Food Factory (300 SP; Planks x40, Gears x15, Metal blocks x10; Iron Teeth only) - produces nutritious rations from corn, eggplants, and algae.
- New Building: Coffee Brewery (500 SP; Treated planks x25, Gears x10, Metal blocks x 15; Iron Teeth only) - brews coffee from gathered coffee beans.
- New tree: Oak (takes 30 days to fully grow, yields 8 logs). These mighty trees may take a while to grow but the reward is grand!
- Wheat, Carrots, Potatoes, Sunflowers, Cattail, and Spadderdock are now Folktails-exclusive. On existing Iron Teeth saves, ground crops are replaced with Kohlrabi, and aquatic crops are gone.
- Chestnut Tree and Maple are now Folktails-exclusive. On existing Iron Teeth saves, these trees are replaced with Pines and Oaks, respectively.
- Lowered Mapleâs log yield.
- Aquatic Farmhouse, Grill, Gristmill, and Bakery are now Folktails-exclusive. On existing Iron Teeth saves, these buildings are gone, with related goods replaced with various new goods. For example, Bread is replaced with Fermented Soybean.
New monuments and other changes
- New building: Farmer Monument (1000 SP, 200x Logs; Folktails only). Folktails salute the workers who ensure they have something to put in the oven.
- New building: Brazier of Bonding (3000 SP, 400x Planks; Folktails only). Because in these trying times, family is all that matters.
- New building: Fountain of Joy (12000 SP, 400x Planks, 100x Treated Planks, 300 Metal blocks; needs to be placed in water to operate; Folktails only). Having an abundance of water is definitely a reason to rejoice.
- New building: Laborer Monument (1000 SP, 200x Logs; Iron Teeth only). Work hard, work hard!
- New building: Flame of Unity (3000 SP, 300x Planks, 50xMetal blocks; Iron Teeth only). How many Iron Teeth do you need to change the lightbulb refuel a brazier? Four, apparently.
- New building: Tribute to Ingenuity (12000 SP, 400x Gears, 100x Treated Planks, 300x Metal blocks; needs power to operate; Iron Teeth only). The burden of the world lies heavy on an Iron Teethâs shoulders.
- On existing saves, most old monuments are replaced with new versions. The only exception is Tribute to Ingenuity (Folktails) which simply disappears. Itâs huge, and a fountain built a hundred feet above ground would be weird even by beaver standards.
- New building: Hedge. This replaces the Log Fence and is a new Folktails-exclusive decoration.
- Metal Fence received an updated model and is now Iron Teeth-exclusive.
- Benches, Shrubs, and Wood Fences (previously: Plank Fences) now use different, faction-specific models.
- New building: Farmhouse was renamed Efficient Farmhouse (Logs x25). It is now exclusive to Folktails and has three workers.
- Updated building: Farmhouse (Logs x20; Iron Teeth only; 2 workers). It is a smaller (2x2) version of the building previously known under that name.
- New building: Industrial Lumbermill (Logs x20). This Lumbermill variant is exclusive to the Iron Teeth and has a new, twice as sawwy model. Also, it has two workers.
- Updated building: Lumbermill (Logs x15; Folktails). It is now Folktails-exclusive.
- Updated models for the following buildings, with different variants for each faction: Campfire, Forester, and Tapperâs Shack.
Districts rework
- Districts no longer have range limits.
- Colored range lines remain on paths to inform you that a building might be too far from the District Center to operate efficiently.
- Added a colored heatmap to better communicate ranges across the district. The heatmap is visible after clicking any path tile, stair, or slope within the district.
- Added colored numerical range indicators to the Settlement Panel and individual building panels to further help you identify buildings that might be too remote.
- Path tiles, stairs, and slopes now display the distance to the parent District Center in their panel.
- Selecting a Slope now shows range lines (and the heatmap), similar to stairs and paths.
Distribution rework
- New building: District Crossing (600 SP; Logs x30, Planks x15). This two-sided building replaces the District Gate. Each side of the building connects to a different district and has dedicated workers responsible for moving goods between the Crossing and the rest of their district.
- Removed Distribution Post and Drop-off Point from the game.
- Added an additional toggle (âSupplyâ) to all storage buildings. When set to âSupplyâ, it employs haulers to pick up the goods from the storage and redistribute them to other warehouses, while continuing to accept new goods.
- Goods are distributed across districts proportionally to the capacity of storage and factory inputs for a particular good. Warehouses set to âEmptyâ or âSupplyâ are excluded from the import demand calculations.
- Added the âDistributionâ tab to the Settlement Panel. Use it to set per-district, per-resource export thresholds and enable or disable import from outside. If the import is enabled, you can also choose whether the good should be imported even if the district does not have any warehouses that store it or factories that need it. Thatâs the default setting for key goods such as water.
- âLaborâ category on the bottom toolbar received a new icon and was renamed âDistrict Managementâ. It also houses District Center (and District Crossing) now.
Maps
- New map: Craters (192x192).
- Tweaked the layout for Plains, Meander, Waterfalls, and Lakes so that these maps are not too easy play better after the removal of district limits.
- Since Maple and Chestnut Tree are now faction-specific for Folktails, all built-in maps have been updated to replace the faction-specific trees with other plants.
Quality of Life and UI
- It is now possible to select goods for warehouses using dropdowns available in the storage overlay view.
- âHangingâ buildings (Water Pumps, Showers, Gravity Batteries, Bridges, and Lidos) are now easier to correctly place on the grid.
- Tooltips for several buildings such as Water Pumps and Lidos now inform you that the building needs water access.
- Added new information to crop tooltips to indicate whether a crop can be eaten raw.
- Farmhouses, Flags, and other gathering buildings now adjust their inventory capacity based on resources in range so they no longer skew the fill-rate indicators.
- Ruins now display a number of goods âin stockâ in a way similar to other places.
- Added progress bars for Engines, Irrigation Towers, and Medical Beds to indicate how long their supply will last.
- Tweaked all in-game progress bars to be consistent across the UI.
- Made the font sizes more consistent across the UI.
- The scroll bar is now highlighted when hovering a cursor over it.
- Tweaked the tooltip position relative to the cursor position.
- Fixed click sounds and highlights that were not aligned with the actual clickable areas on the toolbar.
- Added good icons to dropdowns.
- Reordered needs in beaver panels to align them with how the game usually progresses.
- Names for goods across the UI should now correctly use the plural form.
Balance
- Default difficulty settings have been rebalanced in tune with Update 4 changes.
- Ruins can no longer be demolished, making them an obstacle map creators can use to pace the playerâs progress.
- Power Wheelâs power output is now affected by the workerâs Walking Speed. That makes sense, right?
- Dandelion is known to be an unwelcome party guest so weâve lowered the speed at which it self-spreads.
Audio
- Added new sound sets for the following buildings and objects: Water Source, Ruins, Underground Ruins, Inventor, Wood Workshop, and Forester.
- Added a new sound effect for the dynamite explosion.
- Added a missing click sound for Barriers.
- Most UI sounds are now mono.
Visual
- Some cropsâ models are now randomly rotated on spawn.
- Particle effects are now only turned on for working buildings (rather than having a minor particle effect for idle buildings).
- Added the antialiasing checkbox to Settings.
- Tweaked preview models for Dandelions and Blueberries.
- Tweaked models for Teeth Grindstone, Refinery, and Sunflowers.
- Fences of different types built on adjacent tiles now stay separated instead of clustering. This includes setups such as two fences forming parallel lines.
- Added the âUpdate 4â bar to the main menu so you canât miss what version youâve just launched.
- The lights at Campfires, Rooftop Terraces, and other self-lighted buildings are now less prone to bugging out.
- Fixed a minor visual bug in tanks.
- Slightly adjusted the blueness of Blueberries because it made our 3D Artists blue.
Misc.
- Tweaked the save validation mechanism. The game now recognizes âsoftâ and âhardâ incompatibility. When trying to load a save with a âsoftâ incompatibility, you will be warned about possible issues but the game will still let you load the save. When the save is too old and the âhardâ incompatibility is detected, the game refuses to load it.
- Replaced "_" with "#" in the names of objects so that it's less likely to be used by accident. If youâre a modder, this is important to you.
- Goods recovered from deleted buildings are now split more evenly across rubble piles.
- Added new studio employees, Eager Beavers, and Masterful Architects to the credits section.
- Removed the âEmpty storageâ toggle from Engines and Irrigation Towers.
- Resources used by factories are now consumed right at the start of production.
- Fixed rounding errors, for example for tree growth, displayed as 100% despite being slightly lower.
- Platforms are now built over Medical Beds with 94,3% less clipping!
- Fixed colliders for Breeding Pod and Small Industrial Pile.
- Added some missing flavor texts that definitely weren't supposed to be added over a year ago.
- Whenever a new beaver is born, something special may or may not happen.
- Natural resources such as trees no longer aggressively self-spread onto higher tiles and threaten the beavers with âThe Last of Usâ scenario.
- Fixed the "Reset all to default" button in the distribution tab not resetting all to default.
- Added and fixed some Update 4 translations.
- The distribution tab now properly includes Breeding Pod, Engine, and Irrigation Tower.
- Goods in factory buildings no longer disturb the fill rate in the distribution tab.
- Buildings that are not connected to districts no longer display the âVacantâ status.
- District Crossing no longer has one half blocked from use when the other half is not connected to a district.
- Made several minor optimizations.
- Bots no longer use benches. :(
- Wandering beavers, for example at the start of the game, are now less scared of the grim future and do not aggressively hug each on the same tile.
Modding
- The Timbermesh documentation now features a Timberborn-specific section. If youâre a modder, check it out.
- Timbermesh files are now loaded with IAssetLoader rather than Resources.Load.
- It is now also easier to specify a new faction thanks to the new BotId and SoundId fields added to the faction specification.
Update 3
New storage system
- Warehouses no longer accept all goods at the same time. The player picks a single good that will be stored in a particular warehouse. You can change your selection at any time but before beavers start bringing the new resource, they will remove the old one.
- The new system also applies to all piles and tanks. These buildings are now universal, allowing you to choose what should be stored inside (including many goods that used to be stored in warehouses).
- Warehouses are now wall-less, exposing the stored goods as stacks of crates. The number of crates indicates the warehouseâs occupancy.
- Crates and barrels carried by beavers or stored in warehouses are now painted with a different color and an icon depending on the resource.
- Warehouse, pile and tank entrances are now decorated with banners representing the goods stored inside.
- Piles are no longer good-specific, as you can pick whatâs stored inside. Goods stored in Piles are: Logs, Dirt, Planks, Treated Planks, Scrap Metal, Metal Blocks.
- Tanks are no longer good-specific, as you can pick whatâs stored inside. Goods stored in Tanks are: Water, Biofuel, Catalyst, Maple Syrup, Medicine.
- New building: Small Warehouse (3 logs; capacity: 30; Solid) - a cute 1x1 cube to fill all these random empty tiles!
- Updated building: Medium Warehouse (15 logs; capacity: 200; Solid).
- Updated building: Large Warehouse (250 SP to unlock; 60 logs, 80 planks; capacity: 1200; Solid) - also now has a new, cuboid shape.
- New building: Small Pile (Folktails-only; 3 logs; capacity: 20).
- New building: Small Industrial Pile (Iron Teeth-only; 4 logs; capacity: 20; Solid).
- Updated building: Large Pile (Folktails-only; 6 logs; Solid; capacity: 180). Yes, it can now be placed on top of platforms and other buildings.
- Updated building: Large Industrial Pile (Iron Teeth-only; 12 logs; capacity: 180; Solid).
- Replaced Underground Warehouse with Underground Pile (1800 capacity, 20 Logs, 80 Planks, 40 Gears; ground-only). The new building is also Folktails-exclusive but it is used to store large amounts of Pile-specific materials such as logs.
- Updated building: Small Tank (15 logs; capacity: 30); it is now also a 1x1 building.
- Updated building: Medium Tank (120 SP to unlock; 30 planks, 20 gears; capacity: 300); it is now a 2x2 building without that weird L-shaped entrance.
- Updated building: Large Tank (600 SP to unlock; 80 planks, 60 gears, 30 metal blocks; capacity: 1200).
- All warehouses, tanks, and piles now feature an Accept/Obtain/Empty toggle.
- If set to âAcceptâ, the storage simply accepts the selected good. This is the default setting.
- If set to âObtainâ, the colonyâs haulers will do their best to actively fill the storage by picking up the selected good from other warehouses and transferring it here. This happens on top of the normal "Accept" behavior. This button is hidden if there are no Hauling Posts in a district.
- If set to âEmptyâ, the storage no longer accepts goods. Its inventory will be cleared up and moved elsewhere.
- Removed the often-misunderstood âDesiredâ setting and the âDistribute goods between warehouses when idleâ checkbox - under the new system, they became obsolete.
- Removed the âStorage is fullâ status. It is no longer possible for one resource to clog up a warehouse meant for multiple goods, and so full storage is no longer a critical problem requiring the playerâs attention.
- Each goodâs tooltip in the top bar now contains information on that good's exact numbers and where it can be stored.
- Added an occupancy indicator next to each good listed in the top left of the screen. One of the benefits of the new storage system is that it is now possible to calculate a reliable occupancy rate.
- Added a storage overlay to the game. Hold Tab or toggle it using a button under the season forecast to instantly see all your warehouses, piles, and tanks, what goods are inside, and how filled each storage is.
Recyclable buildings
- Added the ability to recover materials from deleted buildings. After deleting a building, rubble piles spawn in its place (or on adjacent tiles if thereâs no room available). Your builders will need to bring the recovered materials (Rubble) to storage before using them.
- If you delete an unfinished building, all materials are recovered. If you delete a finished building, you get a portion of the building costs back and all of the inventory contents.
- Units can pass through the rubble and you can build on it - but if itâs anything other than a path, the rubble will move to the next free tile.
- When you hit DEL, a confirmation prompt appears with a breakdown of materials to be recovered. You can bypass that with Shift+DEL.
- Default difficulty presets have different resource recovery percentages. On Easy, you get 90% resources back. On Medium and Hard, 75% will be recovered.
- While setting up the custom difficulty for a new game, it is possible to adjust the percentage of resources recovered from deleted buildings.
Beaver bots
- Renamed golems to bots as that seems more appropriate in the world of beaver engineers.
- Redesigned the models and animations for all bots.
- Renamed Cogheads to Ironbots.
- Renamed Barrelbots to Timberbots.
Migrations and Settlement Panel
- The game no longer pauses after opening the Settlement Panel.
- District Centers picked for migration are now connected to each other with Big Blue Arrows visible in the in-game world.
- After reopening the Settlement Panel, the recently opened tab is restored.
- Made several tweaks to the migration UI, including a fancy district highlight that should help you organize the migrations more smoothly.
Unique factions
- Updated the Inventorâs Hut model for Iron Teeth.
- Updated the texture of Iron Teeth dirt paths.
Built-in screenshot tool
- Added the Screenshot tool. F10 saves a screenshot in the current resolution, Ctrl+F10 saves an upscaled screenshot (for example in 4K instead of Full HD).
- Screenshots are stored in the Screenshots folder (by default: C:\Users\[user]\Documents\Timberborn\Screenshots). Please note that because of their size, screenshots are not synchronized with the cloud.
UI
- Large Science Points and resource numbers (1000+) displayed in the top bar are now shortened (69420 becomes 69.4k, for example). The numbers are rounded down to minimize confusion, and you can hover over them to see the exact numbers.
- Recipes, prioritized resources etc. are now picked using dropdown lists.
- In Settings, you can now lock the in-game cursor to a single monitor.
- Updated the Wellbeing/Settlement Panel button.
- The SP unlock cost is now green if you have sufficient SP numbers.
- Updated the Priority panel for demolishing to be consistent with the construction and workplace priorities.
- Buildings in the Settlement Panel are now sorted alphabetically based on the translated names - except for warehouses, which are sorted by type and capacity.
- Made several other tweaks to the UI.
Audio
- Updated selection sounds for the following buildings: Aquatic Farmhouse, Breeding Pod, District Center, Engine, Farmhouse, Floodgate, Gatherer Flag, Large Windmill, Lido, Lumberjack Flag, Observatory, Scavenger Flag, Shrine, Small Windmill, Smelter, Stream Gauge, Water Dump.
Misc.
- Hidden some beaver secrets in the game. Who will find them first?
- Slightly improved game loading times.
- Made some minor GPU-related optimizations.
- When attempting to load an incompatible savefile, you will no longer be able to load it anyway.
- When attempting to load a broken savefile, the game will crash much sooner (and not after a minute or so of anxious waiting).
- Fixed resources in Iron Teethâs Industrial Piles poking through the floors.
- Updated the default worker number for Buildersâ Hut to 4/4, up from 2/4, to match the buildingâs late-game use.
- The game no longer supports raw .json files. We moved to the .timber format a good while ago but if you used some very old maps that were never updated, they will be affected.
- Idle workers of all professions will help empty warehouses and drop-off points.
- It is now possible to adjust the maximum worker number in paused buildings.
- With old external Mechanistry forums about to close, weâve updated the âGo to feedback siteâ button to redirect to our Feature Upvote site instead.
- Updated an icon for Hauling Post.
- It is now always possible to choose âObtainâ on storage buildings.
- Storage buildings set to "Obtain" in a district without a Hauling Post will display a warning.
Update 2
Golems
- New dweller type: Golems. Golems work at all workplaces with an exception of Inventor, Observatory, and Power Wheel. Theyâre not affected by working hours and regular needs. Folktail golems are called Barrelbots, Iron Teeth golems are called Cogheads.
- Only select workplaces are available to golems right from the start. The rest needs to be unlocked with Science Points.
- Windows, lanterns, and entrances of buildings where golems are employed light up in light blue rather than normal yellow.
- New building: Golem Parts Factory (500 SP; 50 Planks, 25 Gears, 15 Metal Blocks; 1 worker; powered).
- New building: Golem Assembler (750 SP; 100 Planks, 50 Gears, 50 Metal Blocks; powered, 2 workers). Assembles a golem from 4 Limbs, 1 Chassis, and 1 Head.
- New building: Refinery (400 SP; 30 Planks, 10 Gears, 10 Metal Blocks; 2 workers, Folktails-only). Creates Biofuel from Carrots, Potatoes, or Spadderdock seeds. Also creates Catalyst from Maple Syrup and Sunflower Seeds.
- New building: Biofuel Tank (200 SP; 50 Planks, 25 Gears, 15 Metal Blocks; Folktails-only). Barrelbots stop here to refuel.
- New building: Catalyst Tank (600 SP; 15 Gears, 20 Treated Planks, 15 Metal Blocks; Folktails-only). Use this to supercharge your Barrelbots with a secret plant compound!
- New building: Control Tower (1000 SP; 20 Planks, 15 Gears, 20 Metal Blocks; uses SP to operate; Iron Teeth-only). Supercharges all Cogheads in its range.
- New building: Charging Station (200 SP; 5 Planks, 15 Gears, 5 Metal Blocks; 1 slot, powered; Iron Teeth-only). Cogheads need to visit this building to be wound up.
Terraforming
- New building: Dirt Excavator (2000 SP; 100 Treated Planks, 100 Gears, 50 Metal; 4 workers - Golems only; powered). This metal monstrosity excavates a new resource, Dirt, from below, drilling deeper and deeper. Once it reaches the mapâs bottom it will continue mining without destroying terrain.
- New building: Dirt Pile (500 SP; 100 Planks, 25 Metal Blocks). Guess what, this is where you keep all your precious Dirt.
- New building: Terraforming Station (750 SP; 200 Treated Planks, 30 Metal Blocks; 4 workers - Golems only). Golems employed here take on the dangerous job of putting up new terrain blocks.
- New âbuildingâ: Terrain Block (6 Dirt). With enough Dirt, you can start placing new ground blocks. Theyâre cubes but it is crucial to rotate them correctly - golems from the Terraforming Station build them in the order indicated by arrows. Use this to stop golems from blocking access to planned construction sites and to prevent cutting off the builders.
Well-being rework
- Basic needs (Hunger, Thirst, Sleep, Shelter) can now reach negative values, making it more difficult to recover if a beaver is deprived of them for a long time.
- Most needs and attractions no longer have individual effect combinations but provide different well-being values. These values are always visible, greyed out if not satisfied.
- Well-being is now tiered. Higher tiers grant increased bonuses.
- Bonuses affecting a unit are now directly displayed in the unitâs panel.
- Bonuses for adult beavers are Work Speed, Movement Speed, Life Expectancy.
- Bonuses for kits are Growth Speed, Movement Speed, Life Expectancy.
- Bonuses for golems are Work Speed and Movement Speed. Golemsâ well-being is called âconditionâ.
- Unsatisfied Hunger now decreases work speed by 50%.
- Unsatisfied Thirst now reduces movement speed by 25%.
- Unsatisfied Sleep now reduces movement speed by 10%.
- Folktailsâ Fertility buffs and debuffs have been removed, but the base Fertility value has been increased.
- Carrying capacity buffs and debuffs from needs have been removed, but the base beaver carrying capacity was increased to 14.
- New need: Wet fur. Increases Well-being for some time after leaving the water.
- New building: Shower (50 SP; 10 Logs, 1 Plank; 1 slot, Folktails-only). Thanks to its pipe submerged in water, this thing makes your beavers wet even if theyâre well above the water's surface. ( ͥ° ÍÊ ÍĄÂ°)
- New building: Double Shower (50 SP; 10 Logs, 1 Plank; 2 slots; Iron Teeth-only). Not only does this version fit two beavers at once but also its pipe is much longer!
Negative effects
- New status: Injury. Every few hours, all beavers working in factories have a chance of receiving a temporary Injury. Injuries cause the beaver to refuse to work until healed. The chance of receiving and the duration of an injury differ between workplaces.
- New status: Broken teeth. Lumberjacks now occasionally break teeth, reducing their cutting chance by 75%. The more trees they cut, the more likely it is to happen.
- New status: Bee sting. Bees from Beehives will now sometimes sting nearby beavers which results in the beaver feeling unhappy, thanks to its swollen face.
- New building: Teeth Grindstone (5 Logs; 1 slot). Beavers visit this to sharpen their broken teeth while hoomans squirm at a thought of how this torture device works.
- New building: Medical Bed (80 SP; 5 Logs, 1 Plank; 1 slot). Injured beavers go here to be healed. And if you have access to Medicine, it is super effective!
- New building: Healer (300 SP; 20 Planks, 5 Gears, 5 Metal Blocks; 1 worker). A good doctor working here produces and distributes Medicine to beavers resting on Medical Beds.
- New resource: Dandelion. Found in the wild, grown by Foresters, cut by Gatherers. Used as the primary Medicine ingredient.
Science Points
- New building: Numbercruncher (1500 SP; 30 Planks, 100 Gears, 25 Metal Blocks; powered; Iron Teeth-only). Running endless calculations to predict all 14,000,605 post-apocalyptic beaver futures, this automated structure generates SP for everyone to enjoy.
- Observatory can no longer be built by Iron Teeth.
- New recipe in the Mine (Folktails-only). Instead of digging up hooman junk, Folktails can search for underground traces of human civilization, learning a lot and earning SP.
Batteries
- New building: Gravity Battery (400 SP; 40 Planks, 40 Gears, 10 Metal Blocks; capacity depends on how high it is above the ground). The batteryâs load automatically lifts using energy surplus and then lowers to release its stored energy back to the network.
Migrations
- New tool: Migration Panel. This panel allows you to manipulate population numbers for adult beavers, kits, and golems in your districts. It has two sections.
- The âManual migrationâ section at the top allows you to pick two districts and directly migrate 1, 10 or all units from each category (Adults, Kits, and Golems) between them.
- The âAutomatic migrationâ section allows you to set the desired minimum for each unit category. The game will try to migrate units for you to satisfy these minimums.
- Each district in the âAutomatic migrationâ section has two buttons for each unit type (adults, kits, golems) that allow completely blocking their immigration and/or emigration.
- District Centerâs migration button now redirects to the new Migration Panel.
New player experience
- Changed the default Farmhouse action from harvesting to planting.
Balance
- To accommodate terraforming, the maximum in-game terrain height was increased to 22 tiles. The maximum terrain height in the map editor is still 16 tiles.
- The maximum building height remains set to â10 tiles above the maximum terrain heightâ which effectively increased the maximum in-game building height to 32 tiles.
- Gear Workshop: Gears now take 3 hours to make, instead of 6; storage space for Gears and Planks has been expanded from 8 to 10 to compensate for the larger output.
- Large Metal Platform: now costs 1000 SP to unlock, up from 500 SP.
- Workplaces now only consume energy while actually operating.
- Engine no longer consumes logs while thereâs a zero need for energy in the connected power grid.
- Engine now uses 0.2 logs per hour, down from 1, and its internal storage has been lowered to 10 logs. (Translation: the full storage now sustains the engine for 2 days, up from 1).
- Adjusted Inventor and Observatory output numbers slightly to get rid of decimals.
- Increased the weight of Scrap Metal from 9 to 11.
- The life expectancy mechanic has been rewritten from scratch and now affects beavers in a more predictable way.
- Beavers (and now, also golems) are now always able to carry at least one good, even if it exceeds their maximum carrying capacity. If it does, they will move slower.
- Mud Bath now requires Dirt to build rather than Gears.
- Increased the well-being level required to unlock Iron Teeth to 15 to accommodate well-being values changes.
Audio
- The beaver shanty made by our community âThe Shores of Beaver Bayâ will now play during credits.
UI and QoL
- All workers and dwellers assigned to a building are now highlighted on the map after selecting it (and vice versa).
- District range lines are now always displayed outwards from the District Center.
- District Centers now display the range preview when placed as part of construction in progress.
- Added âblocked entranceâ warnings.
- Made several visual changes across the Settlement Panel to make it prettier and easier to read.
- Unavailable workplaces and dwellings are no longer counted in the free slot numbers.
- It is no longer possible to build dynamite at the mapâs lowest level. A beaver is not a mole, m'kay?
- Population Well-being panel has been updated. It now displays the effect each need has on the populationâs average well-being.
- In the Settlement panel, the Power tab no longer displays the district dropdown menu. Elsewhere, these dropdowns will collapse after clicking anywhere outside.
- Settlement Panel icons are now highlighted when under the cursor.
- Cleaned up many tooltips, statuses, notifications, and descriptions.
- Cleaned up the order of building costs and ingredients displayed in buildings.
- Updated the presentation of resource consumption in buildings.
- Need tooltips now update real-time.
- Added missing click sounds.
- Updated several status and building icons.
- Made many other minor tweaks to the UI.
- Updated the icon for a construction site being unreachable.
Misc.
- All included maps have been updated to feature wild dandelions.
- Updated smaller buildings (Bench, Beaver Statues, Scarecrow, Bell, Water Dump) so that they can be built under platforms.
- Power-generating buildings no longer animate based on the power gridâs efficiency (which was the most visually jarring in Power Wheels turning slooowly).
- Left-handed mouses are now supported.
- Added the "Delete map" button to the map browser.
- When saving the game, you can now browse earlier saves, for example to overwrite them easily.
- Under custom difficulty, it is now possible to manually adjust the chance for injuries.
- Iron Teeth Haulers now also deliver nutrients to Breeding Pods as part of their already exhausting jobs.
- Unreachable resources marked for deletion will now display this information.
- Reversed the order in IDedicatedDecoratorInitializer - if youâre a modder you know what that means.
Update 1
Infinite metal production
- New resource node: Underground Ruins. These large, rich in metal remnants of hooman civilization can only be placed in the map editor. They provide an infinite source of scrap metal, but are difficult to adapt for beaver needs.
- New building: Mine (4000 SP; 250 logs, 200 treated planks, 350 gears; 10 workers; can only be built on top of Underground Ruins). In exchange for a stream of gears and treated planks, beavers are now able to get infinite amounts of scrap metal.
- New building: Efficient Mine (4000 SP; 300 logs, 300 treated planks,450 gears; 10 workers; can only be built on top of Underground Ruins). This mine can only be built by the Iron Teeth, and produces more Scrap Metal. Additionally, it has a secondary recipe that includes Explosives and produces even more scrap metal.
- New building: Smelter (300 SP; 50 planks, 20 gears, 30 scrap metal; 200 HP; uses logs as fuel; 1 worker). To be used in buildings, scrap metal needs to be turned into metal blocks here. This also applies to the scrap from the ânormalâ ruins, previously processed in Shredder.
- Shredder was removed from the game. But donât fret, there are shredding enthusiasts in the team and the building may return in some form one day! \m/
Water gameplay
- New building: Mechanical Water Pump (5000 SP; 100 gears, 50 treated planks, 50 metal blocks; 700 HP). This pump sucks the water below and dumps it at a higher level.
- New building: Deep Mechanical Water Pump (5000 SP; 100 gears, 50 treated planks, 50 metal blocks; 700 HP). This is the Iron Teeth variant of the pump. It has a longer, 6-tile deep pipe matching that of a Deep Water Pump.
- New building: Compact Water Wheel (25 logs; Iron Teeth only). Unlocked right from the start, this provides a little surge of hydro energy at the early stage of the game.
- Updated building: Water Wheel: it is now a Folktails-only building.
- New building: Large Water Wheel (200 SP; 70 logs, 80 planks; Iron Teeth only). This beast requires additional support on the side but is much more efficient.
- Water Wheels now have variable HP output, depending on the currentâs strength. If placed well, theyâll be even more effective than before.
- Water Wheels will now slightly slow down the water passing through.
- Water Marker was renamed Stream Gauge. It now also indicates the water currentâs strength.
- Made numerous tweaks to the water physics system to address the addition of Mechanical Water Pumps and changes made to Water Wheels.
New goods and resources
- New resource: Chestnut trees. These trees with thick trunks grow slowly, but they provide your beavers with chestnuts in addition to logs.
- New resource: Cattail. Yields cattail roots. Can only grow in water, as indicated by the Aquatic keyword.
- New resource: Spadderdock. Yields spadderdock (duh). Can only grow in water, as indicated by the Aquatic keyword.
- Updated resource: Pine. Pines are now also a source of pine resin.
- Updated resource: Maple. Youâve guessed it, you can also gather maple syrup.
New and updated resource-processing buildings
- New building: Wood Workshop (800 SP; 20 logs, 40 planks, 50 gears; 1 worker; 250 HP). Creates treated planks from planks and pine resin.
- New building: Aquatic Farmhouse (150 SP; 30 logs, 10 planks; 2 workers). Similar to the ordinary Farmhouse, beavers employed here grow cattail and spadderdock in the designated areas (in shallow waters).
- New building: Tapperâs Shack (500 SP; 20 logs, 20 planks, 10 gears; 1 worker). A beaver employed here gathers pine resin and maple syrup from trees in range. You can pick the prioritized good.
- Updated building: Gathererâs Flag. Gatherers are now able to gather chestnuts in addition to blueberries. You can choose the prioritized good.
Multiple recipes
- Updated building: Grill. You can now pick between Grilled Potatoes, Grilled Chestnuts, and Grilled Spadderdock. Yield numbers vary.
- Updated building: Gristmill. You can now pick between Wheat Flour and Cattail Flour.
- Updated building: Bakery. You can now pick between Bread, Maple Pastry, and Cattail Crackers.
- If a building allows multiple recipes, you need to pick one before it starts working. If you donât, the building will display a warning and â?â in the building panel. You can choose the recipe before the building is built.
Science
- New building: Observatory (1000 SP; 80 planks, 30 gears, 10 pine resin; 200 HP; employs 4 workers). Generates SP at a high rate and has cool rotating pieces!
New attractions
- New building: Lido (250 SP; 40 logs, 30 planks; can only be built on a riverbank). You wanted the swimming pools, and here they are. Lidos satisfy Fun.
- New building: Mud Bath (1800 SP; 50 gears, 50 treated planks, 30 water; 50 HP). Rivers arenât always available but getting down and dirty (with bubbles!) can be Fun too.
- New building: a little beaver secret, totally not leaked before and not shown in the feature trailer. Enjoy your spiritual holidays!
Maps and Map Editor
- All included maps have been updated to include Metal Deposits and Chestnut Trees. To maintain the in-game balance, we have removed some of the existing ruins and other trees.
- It is now possible to place Metal Deposits and Chestnut Trees in the map editor.
Balance
- Average Wellbeing needed to unlock Iron Teeth increased from 8 to 11.
- Engine now generates 400 HP, up from 200 HP.
- Large Windmill now generates up to 400 HP, up from 300 HP.
- Windmill now generates up to 200 HP, up from 120 HP.
- Changed the time to grow Maple to 30 days.
- Made tweaks to the Nutrition needs so that itâs possible to satisfy all of them.
New day/night visuals
- Added dawn and dusk to the day/night cycle, each with unique lighting effects.
- Adjusted the lightingâs colors and intensity across the day.
- Added variable length to in-game shadows â it changes depending on the time of day.
- Added unique fog effects to droughts and temperate seasons, most visible during dusk and dawn.
- Added a new skybox that gradually transitions between day and night.
Settlement panel and job priorities
- Added job prioritization. Similarly to building prioritization, there are five priority levels, which affect where your beavers go to work first.
- Added population panel to the game. It contains data split into six tabs: Characters, Housing, Workplaces, Storage, Power, Attractions.
- The population panel is accessed with a new button in the upper left corner or with a hotkey (âGâ). While the panel is open, the game is paused.
- Using the panel you can pause buildings, change their recipes, mark the building as a priority for the haulers etc. Most importantly, you can pick a job priority for the building.
- Clicking an object on the list shows its location in the game. Each tab contains information about currently active status effects such as âBuilding pausedâ.
- The panel also displays data such as workplace productivity and how attractive your colonyâs attractions actually are.
- The upper left panel now contains only key information such as population count.
- As part of panel-related changes, we added clickable district indicators in individual building and beaver panels.
Maps
New map: Beaverome (192x192)
- Beaverome (192x192) is now a part of the built-in map roster.
- With this map, weâre trying a more challenge-like approach. The available areas are narrow and the slopes steep, and itâs not that easy to find a strong water current â but hey, at least thereâs enough to drink for everyone, right?
New(-ish) map: Helix Mountain (256x256)
- Helix Mountain (256x256) is now a part of the built-in map roster.
- The map underwent significant changes, including moving the mountain closer to the mapâs center. The mountain is also larger, which makes creating your settlements a bit harder, as the water takes longer to flow down.
New decorations
- New building: Wind Gauge (Folktails) helps you measure wind speed.
- New building: Bell (Iron Teeth) signals the start and end of the workday.
Balance changes
- Wood Workshop: Gears cost reduced from 50 to 40.
- Mud Bath: Gears cost reduced from 50 to 40.
- Mine: Gears cost reduced from 500 to 350.
- Efficient Mine: Gears cost reduced from 600 to 450.
First-time language prompt
After you launch the game for the first time after the update, you will be prompted to pick your preferred language. As a reminder, Timberborn is now available in 12 languages: English, Polish, Ukrainian, Spanish, Brazilian Portuguese, French, German, Italian, Russian, Simplified Chinese, Korean, and Japanese.
Model updates
- All models in the game have had their models updated to reduce the number of polygons and improve the gameâs performance.
- Updated all flag models with cute little lamps. Weâre doing the below just for consistencyâs sake. Totally.
Misc.
- Windmill, Large Windmill: Shafts can be connected from any side now.
- Added missing flavor texts to buildings and resources.
- Resources have received updated panels to better communicate what, when, and how they yield.
- Many panels are now available during the construction stage. Most importantly, the warehouse inventory panel â you can micro your warehouses right after placing them!
- Builders now use the Working Speed bonus to put up constructions faster.
- Added the names of new team members to in-game credits.
- You can now hear them⊠those little, jumping, green frogs.
Resources
- New crop: Sunflowers. Sunflowers yield seeds that are eaten raw.
Miscellaneous
- When in full screen, the game is now played in borderless windowed mode.
- Updated some icons for buildings and resources.
- Foresters and Farmhouses now receive a "Nothing to do in range" status when there is no field in their range.Patch notes 2021-12-16 (experimental)
Mechanical Water Pumps
Mechanical Water Pump and Deep Mechanical Water Pump were changed in a few ways. Their models were updated to reflect the changes.
- The pumps no longer stop waterflow.
- They are buildable on any stackable building, not only on Levees.
- They discharge water one block lower than before.
- Shafts can only be connected from the two shortest sides.
Early Access Launch
Playable beaver factions
- Added two playable factions, the expert farmers Folktails and the industrious Iron
- Teeth.Folktails are unlocked by default. To unlock Iron Teeth, reach Wellbeing 8 while playing Folktails.
Difficulty modes
- Easy - Droughts are sparse and short, your colony starts with more starting resources and uses less water and food.
- Normal - standard Timberborn experience. Default starting resources, droughts start short and get longer with time.
- Hard - a proper challenge. Small amounts of starting resources and droughts that start long and get even longer.
- Custom Difficulty - set your own difficulty changing a bunch of variables such as the amount of starting beavers, the minimum and maximum length of temperate weathers and droughts and the amount of starting resources.
Unique buildings â Folktails
Folktails are the expert farmers of Timberborn who enjoy good food and comfortable living. To learn more about this faction, check this devlog.
- Folktails enjoy living on their own terms and have a variety of living options. Additionally, they will not breed unless there is a spot for a kit free in a lodge somewhere â so you can maintain a stable population level by not building more lodges.
- Updated building: Lodge/Mirrored Lodge (12x log to build; Solid). It is now a Folktails-exclusive building. Houses three beavers.
- New building: Mini Lodge (50 SP to unlock; 5x log to build; Solid). Houses a single beaver.
- New building: Double Lodge (150 SP to unlock; 20x log to build; Solid). Houses 6 beavers.
- New building: Triple Lodge (250 SP to unlock; 35x log to build; Solid). Houses 9 beavers.
- Folktails are the first faction to harness wind power.Added wind to the game. Its strength and direction change randomly from time to time, affecting related buildings. For now, itâs just these below, but who knows where the wind blows next?
- New building: Windmill (120 SP to unlock; 20x log, 20x plank to build; up to 120 HP power output). The windmillâs power output is affected by the windâs randomized strength but it works without water current, fuel, or workers.
- New building: Large Windmill (1400 SP to unlock; 40x plank, 20x gear, 30x paper to build; up to 300 HP power output). This one is way more efficient.
- New building: Underground Storage (1000 SP to unlock; 20x log, 80x plank, 40x gear to build; Ground-only; 4000 capacity). Thatâs one heck of storage space.
- New building: Beehive (400 SP to unlock; 10x log, 15x plank, 20x paper to build; Ground-only). With a little insectoid help, the beehive speeds up the growth speed of nearby crops (carrots, potatoes, wheat) by 30%.
- New Building: Scarecrow (200 SP to unlock; 5x log, 10x paper to build). Satisfies Aesthetics in 2 tile radius.
- Updated building: Irrigation Tower (200 SP to unlock; 15x log, 20x plank to build; Ground-only; employs 1 worker). It is now a Folktails-exclusive building.
- Updated building: Log Pile (free; Ground-only; 180 capacity). It is now a Folktails-exclusive building.
- Updated building: Water Pump (12x log to build; employs 1 worker). It is now a Folktails-exclusive building and works in water up to two tiles deep.
Folktails favor progress but stick to the more eco-friendly branch of timbertech.
- Windmills. All beavers need power to operate their factories, and Folktails have learned how to harness the power of the wind. Windmills come in two sizes, with the larger one providing you with higher power output. Just remember that the windâs strength and direction change easily!
- Underground Warehouse. Increased production requires a place to store the goods, and thatâs the solution! Underground warehouses beat even Large Warehouses in terms of capacity.
- Irrigation Tower. You already know this building, and itâs going to be exclusive to Folktails. Towers let the beavers water otherwise dry areas and turn them into future fields and forests. While an irrigation tower requires a continuous supply of water and a dedicated worker, it is a much easier and faster method than digging canals, especially in remote areas.
- Farmer's Special. We donât want to spoil everything yet but Folktails will also have access to another special building suitable for a farming faction. You already know about the Farmhouse so that's going to be something different. Can you guess what?
Unique buildings â Iron Teeth
Iron Teeth are a hard-working, industrial faction that values timbertech and job well done above anything else. You can read more about them in our devlog. Here are their unique buildings.
- For Iron Teeth, work is the priority and family life comes second. As a result, newborn beavers are placed in Breeding Pods where they grow before emerging as kits. All adults in the district will deliver resources to keep them growing.
- New building: Breeding Pod (10x log to build). Adult Beavers will bring Blueberries and Water to them to help tiny beavers grow into kits.
- New building: Barrack (40x log to build; Solid). Houses 10 beavers.
- New building: Large Barrack (400 SP to unlock; 70x log to build; Solid). Houses 16 beavers.
- New building: Rowhouse (180 SP to unlock; 20x log to build; Solid). Houses 5 beavers.
- New building: Large Rowhouse (600 SP to unlock; 35x log to build; Solid). Houses 8 beavers.
- Updated building: Engine (400 SP to unlock; 20x log, 25x gear; 20x metal block to build; 200 HP power output; employs 1 worker). It is now an Iron Teeth-exclusive building. It also received a new, larger model and is now a 3x3 building.
- New building: Industrial Log Pile (12x log to build; Solid; 180 capacity). Industrial needs call for methods more efficient than just dumping logs on the ground.
- New building: Deep Water Pump (12x log to build; employs 1 worker). The Iron Teeth variant of the Water Pump received a new model and it works in water up to six tiles deep.
- New building: Large Metal Platform (500 SP to unlock; 500x metal block to build; Solid, Ground-only). This giant platform has a height of 5 and a 5x5 top. Thereâs also a smaller variant available to both factions: check the âSuspension bridges and Metal Platformsâ.
Districts and trading routes
- All buildings with entrances now need to be connected to a District Center with paths. District Centers have a limited range. If youâve expanded too far, set up more districts.
- New building: District Center (free; employs 4 workers). This building replaces the old starting structure. Workers employed at District Center act as builders and the initial District Center comes with starting resources.
- New building: Gate (free). Put this somewhere on the path to set a district border. Then you can put another District Center behind it.
- You can relocate your beavers as well as transfer goods between districts.To migrate beavers select an origin District Center, click âMigrate populationâ, select the destination district and the number of adults and kits to move.
- New building: Distribution Post (250 SP to unlock; 30x log pile, 15x plank to build; employs 8 workers). This building allows you to set up to ten trading routes â pick a Drop-off Point in another district and pick a resource and your workers will start hauling it. You can also set distribution limits for a district.
- New building: Drop-off Point (250 SP to unlock; free to build, 300 capacity). Put this in a district so that you have a destination point for resources sent from other districts.
- Paths now need to be put not only on the ground but also on platforms and roofs of Solid buildings you intend to use as pathways. Because of that change, placing paths is now free and instant.
- It is now possible to switch between District and Global Views by selecting any building within a particular district. In a District view, all values such as a number of resources, beavers and available lodges are displayed only for that district. An exception to this is Science Points which in their current iteration are all global.
- Homeless beavers will no longer use sleeping mats, instead opting simply for a nap on the ground, knowing theyâre safe in their district.
Water-related gameplay
- Per popular request, weâve added floodgates. These dams on steroids let you choose how much water goes through. By default, manipulating one Floodgate affects all adjacent Floodgates but you can turn that off.
- New building: Floodgate (150 SP to unlock; 10x log, 5x plank to build). It can be fully opened, half-opened, or fully closed.
- New building: Double Floodgate (250 SP to unlock; 20x log, 10x plank to build). Same as above, but has a height of 2 and five levels of opening.
- New building: Triple Floodgate (500 SP to unlock; 30x log, 15x plank to build). Same as above, but has a height of 3 and seven levels of opening.
- We have also changed how Water Pumps work â theyâre no longer limited to water a single tile deep⊠but the engineering masters from Iron Teeth have an upper paw here. Check the corresponding sections of the patch notes above.
- Updated building: Water Wheel. You can now daisy-chain water wheels, creating an Uber Water Wheel Power Generator with only one power shaft attached. Or two, because water wheels now have connectors on both sides and you can use them all.
- New building: Water Dump (250 SP to unlock; 10x log, 10x plank to build; employs one worker). This take on a beaver tap allows you to dump water below, filling a prepared basin⊠or causing a semi-flood if you forget to pause it on time. Aw, shucks.
- New building: Depth Marker (150 SP to unlock; 2x log, 4x plank to build). This simple tool has a buoyant marker that moves up as the water level increases, showing the current and record water depths. You can reset the record.
- Paths, platforms, and stairs now remain usable underwater. Beavers continue to use them, moving and carrying goods at a -30% speed penalty. In shallow waters, beavers swim on the surface. If water is deeper, they dive in.
- It is now possible to build underwater. Note that most buildings will not work when flooded but you can still build them. Also, asking us what happens if you build a water tank underwater is strictly prohibited.
- It is now possible to cut trees and gather resources (such as crops, ruins) underwater. Planting new trees or crops underwater is still impossible.
Buildings
- Paper Mill now has a new, symmetrical model thatâs easier to use and connect power to.
- Fixed the lighting in Rooftop Terrace.
Decoratiions
- New building: Log Fence (150 SP, 3 logs)
- New building: Plank Fence (150 SP, 3 planks)
- New building: Metal Fence (250 SP, 3 metal blocks)
Roof-roof!
- The new roofs are available for both factions. Theyâre functionally similar, but allow you to cover roofs in more ways.
- New building: Roof (1x1) (60 SP to unlock; 2x log, 1x plank to build; satisfies Aesthetics within 1 tile radius).
- New building: Roof (1x2) (80 SP to unlock; 4x log, 2x plank to build; satisfies Aesthetics within 1 tile radius).
- New building: Roof (2x3) (150 SP to unlock; 6x log, 3x plank to build; satisfies Aesthetics within 1 tile radius).
- New building: Roof (3x2) (150 SP to unlock; 6x log, 3x plank to build; Solid; satisfies Aesthetics within 1 tile radius). This one is similar to the one above but has a 2x1 Solid area for more customization.
- New building: Rooftop Terrace (15x log to build; can take 6 visitors; Above-ground). This building works similarly to a Campfire, satisfying the Social Life need, but can only be built on top of buildings and platforms.
Just for show
- Updated building: Shrub. Now satisfies Aesthetics in 1 tile radius.
- New building: Beaver Statue (500 SP to unlock; 50x log, 10x plank to build; satisfies Aesthetics within 3 tile radius). Folktails and Iron Teeth have unique models for this building.
Gathering flags
- Updated building: Gatherer Flag has received a new 1x1 model and now has a capacity of 20.
- Updated building: Lumberjack Flag has received a new 1x1 model and now has a capacity of 20. It now employs 1 worker.
Suspension Bridges and Metal Platforms
- New building: Suspension Bridge (1x1) (100 SP to unlock; 10x log, 10x plank to build).
- New building: Suspension Bridge (2x1) (200 SP to unlock; 20x log, 20x plank to build).
- New building: Suspension Bridge (3x1) (400 SP to unlock; 30x log, 30x plank to build).
- New building: Suspension Bridge (4x1) (800 SP to unlock; 40x log, 40x plank, 20x metal block to build).
- New building: Suspension Bridge (5x1) (1600 SP to unlock; 50x log, 50x plank, 40x metal block to build).
- New building: Suspension Bridge (6x1) (3200 SP to unlock; 60x log, 60x plank, 50x metal block to build).
- New building: Metal Platform (500 SP to unlock; 200x metal block to build; Solid; Ground Only) This giant platform has a 1x1 leg, height of 4 and a Solid 3x3 top.
Metal processing
- Metal was renamed to Scrap Metal.
- Added a new resource called Metal blocks.
- Buildings that required metal to build now require metal blocks.
- New building: Scavenger Flag (250 SP to unlock; free to build; employs one worker). Similar to Gatherer and Lumberjack Flags, this one allows you to gather scrap metal from nearby ruins and has its own small storage. This building replaces Scavenger Hut.
- New building: Shredder (300 SP to unlock; 50x planks, 20x gears, 30x scrap metal to build; requires 250 HP to operate; employs one worker; produces Metal blocks (1) from Scrap metal (2).
Map editor
- To access the map editor, choose âCreate new mapâ or âEdit mapâ from the main menu.
- âCreate new mapâ lets you pick a custom map size and then puts you on an empty space you can shape, cover with water, plant life etc.
- âEdit mapâ allows you to edit an existing map â either one of the maps included by us, your own custom project, or a map created by a member of Timberbornâs community. You canât edit savegames (maps where the game is in progress).
- Updated the starting location placeholder to correspond with the District Centerâs shape.
Visuals
- Adjusted beaver animations for better performance.
- Added swimming and underwater animations.
- Made multiple visual adjustments to all existing buildings, ranging from changes to textures to modified models. Some of that is already mentioned elsewhere in the patch notes but here are more samples.
- Removed shutters and swinging doors from buildings. No hinges for beavers.
- Updated building: Power Wheel. It received a new model and is now a 3x1 building.
- Updated building: Gear Workshop. It received a new model.
- Updated building: Explosives Factory. It received a new model.
- Updated building: Hauling Post. It received a new model and is now a 2x3 building.
- Updated building: Buildersâs Hut. It received a new model.
- Updated building: Grill. Received a new model.
- Updated model: Ruins. A slight tweak to the model to be more visible against all backgrounds.
- Updated building: Temple. It received a new model.
- Updated building: Inventor. Renamed from Inventorâs Hut, also received a new model.
Music
The game now features a fully-fledged soundtrack written by Zofia Zomaradzka. The existing pieces written by Zofia have been partially re-recorded with live musicians and mastered, including the gameâs main theme to which the Budapest Scoring orchestra contributed.
- Added a full soundtrack for the game, including rerecorded main menu theme, and 10 in-game tracks.
What a good view! 1. We Are Timberborn 2. Water That Gives Life 3. Fruitful Hardship 4. Thirsty Lands 5. The Cycle of Nature 6. Hopeful Calmness 7. Strong Together 8. Mystery of the New Day 9. Seasons Change 10. When All Life Goes to Sleep 11. Harvest Time
Localizations and in-game text
- Added Simplified Chinese, Korean, and Japanese localizations.
- Made multiple changes to in-game text, including changes to descriptions as well as some names.
- Made fixes to translations such as Russian and Polish.
User interface
- Replaced and added icons for tools and buildings found on the bottom toolbar.
- Replaced and rearranged the bottom toolbar and added new building tooltips.
- Replaced icons for beaver and building statutes used in the log and in-game world.
- Replaced and rearranged the upper-left panel, adding resource icons and the ability to collapse lists such as a resource list, employment status etc.
- Replaced the upper-right panel, splitting it into several sections such as the clock and the new âforecastâ bar to track the seasonâs progress.
- Reworked custom in-game cursors.
- Replaced the tutorial frames.
- Replaced all Map Editor frames.
- Made adjustments to the main menu.
- Added UI elements for a level hiding tool, a district list, and a water transparency toggle.
- Added a flavour text toggle to the right panel.
- Added mouse-over highlights to all buttons.
- Added Iron Teeth portraits.
- Added a new post-crash screen.
- Added a Bug reporting button â once clicked, you will be prompted if you want to open the bug tracker in your browser.
- We have an official bug tracker that everyone can use without creating an account. This allows you to tell us about any issues you encounter as well as upvote existing tickets. You can find it [timberborn.featureupvote.com here].
- Updated Discord logo in the main menu to match the new one. ;-(
Tutorial
- Updated the in-game tutorial with new tips.
- Thereâs also Timberborn Wiki[timberborn.fandom.com]. It now only has the basic pages available, but we hope to expand it together with our community.
- Added additional tips to the tutorial.
- Icons related to the currently active tip will now blink.
Districts
We have talked about that in greater detail in our second devlog, but hereâs an abridged version. As your settlements grow in size, you need to add additional districts to the starter one. Districts are where your assigned beavers live, work and play â and to set up one you build a district center as well as city gates.Usually, you will also want to transfer goods â and denizens â between districts. Maintaining a balance between districts is crucial to the success of your population, and there are many approaches to using this system. For example, you may try to make each of them a self-sufficient village, or opt for specialization, where each district handles a specific branch of production. Just remember to choose a suitable name for each of them!
Wellbeing
Just as is the case with districts, you can rename your beavers. And once you have that little Justin prancing around, take good care of him. That means ensuring all his needs are met. At the moment, each beaver has a set of needs such as Comfort or Spirituality that yield benefits such as faster movement or longer life expectancy. To satisfy those, you canât just rely on industrial buildings â a temple or a press that prints good books help with other elements of a beaver's life.Each beaver is individually simulated and you need to find a proper balance to satisfy as many needs as you can (or want). Feeding and keeping the colony hydrated is crucial, but weâre talking highly advanced beaver society so donât miss out on other aspects of their life.
Day and night
You may be doing your best to keep beavers happy, but the dry seasons inevitably come and become deadlier and deadlier. To prepare for the drought, you may need to change the working hours â and Justin will no longer enjoy the short, sixteen-hour shifts. That way, you will increase your productivity but in the long run, this exhausts your beavers. Also, remember that not everything happens instantly. If you want to send an emergency caravan to another district, do it before the night falls.In Timberborn, beavers operate on a day and night cycle, and you will see them engage in beaverish activities such as camping after work. Later at night, when theyâre hidden in their lodges, they will also make an effort to increase the colonyâs population⊠if theyâre in a proper mood (and if theyâre Folktails). Iron Teeth, on the other hand, maintain their Breeding Pods before a good nightâs sleep. Each colony works differently and it is your job to make sure it operates smoothly.
Customizing your settlements
Even though weâve been focused on the more utilitarian buildings and the âsurvivalâ affairs, you are already able to customize your settlements. The ability to stack buildings atop one another, the modular platforms, dams, and power shafts give you large freedom of managing space.You are also free to create fields and orchards of any shapes you want, and the dynamite allows you to terraform the land to match your vision. Finally, there are decorative objects you can use - we have roofs in a few shapes, benches, shrubs, as well as some other gadgets, including some fresh ones.
New UI
Here are two samples of the new UI. The first one is taken in Global view at 120% UI scale, the second one is a District view at 100% UI scale. You can scale Timberborn's UI at will and you will read about views in a moment.While we have no doubts this one is much prettier than what we had before, this is a huge change and it may take a moment to adjust. Also, we've heard some early comments about the new UI's accessibility to colorblind and visually impaired players. Let us know if the current iteration is problematic for you and we'll try to make adjustments as quickly as possible.Now, letâs break down the most important elements of the new UI.
- Added a separate water transparency toggle to the top-right part of the UI. Previously, water would only become transparent as you were meddling with the toolbar. To toggle water quickly, press T.
- Added a level-hiding tool to the top right-part of the UI. You can hide layers of the map or reset the view. To quickly hide and show the layers, use Alt + scroll wheel.
- Replaced range indicators to better show ranges of buildings that still use them (such as Flags) as well as districtâs borders.
- Added colored indicators of District Centerâs range. Click a DC to see its range on paths, or click any other building, to see if itâs within range of a DC.
Flavour texts
- Added flavour texts to buildings and other interactive objects on the map. To see the flavour text for an object, select it and check the right-hand window under the objectâs description.
New bottom panel
We have replaced the miniature 3D renders with hand-drawn icons and added new, more visual tooltips. The sheer amount of new buildings meant we also needed to rearrange the toolbar. While the categories stayed the same, some feature many more objects and might require a little rearranging in the future.
New right panel and flavor texts
After you select a building or a resource, you will see a new, easier-to-read panel that features a toggleable element â the description and flavor text frame. Most clickable elements on the map now come with a little bit of text â a quote, a lore tidbit etc. If you want to read a buildingâs flavor, you need to build it first.
New clock and âseasonâ panels
We have updated the way in-game time, beaversâ work time as well as weather (previously: seasons) are displayed. We now have a forecast bar that helps you notice that the drought is coming and will tell you much more you need to endure to survive. It is also easier to change how much your beavers work.
New upper and left panels
The upper panel displays the number of available resources. On the left, you can monitor basic stats for your population. Remember that what you see here depends on whether you have chosen the global or district view. We have updated these panels to include icons instead of pure text, and you are now able to expand and collapse the lists.
Crash screen
To round things up, we also have this particular screen. Of course, we hope you'll never get to see it in-game but... things happen.
New in-game views
To make it easier to navigate your settlements, we now have a few tools that help you see whatâs going on. Because we now have districts (more on that here), youâre able to switch between the Global and District-specific Views. When in the district view, you only see numbers related to that particular district. Switching to the district view is a matter of choosing a district from a dropdown list or clicking a building belonging to that district.You are also able to toggle the view between vertical layers, making it easier to maintain stacks of buildings, check the situation in tunnels etc.Finally, because beavers will now continue to use underwater paths, build, and gather resources, you can toggle water transparency at will, not just when building.
Localizations
With the annoying Unity bug squashed, we were able to add the three missing Asian languages to the game. This means that the whole game is now available in all planned languages:
- English
- Polish
- French
- German
- Spanish
- Brazilian Portuguese
- Russian
- Simplified Chinese
- Italian
- Japanese
- Korean
Map editor
The in-game map editor is the same tool we use to create Timberborn maps. Over the course of the gameâs development, we have prepared â and scrapped â many levels, and now so can you. The best thing is that once youâre done, sharing the map with others is a matter of copying a file.The map editor is accessed via the main menu. You can create a new map â just pick a custom map size and youâll be thrown onto an empty, rather depressing wasteland that needs your creative touch. Thanks to the magic of the terrain-altering brushes you will be able to shape it down to a voxel. Changing the mapâs heights is the main job here but keep the future waterways in the back of your mind.If you want your mapâs denizens to survive, you will need to set up water source blocks and choose appropriate water strength. Then you can just run the simulation to see how water behaves, where it spills uncontrollably, etc. You can pick spots for natural barriers and think of possible ways the player will play with water during both wet and dry seasons.Or you can go crazy and build a madmanâs test scene that makes it barely possible for the beavers to survive. Your call.Either way, your finishing touches involve sprinkling trees and berries around the map as well as placing the clusters of human ruins. You have complete control over what you put on the map but you donât need to place each pine sapling by hand â simply increase the brush size and choose a mixture of resources. Then, you just place the starting location â and thatâs it!An alternative to creating a brand new map is to pick any of the existing maps included by us or a community creation. You can then edit it in a similar fashion.
Maps
Regarding the maps we have included in the game: when you download Timberbornâs early access version, it will come with 9 maps created by us. Each of them is designed to be a different challenge.We want you to have an element of surprise when Early Access hits on the 15th, so we wonât show them all. But hereâs a recap:
- Plains is the classic map some of you might already know, with a lot of flat spaces and a big river going into a lake.
- Thousand Islands is filled with water and the challenge comes with going through it or blocking it to acquire more farmland.
- Likewise, Lakes gives you a lot of small spaces to put water through, irrigating a lot of land.
- Terraces is a very vertical map that starts you on a plateau with a small stream nearby and makes you go down, instead of up.
- Mountain Range is the newest map and slightly smaller than Terraces, but is somewhat similar â the water going out of the mountain you start on quickly falls into a ravine and doesn't irrigate that much land.
- Even smaller than that is Meander which features a single twisted river going around an elevated terrain the beavers start on.
- Waterfalls is another older map with a few waterfalls and a fairly flat terrain near the river after the falls.
- Canyon is the same valley with a small river that you've seen in the demo, with some small tweaks to make it easier to place bridges here and there.
- And Diorama is a tiny challenge map that makes your settlement look like a model village.
Vertical architecture
When thereâs no limit to your creativity and the length of play â and there are none in the early accessâ endless mode â you will realize you need to consider efficient space management. It may be a tall order, and thatâs where the vertical architecture of Timberborn comes into play.As long as a building has a Solid keyword, you may place other buildings on its roof. Some buildings such as Campfire still need to be placed on the ground, but many donât â and that allows you to construct multi-level structures. You can also use stairs and platforms of different heights to organize your multi-level settlements while beavers walk on them or underneath.There are smaller, ordinary wooden platforms of three heights you already know. But we've also added metal platforms, perfect for building a city on top of another city. Theyâre expensive to build, sure, but consider the fact you can build BELOW them, and theyâre much more attractive. Also, remember that another unique building Iron Teeth were supposed to have? Well, guess what â only they can construct the higher and larger variant of the metal platform.Weâre also introducing our first âAbove-groundâ buildings. If a structure has this tag, it means you canât place it on the ground. For starters, weâve got Rooftop Terrace, which is an above-ground variant of the Campfire, intended to showcase the verticality.The sky (and the number of ruins on the map) are the limit here.
Bridges
We know you enjoy playing with verticality, so thatâs why weâre also adding suspension bridges to Early Access, with the most advanced ones using metal. You can build these bridges to span gaps and crevasses without reaching the bottom with platforms⊠but most importantly, to establish walking routes OVER other buildings. Correct, you can build over and below these bridges as long as thereâs enough free space. To build a bridge, you only need access to one âattaching pointâ â and if thatâs not enough to cross the gap, build another one on the other side.
Wood industry
Every beaver is a lumberjack at heart, allowing them to cut trees without tools, but processing timber is a different story. Logs need to be properly stored, then you can turn them into planks, which in turn become gears. You may also produce paper used to print books and craft dynamite. The production chains require you to set up sawmills and specialized workshops. As wood is used in all Timberborn buildings in one form or another, you need a lot of it. Thatâs where foresters come in. Currently, they can grow three types of trees.
Food production
The berries gathered at the beginning of the game satisfy beaver hunger only for so long â soon, your beavers will need something more nutritious. (Unless we're talking Iron Teeth, who use them to grow kits in breeding pods). Once you employ farmers, you will be able to plant carrots. Another step would be growing potatoes but that adds a need for a grill. In the early access version of Timberborn, we also have bread â there are even more steps between planting wheat and the end-product created by bakeries. Remember that Folktails are our expert farmers, and they can speed up crop growth with their unique beehives.
Energy production
Numerous buildings require power to operate and your colony can generate energy in different ways, some of them faction-exclusive. While Iron Teeth do not mind using an engine, Folktails would rather use the whimsical force of the wind. Both factions can use water wheels, powered by river currents, and the (slightly reworked and smaller) power wheels, where itâs up to an employed beaver to generate power.Connecting the power source to buildings can be done in two ways. You can either create clusters of buildings that transform energy when attached wall to wall or use modular power shafts. You may shape the latter to your needs, using intersections, placing them on platforms, or even connecting levels of different heights.
Ruins and metal
Human ruins scattered on Timberborn maps serve as a grim reminder of a long-gone civilization and a finite source of metal. Scrap metal is gathered by beavers employed at scavenger flags â which replaced scavenger huts. To use it in buildings, you need to turn the scrap into metal blocks. Thatâs where the shredder comes in â itâs a new, power-hungry building. Metal blocks it produces can then be used in advanced structures such as the longest bridges or the carousel.The metal usage is still in the early stage of development, but you should plan around the fact that once all ruins on the map are depleted, you will no longer have access to it and the related structures.
Dam, itâs a dam
Adding water physics to Timberborn was a major breakthrough and seeing how much the players enjoy it, we knew it would be the gameâs defining feature. After all, the beaver master-race is known for its dam-building skills. And how do we approach that?At launch, you will be able to construct modular dams using the following blocks: levees, dams, and floodgates. Levees block water completely and allow you to place other buildings on them. Dams allow some water to pass through at the top. Floodgates come in three heights and let you change how much (if anything) passes through â you can adjust each module if you wish.
Not just dams
Water that stays at a certain level and maintains a strong current will keep the water wheels operating â and thatâs a good thing because theyâre a very efficient source of energy for both beavers factions. To let you make better use of them, it will be possible to daisy-chain water wheels in Early Access.Sufficient water levels also allow pumps to work, and the water you get from the pumps can be stored, used to quench the beaversâ thirst or to keep the Folktailsâ irrigation towers running. We know that the pumps only operating on water one-tile deep could be frustrating at times, and thatâs why weâve increased their operating depth â with Iron Teeth pumps working deeper.In early access, there will also be a new way to utilize water â beavers working at the Water Dump will grab buckets of water and carry them to spill it to the designated area. Not the most efficient way to transport water, yes, but it allows you to move water to higher levels.Finally, by popular request, weâre adding the Water Marker. This little thing helps you monitor the water levels â both current and the (resettable) maximums.
Terraforming
The most explosive ways of having fun with water physics come with the use of dynamite. Produced in an Explosives Factory (that now has a new model by the way), dynamite allows you to blow up selected blocks of terrain. You manually choose when to detonate a stick of dynamite, just remember that chain reaction (and deaths) may occur.With dynamite, you can level the terrain so that setting up the settlement is easier. Even more important use involves digging canals and reservoirs. Canals are a good way of redirecting water into otherwise dry areas â and a sufficiently deep and wide reservoir might help your colony survive the drought. With the Water Dump mentioned above, you can easily fill such an artificial basin during a wet season so that itâs easier to survive the upcoming drought.How will YOU play with water when Timberborn launches on September 15?Let us know and see you tomorrow with another preview!
Folktails
These light-furred fellas respect Mother Nature and enjoy consuming her gifts. Their settlements are built among vast fields and have that cozy village feel thanks to golden thatchings, light wood and walls covered with mossy plaster.Folktailsâ adults and kits live together in Lodges of different sizes but may also choose to stay alone. Theyâve mastered farming and gained access to several specialized buildings in the process. For example, they use Windmills big and small. These power sources donât consume fuel nor require workers but their reliability depends on the windâs direction and strength. Folktailsâ affinity for farming allows them to utilize Irrigation Towers that can turn even remote wasteland areas into fields and forests. They are also able to speed up the growth of crops thanks to another specialized building: the Beehives! And as their production increases, they are able to store the fruit of their labour in Underground Warehouses of increased capacity.If you want to learn more about Folktails, please read this devlog. Please note that because of the last-minute addition of difficulty modes, we have ultimately decided against increasing Folkatailsâ food consumption rate. We might bring that back at some point, though.
Weather
Timberborn Early Access comes with the infinite survival mode. When you begin a new game, itâs temperate weather (previously known as âwet seasonâ). In most cases, a good portion of the map is a dry wasteland but some rivers, lakes, or a combination of the two surround the starting area. Water flows in from the sources and the ground near water bodies is green. Green areas can sustain the forests and fields your beavers grow as well as the already present flora.During temperate weather, the water evaporates at a very slow rate, and you can distribute this life-giving resource as you see fit. Unless you go overboard with the canals or pumps in the area, the water should stay at a level high enough to keep water wheels operating, and your beavers will be fine. What exactly you can do with water is a subject of another preview but the gist here is to balance your city-building efforts with Timberbornâs focus on water and irrigation.
Droughts
Itâs post-apocalypse now, which means the drought (previously: âdry seasonâ) eventually comes. The strength of water sources on the map begins to fade and after a while, the water sources âturn offâ completely while the evaporation continues. The river beds gradually dry up and with them â the surrounding areas. Fields and forests turn yellow and will wither unless you have a way of preventing that with a clever combination of dams, floodgates, irrigation towers, canals, water dumps etc.If you do not prepare for a drought properly, you will also end up with useless pumps and water wheels, so unless there's a lot of water in the tanks and you have alternative power sources, your population might wither too, if you catch our drift.Hereâs a note for our demo players â weâre evil and we made the second drought in the demo a little too severe on purpose. Thatâs not what will happen to you in the normal game. Sorry, not sorry.
Difficulty modes
Speaking of which, Early Access comes with different difficulty levels. In addition to picking a beaver faction and a map, you will now need to decide how much of a challenge you want.
- Easy difficulty is a relaxed experience with a focus on building a grand city rather than on surviving. Droughts are sparse and short, your colony starts with more resources and uses fewer of them.
- Normal is a standard Timberborn experience as we envisioned it. You start with some resources, and droughts â while short at the beginning â get longer and longer each time. Itâs a good mix of having to survive and building cool settlements.
- Hard is a proper challenge. Expect small amounts of starting resources and droughts that get longer to a point where after a few times itâs dry more often than not.
Iron Teeth
Overview
The Iron Teeth are hard-working beavers who put progress over anything else. They donât care if you donât like their smoking engines or how they breed.Compared to Folktails, the Iron Teeth settlements are much different in terms of colour and atmosphere. The factionâs buildings match the naturally dark fur of their inhabitants, with gray-green-blue wooden roofs and more prominent metal elements adorning red brick walls.Their bulky Barracks and tall Rowhouses allow them to build settlements in tighter, more vertical spaces. To help with that, they use Industrial Log Piles (which are stackable) as well as Deep Water Pumps that can reach water up to six tiles deep. Thereâs also another unique building only Iron Teeth can build but weâll reveal it later, as part of the vertical architecture preview.Some say that the most recognizable Iron Teeth building is the Engine â a smoke-emitting, log-burning monster with unrivalled power output. Others, however, point to the unconventional breeding ways. Iron Teeth turned reproduction into a production chain â all newborn kits are first grown in Breeding Pods which adults supply with water and berries.Weâve covered Iron Teeth in greater detail last week. Similarly to Folktails, because of the last-minute addition of difficulty modes, weâve decided against enforcing a higher water consumption rate upon them. If theyâre too easy to play, we might rethink that. ;)
The three things our second playable beaver faction values are work, work, and work. Also, their kits grow up in pods.
The philosophy behind the faction
Compared to Folktails, Iron Teeth are the busy beavers. Theyâre doing their best to harness the wasteland, viewing tormented Earth as timbertech testing grounds. They live to work, not the other way around. For them, technology is both a means and a goal. Take water, for example. For these beavers, it is a measurable power that keeps gears running rather than natureâs gift of life. We wanted Iron Teeth to be more or less a counterpart to Folktails. Our idea for their colonies was to use that darker, industrial theme with blocks of tall, brick-like buildings. Engines are there too, emitting smoke and propelling Iron Teethâs progress forward. Because of their reliance on power and higher water consumption, we envision the Iron Teeth settlements as tighter, more squeezed in and vertical compared to Folktailsâ vast villages in the midst of golden fields.
The many ways to breed
The Iron Teeth are also a perfect example of how iterative our work on Timberborn has to be. We were looking for a way to make this faction feel very industrial and productivity-driven. Adding engines and other machines shows their affinity for timber-tech, sure, but we needed something special. So, we looked at the cozy lodges of the Folktail families, and we decided to give the Iron Teeth something entirely different by separating adults from kits. We wanted adults to live in cramped barracks â that perhaps wouldnât even satisfy Comfort â while kits would grow up in kit-only nurseries.Nurseries have been scrapped... but our beaver-eyed viewers might have spotted them in Timberborn's early access trailer, which was recorded while they were still a thing.The idea looked good on paper, but Nurseriers turned out to be a balance problem (a few nurseries would be enough for a huge town) and hard to explain. So, even though we had a really nice 3D model, we had to scrap them and eventually replace. Breeding Pods work much better in both regards, but also feel more post-apocalyptic AND add a unique âproduction chainâ. You'll read more about them in a moment.
The factionâs style and architecture
The settlements built by the Iron Teeth might strike a Folktails fan with their different, Timberborn-e feel but thatâs okay as Jakub Mathia, our Art Director, is ready to explain:They were going to be the tough, hard-working guys, we knew that right from the start, and the name *Iron Teeth* came up early. No wonder their graphite-like, bluish fur resembles steel, while their buildings are covered with wooden roofs similar to patinated metal. The engineering feats of this faction pushed us to search for inspirations in the 19th-century industrial revolution. We matched that with the architectural shapes and colors influenced by the native communities of the Middle East and Latin America, resulting in the orange-and-indigo mix you can see.It's the little things like subtle patterns on the fur.An old screenshot showing older textures and models. The large building in the center was a "new" Builder's Hut before the idea of District Centers was born, and the Hut received yet another model.Michal Zomerski, Timberbornâs 3D Artist, chimes in to talk about the design process behind the Iron Teeth buildings. Thanks for the spoilers ahead of the next paragraph, Michal. Sheesh.The Iron Teeth live in the industrial barracks and the London-like rowhouses, and they get to stack their log piles, which means densely populated areas quickly turn into tall clusters of buildings. But we didnât want to just give them cuboid blocks of flats, hence the slanted walls and a design that allows power shafts to connect âthroughâ windows. On the other hand, we got to play with metal and, for example, redesign the engine. This one has a dedicated power connector which allowed us to play with the model and draw inspiration from DaVinciâs works.Also, hereâs a bit of beaver trivia. Beaversâ incisors (teeth) have an orange enamel because of a high amount of iron. Also, Timberbornâs working title was Iron Teeth. Makes sense, huh?
Faction trait
While Folktails' never-ending appetite results in higher food consumption, Iron Teeth use more water.They work hard and need to quench their thirst often which results in 15% more water consumption.The above has been removed with the addition of Difficulty Modes where you can customize the consumption rates regardless of faction.
Housing
Comfort is not that important to Iron Teeth â if you get a place to crash after a shift with a roof over your head, thatâs enough. They grow their vertical settlements by squeezing their kin in the following buildings:
- Rowhouse â Tall and narrow building that houses five beavers.
- Large Rowhouse â Even taller, these rowhouses are for eight beavers.
- Barracks â A large, space-efficient dwelling for ten dwellers.
- Large Barracks â Perfect for groups of workers, this box of a house has a capacity of sixteen dwellers.
Breeding
The work consumes so much of Iron Teeth life they have abandoned the traditional beaver ways. To ensure proper growth of the next generation, the Iron Teeth have invented breeding pods. All newborn kits begin their life in those, suspended in a nutritious liquid. To sustain growth, the âbeaver juiceâ has to be refilled. All adults in the colony share that duty.
- Breeding Pods. This is Iron Teethâs only way of bringing kits to the world. After a kit is born and placed here, all adult beavers will bring water and berries to sustain the growth. Once it's grown enough, the kit will leave the tank to live in a harsh environment and grow further, eventually becoming an adult. Other beavers argue that this process might be going too far.
Other unique buildings
Iron Teeth are industrious and their unique buildings are designed to increase their productivity and efficiency, even at a cost of fresh air in the neighbourhood.
- Industrial Log Pile. Wood is in constant demand and itâs easier to store it when youâve got specialized warehouses. These are Solid which means they are stackable, and they donât have to be placed on the ground.
- Deep Water Pump. In Early Access, water pumps are no longer limited to one tile of depth â and the Iron Teeth upgraded their pump even further so they work up to SIX levels deep.
- Engine. The pinnacle of timbertech is only available to the Iron Teeth, offering supreme energy output in exchange for fuel and the need for an employee. Other beavers wouldnât approve of burning wood and the smoke that comes with it, but the Iron Teeth donât mind.
Changes to the metal production chain
While this is a global change â Folktails also profit from it â the work on Iron Teeth pushed us to change how metal works. Scavengerâs Hut was replaced with a Scavenger Flag. The beaver employed there is tasked with gathering scrap metal from ruins in range. Scrap metal is then processed into usable metal blocks in a brand new, powered building: a Shredder.In Early Access, weâre adding new ways of utilizing metal such as the advanced Suspension Bridges. You might have spotted them in the Early Access trailer (or the Iron Teeth trailer, for that matter). You can build them in different sizes â and you can place new buildings below them. There will be more but you will need to wait until Wednesday for that. Why?
Early Access highlights
For now, hereâs a non-exhaustive list of what to expect from Timberborn Early Access at launch:
- Two playable beavers factions. Folktails are the more nature- and farming-oriented of the two, while Iron Teeth favour rapid industrialization. Each faction looks and plays different, and has access to faction-exclusive buildings.
- Droughts. The post-apocalyptic world alternates between temperate and dry seasons, with droughts becoming more frequent and threatening over time. Any gameplay limits are gone so letâs see how long your beavers can last.
- Water-related gameplay. We know you like this one so weâve expanded that quite a bit. Weâve added floodgates, a way to transport water to higher areas, depth markers, and more â oh, and the beavers are now able to swim, gather, and build underwater.
- Scalable settlements. Districts are the new way of growing your beaver colonies. They make beginnings easier and add another layer of fun to later stages thanks to trading routes and migrations.
- Timbertech and vertical architecture. There are many new buildings in the game, and with the new district system and the need to survive as long as possible, efficient space management is crucial. Thatâs why weâve also implemented overhead bridges.
- UI and localizations. Timberborn has a brand new UI and the game will be available in all 11 planned languages. This includes the Simplified Chinese, Korean, and Japanese translations missing from the demo. Thank you for your patience!
- Map Editor. The game will come with a set of 7 new and updated maps built by us but you may create more. Our user-friendly map editor allows you to create new maps and edit existing ones. You can then share them with the community.
- And more! The game looks better, has a beautiful soundtrack by Zofia Domaradzka, plays at much higher framerates, and received a lot of other improvements.
Districts
District Centers
With districts, the previous range system is going away. There are multiple reasons for that, but hereâs a sample from Jon Biegalski, one of our game designers:The old system was quite simple but often left players confused. For example, if you wanted to build something with logs, the construction site needed to be in the range of both Builder's Hut and Log Pile. Also, some beavers would remain unemployed even though there were jobs available, as they lived too far away. These issues made the beavers less productive in the long run, and the districts fix that.Add in some awkward situations where beavers starve with a full warehouse nearby or work in areas too far from their favourite carousel, and you get a picture. But that's in the past now!In Early Access, you begin with a single, new building: District Center. It replaces the batch of starting buildings you know from the demo. All future buildings that have entrances need to be connected to a Center via paths â or just wonât work. That also means that you now need paths on roofs, dams, or platforms. Because of that, placing paths is now instant and no longer needs workers. Also, paths now work underwater. What?! Okay, okay, weâre getting there.Under the new system, beavers diligently follow the paths youâve built, moving between their homes, workplaces, attractions etc. but there are exceptions. Beavers who enjoy fieldwork such as cutting trees or working in ruins continue to do that within range of their workplaces. Builders construct buildings within the district. The district expands as you add paths.
Growing the colony
Each District Center has a limited range (measured in the length of outgoing paths). After you select a building, coloured lines appear, making it easy to identify. Lines turning red and disappearing are a sign that the area is too far from the Center. In other words, youâve expanded far enough to consider setting up another district. If a building is not connected to a Center, the game will remind you about that.To set up a new district, you put a (free) micro building called Gate anywhere on a path, effectively setting up a districtâs border. Then, you put a new (also free) District Center somewhere behind that gate.Your initial District Center comes prefilled with starting resources and all District Centers also employ a few builders. As there's no starting warehouse now, weâve made adjustments to some other buildings such as Lumberjack Flag or Gatherer Flag that now have some storage capacity.
Beaver migrations and trading routes
Each additional district starts empty so itâs a good idea to send some of your beavers and goods there. Transferring colonists is easy. You select an origin District Center, pick a destination counterpart and choose how many adults and kits should be relocated â and off they go. You can rename your districts, just like you do with the beavers, so theyâre easier to keep track of.A new district could also use some resources, and that's where trading routes come in. You establish them using two new types of buildings: Distribution Centers and Drop-off Points. Distribution Center in District A allows you to choose a Drop-off Point in District B and which goods (e.g. Carrots or Flour) to ship there. Beavers from the Center will then pick up the selected goods from a warehouse and start moving them. You can set per-district minimums and maximums to control import and export.On that note, you can now switch between Global and District views. In the Global view, you see total numbers for your population, goods, wellbeing etc. The District view â opened via a list or by selecting a building â displays values for the district only. This allows you to create specialized districts, helps running large cities, and adds another layer to the game in the form of transporting goods.
Swimming
You keep reminding us that beavers can swim. We know, we even had swimming pools back in alpha! And now that the world alternates between wet and dry seasons, and you manipulate water levels with dams and floodgates, we're revisiting that. Sooner or later, some of your paths disappear underwater or you need a road in an area that hasn't dried up yet. You could use platforms but hey, beavers can swim!In Early Access, when you place a path (on the ground or, as described above, on platforms, rooftops etc.) and it ends up underwater, it remains usable. In shallow waters, beavers are swimming on the surface. If the water is deeper, they dive. Flooding a building disables it and swimming is rather slow, so you will generally still want to build above water. But beavers are no longer afraid to get wet and they go about their day (carrying goods etc.) even when it involves swimming.And YES, you can build underwater if you wish. Thereâs now even an additional toggle that makes the water transparent so you can see what your rodents are up to in the depths.
Performance and other improvements
Districts solve problems often expressed by the newcomers but thereâs more to that. The old range system made running large colonies calculation-heavy, resulting in bad framerates, especially after increasing the in-game speed. Districts helped us solve a lot of issues on the performance front. Letâs hear from Kamil Dawidow, one of Timberbornâs programmers:With districts, obligatory paths and swimming, beavers have a much easier time navigating the settlement. They do not need to recalculate their routes all the time as water levels change or you put new buildings in their way. And since they now operate within districts and only follow paths (not all the terrain), less data is stored and processed. For example, a hungry beaverâs algorithm works faster when it simply needs to check if thereâs food in the districtâs warehouses or not â and then has less ground to cover, establishing an optimal, non-exhausting way there.Finally, to help you use districts and the now-omnipresent paths, weâre adding a feature desired by all vertical architecture enthusiasts. You will be able to view your settlements layer by layer. This helps you create complicated multi-level megastructures, maintain hidden buildings, or check for missed unconnected paths. It works great paired with the water transparency toggle.As you can see, districts are quite a chunky feature. They make running beaver colonies swimmingly fun â and dam, we canât wait to see you go crazy with them in Early Access!To make the wait easier, here's the final treat for today. Two talented members of our Discord community, Synthron and DerHouy, have written and recorded an awesome Timberborn song. We thought it deserved a proper BMV (beaver music video). Enjoy!
Folktails
While still putting progress over âprimalâ beaver ways, Folktails respect Mother Nature. They work to live and in doing so they try to make the post-apocalyptic world a better (read: greener) place. They enjoy working in the field and consuming the fruit of their labour. For them, water means life, and they grow their settlements in balanced, nature-friendly ways. Thereâs one exception: even they can't say no to the canal-digging power of dynamite.Gameplay-wise, we envision the settlements of Folktails as sprawling villages with vast areas covered with fields and orchards needed to satisfy their huge appetites. That also means you need a proper way of stockpiling food and preparing for droughts. You get to customize their settlements with lodges of different types. Folktails are also the only faction that knows how to produce energy with no fuel and no access to rivers â they have harnessed the power of the wind.We wanted Folktails to focus on the food, but not to the point where it'd be the only distinguishable feature. They use the resources that the earth gives them such as food or water and use them to their fullest, making sure that every beaver is cared for and has a place to sleep, with different sized lodges to create unique constructions. We also wanted to put windmills in the game for a while now, and this faction seemed like a perfect fit. Originally, we thought to keep Folktails even closer to the ground, but we decided against it in the end, as the vertical architecture is an important part of the experience.â says Jon Biegalski, a game designer at Mechanistry.
The factionâs style and architecture
Folktails use thatchings and build their structures with light wood. White plaster covers the boards and there are bits of moss here and there but thatâs okay! We wanted the factionâs towns to feel like havens in the middle of a harsh wasteland. At the same time, the faction was to become a refined variant of what players recognize from the earlier versions of the game. We had some thatchings in the alpha, for example. Weâve given Folktailsâ architecture to the demoâs Beavers of Demoria so you should have a good idea of what to expect.Before we sat down to create Folktails a few months ago, our environment received a visual pass â and the new faction had to work well with the new color palette. Right from the start, we knew we would go for a nature-friendly, âcozy villageâ feel â as much as you can get that in a post-apocalyptic setting. Weâve gone through concepts based on American, Italian and Greek villages. Weâve had these hobbitish cottages with entrances going underground. We even tried using wall ornaments and mosaics before deciding to go with something simpler â says Jakub Mathia, Timberbornâs Art Director.We love experimenting with curious shapes but the game is a tile-based city-builder after all. You can stack buildings one atop another, which calls for flat roofs and floors. We have a power grid system that uses power shafts attached to different wall slots, and the buildings can themselves transfer the power when put next to each other. When thatâs less prominent, for example in the case of farms, grills or the temple, we can go wild, but often itâs the âgameplay and clarity firstâ philosophy that applies â explains Michal Zomerski, Mechanistryâs 3D Artist. Folktails are also a good example of trying to balance âbeaverishâ designs (and materials such as wood, clay, moss, thatches) and buildings that recognizable for human eyes. Speaking of which: letâs see what Folktails can build.
Faction trait
Folktails enjoy good cuisine. Bon appétit!
- Because of their more relaxed, farming-oriented lifestyle, Folktailsâ consumption is 20% higher.
The above has been removed with the addition of Difficulty Modes where you can customize the consumption rates regardless of faction.
Housing
Folktails allow their members to live however they want. No wonder there are many unique lodge variants available only to them! Four types, to be exact.
- Mini Lodge - housing a single beaver
- Lodge - for three beavers (yup, it is now a faction-exclusive building!)
- Double Lodge - for six beavers
- Triple Lodge - for nine beavers
Needs system rework
- Needs displayed in the Well-being panel and after clicking a beaver are now grouped (for example, Hunger, Thirst, and Sleep are now Basic needs).
- Needs previously reserved for adults are now also available to kits. What it means is that it is now possible to reach population well-being of 15.
Improved save system
- Saves are now grouped based on a settlement youâre working with. You will be prompted to enter the settlementâs unique name once you start a new game or load an old save.
- The new saves created at that point and going forward will be stored in a corresponding subfolder located in the Saves folder. The in-game âLoad Gameâ screen lets you browse the saves grouped by settlement (subfolder) as well. Saves that are yet to be assigned to a named settlement are found in the Unnamed settlement in-game. Their location in the Saves folder hasn't changed.
- The game now uses only three autosave slots per settlement, overwriting older autosaves as needed.
- The new save files (as well as the map files) now use a .timber archive format. As a result, files are 5 to 10 times smaller.
- Existing .json map files are backwards compatible but the new maps you create or modify will be saved as .timber files. Map localization on your drive hasnât changed.
- Cloud saves are now enabled on Steam. Make sure you have Steam and Timberborn set to synchronize files with the cloud so that it works properly. Please note that only the new, small .timber files (maps and saves) are stored. Nobody likes heavy clouds, right?
Miscellaneous
- Made visual adjustments to the tree models.
- While placing down gatherable resources in Map Editor, it is now possible to choose whether they should be in the âready to gatherâ state.
- Added new Need Groups to replace singular needs.
- Renamed most Needs and placed them in their correct Need Groups.
- Separated Aesthetics and Social Life groups into multiple Needs.
- Made minor text adjustments to how the yield progress is displayed on resources.
- Made minor visual adjustments to needsâ status bars.
- Optimized code related to Monuments, Decorations and Breeding pods to increase performance in large settlements.
- Adjusted some tutorial tips so that they lead to fewer beaver casualties.
Other changes
- The player logs now include more information about the userâs hardware configuration. It helps us identify scenarios where crashes and other problems occur on a specific setup.
- There are now limits on the values entered on the Custom Difficulty Mode screen.
- Map Editor now allows adding multiple ruins at once by dragging a cursor.
Demo
The demo is now available in eight languages. We've had another visual pass, added more music, and improved performance.
In-game text
We have added seven out of ten translations planned for the Early Access launch. The Japanese, Korean, and Simplified Chinese versions will follow as soon as the Unity bug is fixed.
- Timberborn Demo is now available in English, Polish, French, German, Spanish, Brazilian Portuguese, Russian, and Italian.
- If the language doesn't change automatically based on your Steam settings, check the in-game Settings to change it manually.
Visual update, part 2
Weâre following up on the new style update from the previous patch with an additional visual pass. Weâre also trying out a brand new style of particle effects! BOOM!
- Made visual tweaks to building elements such as walls, roofs, paper, or thatchings.
- Replaced particle effects for fire, smoke and explosions.
Buildings
We heard your concerns about the smoke coming out through Grillâs roof⊠so while changing the particles (see above) we changed Grillâs model entirely.
- Grill received a new model and is now a 2x2 building.
Music
Weâve added more music composed for Timberborn by Zofia Domaradzka! You clearly like Zofiaâs songs so itâs time for some major additions! We now have a new main menu theme and you will hear different in-game tracks depending on whether itâs a wet or a dry season.
- Added a new main menu track.
- Added two dry season-specific tracks.
- Added one wet season-specific track (on top of the three existing ones).
Adaptive speed
When you increase game speed, it will now increase slightly less if youâre playing on a map with a higher population. This helps reduce lag in later stages of the game.
- The game now uses dynamic speed adjustment. The speed increase remains at flat x3 and x7 at the beginning of the game.
In-game UI
Weâve made changes to the in-game UI and screens such as Settings. For Early Access launch, changes will be much more prominent â what you see now is an ongoing work in progress related to the implementation of UI Toolkit now available to Unity developers. (Yay, thatâs us!)
Children behaviour
We've made some adjustments to the behaviour of kits and adults claiming free spots in lodges.
Bug and Suggestion Tracker
Not really a part of the patch but we wanted to stress out the importance of this. While we will continue to check bug reports on the Steam forums and discuss them on our Discord, the best way to report problems with Timberborn is to use the dedicated tracker we now have.
Visual changes
- Changed textures, colors, and/or models for ALL buildings present in the demo.
- Windows of occupied buildings will now light up. That includes lodges at night â itâs quite a sight and a signal of the upcoming baby boom.
New tool: Assign priorities
Weâre keeping track of all the feedback you send us, and a better building priority system was so often requested we decided to deploy it ahead of launch. Oh, you guys.
- There are now five levels of building and demolishing priority: from very low (1) to very high (5). The default priority is normal (3).
- Added Assign priorities tool to the bottom panel. Use it to select a priority and mark (or paint over) objects scheduled for building or demolishing. Each priority has a color, and after clicking the toolâs button, a colored preview will be displayed for all projects.
- Added corresponding priority buttons to the menu of each object scheduled for building or demolishing.
Population growth
The change below lets you choose when to grow your colony â which is important, especially when your population hits higher numbers. Need more happy little beavers? Build more lodges.
- Kits no longer move out of their parentsâ lodges once grown-up unless there are unclaimed lodges in range.
Camera
The changes below helped us create some fancy new GIFs to showcase new and refreshed buildings. Check our social media channels for those â starting tomorrow!
- It is now possible to Shift-click the âFollowâ (eye) icon so that the camera follows the object without highlighting it with a green tint.
- Fixed a bug that caused âFollowâ not to focus on the buildingâs centre.
Miscellaneous changes
- Added a counter in the upper left corner that displays a number of homeless beavers.
- Updated the âNothing to doâ icon.
- Shafts have been renamed Power Shafts.
- Replaced âFuel cyclesâ with a percentage of âFuel depletionâ in log-consuming buildings.
- Replaced âJoblessâ with âUnemployedâ in descriptions of beavers and buildings.
- Made minor changes to other descriptions, including the way we display what needs are satisfied by particular buildings or goods.
- From now on, we will be naming Timberborn builds using the pattern you see in the patch notes' title. In-game version names will reflect that, making it easier to keep track of game versions.
Audio
We continue updating the game with the music composed for us by talented Zofia Domaradzka!
- Added a new music track to the game.
Balance changes
- Reduced the science cost of Dynamite from 150 to 20.
- You now start the game with 15 Explosives in your Small Warehouse.
In-game tips
New feature â in-game tips While it is not a fully-fledged tutorial, we heard your requests for a little assistance in starting the beaver colony. There you go!
- Added an additional window that displays in-game tips for beginners. This micro-tutorial tracks your progress and updates accordingly.
- This window may be turned off. You may re-open it via Settings.
Preview demo
The demo can only be played on two maps and your goal is to survive⊠long enough. The map editor will also be available in the full version only. Youâll have to figure out the exact limits of the demo yourselves. đ
- The demo ends after a few wet/dry cycles
- You can play on two unique maps: Plains (256x256) and Canyon (128x128)
- The map editor is not available in the preview demo
- Some buildings are not available in the preview demo
New year, new beavers
- Replaced the old beaver model with a new one
- Replaced the young beaver model with a new one (!)
- Replaced the in-game beaver portraits
Beaver factions
- Removed the old beaver races (Common Beaver, Eager Beaver, Fancy Beaver)
- Added beaver factions â Beavers of Demoria are here only for the demo, but The Iron Teeth will appear in the Early Access along with one other faction. For Early Access launch, expect truly unique factions with exclusive buildings etc.
- New gorgeous illustrations of the beaver factions in the faction choice screen
As the development progresses, we want the game to look better and better, and for the demo, we have completely revamped the main menu!
Audio updates
We're working with Zofia Domaradzka to bring you some amazing tracks to grace your ears while playing.
- Added two new music tracks
- Added a sound effect that plays when the "dry season incoming" notification starts
Features
- Irrigation â using both rivers and artificial water sources such as canals and irrigation towers, beaver water engineers keep the ground arable.
- Dams and terraforming â you can experiment with Timberbornâs water physics by putting up modular dams, digging emergency reservoirs with dynamite, etc.
- Stackable architecture â in Timberborn, many buildings can be placed atop one other, creating multi-level megastructures and saving limited space.
- Lumberpunk â the evolved beavers erect buildings and craft machinery using wood and metal scavenged from human ruins.
- Wellbeing â while the drought is the main threat in the demo, every simulated colonist has a series of needs such as Hunger, Comfort, or Spirituality you need to satisfy.
Patch notes 2020-12-17 â Droughts and Irrigation
Irrigation
The post-apocalypse continues! Crops and forests can now only grow if they have water â from rivers, artificial lakes and canals, the new irrigation towers. Without water, desert creeps in and plants begin to wither. If you donât fix the problem, they die. We are also introducing Small Water Tank, to be paired with a rebalanced Water Pump that now stores less water.
- Plant life can now only be sustained in the vicinity of a water source. The time before a plant on unwatered ground dies depends on the plantâs type.
- New building: Irrigation Tower (200 SP to unlock; 15x log, 20x plank to build; uses 2x water per hour; employs 1 worker) â waters a surrounding area.
- New building: Small Water Tank (no unlock cost; 15x log to build; stores 30x water).
- Water Pump now only stores 15x water.
- Water Wheel now stops when the water current is not strong enough. In the future, the power output will depend on the currentâs strength.
Droughts
The world now cycles between wet and dry seasons. You will always begin in the wet season, and you will be warned ahead of the dry season. Dry seasons are semi-random and become longer over time. When a dry season comes, water on the map begins to disappear. Deeper water sources take longer to dry up, so artificial reservoirs will help you store water for a longer period.
- New mechanic: cyclical wet and dry seasons. Dry season causes open water sources (rivers, canals, reservoirs) to dry up gradually.
- Added new UI elements informing you about the progress of the wet/dry cycle and warning about upcoming droughts.
Ruins & metal
Human ruins will now provide your beavers with a finite amount of metal. Metal is a new resource used to build some of the existing high-end buildings (check the next section).
- Added a new resource, metal, collected from ruins. Amount of metal depends on the size of a ruins block. Depleted blocks disappear.
- New building: Scavengerâs Hut (75 SP to unlock; 20x log, 15x plank, 5x gear to build; employs 2 workers) â used to acquire metal from ruins in range.
To account for the addition of metal, we have changed the resources needed to build some structures. At the moment, metal comes only from ruins, which may be hard to reach and are limited. We'll be closely monitoring feedback on the game's balance here.
- Triple Platform: now costs 4x log, 4x plank, 2x metal. Single and Double Platforms have not been changed.
- Printing Press: now costs 50x plank, 30x gear, 30x metal.
- Engine: now costs 20x log, 5x gear, 10x gear.
- Carousel: now costs 50x plank, 50x gear, 40x metal.
- Tribute to Ingenuity: now costs 400x plank, 200x gear, 300x metal.
Explosives
Itâs not very safe to task your ordinary Joe Beaver with preparing explosives, so we have added a dedicated building that handles the hazardous production.
- New building: Explosives Factory (150 SP to unlock; 10x log, 30x plank, 10x gear to build; requires 150 HP to operate; employs 1 worker); crafts 1x explosive from 3x paper.
- Dynamite: now requires 1x explosive to build.
- Added a new Dynamite model.
Maps
Droughts and the need for irrigation required changing existing maps once again. Weâre sorry if your beaver paradise suddenly turns into a wasteland. Time to build a new one!
- Redesigned all maps to work better with the wet/dry seasons and encourage playing with irrigation.
- Added ânatural damsâ called Barriers that can be demolished to unlock additional water areas without Dynamite.
- Plains (256x256) is now a recommended map when starting a new game. Really, start a new game.
Visual changes
We know the new visuals are a major shift in the gameâs esthetics, especially when you open an older save. However, the contrast between post-apocalyptic feel and life brought by beavers has always been our goal.
- Made major changes to the look of the land, now split into desert areas and the living, irrigated ground.
- Replaced water shaders.
- Added models of withering and dead flora (including ivy on ruins found in the desert!).
- Made minor tweaks to textures of trees, slopes, and some buildings.
Keywords
Stackable buildings are now referred to as âSolidâ. Weâre doing this in anticipation of the future. Over time, buildings in Timberborn will receive different keywords making it easier to understand their role.
Patch notes 2020-11-03 â Dam & Blast
River control
- Added water physics â water now has dynamic depth and flow, allowing you to manipulate it with dams and dynamite (see below)
- Water may overflow depending on the strength of the current but will eventually dry out after the water levels stabilize
- Beavers try to avoid staying in water but will drown if unable to escape
- Buildings underwater become inaccessible, preventing them from working (exceptions apply such as already fuelled engine connected to a merry-go-round)
- Additional systems utilizing water (such as irrigation and droughts) will be added at a later date
Dams
- New structure: Dam (80 SPs to unlock, 10x log to build); partially blocks water, allows some water to pass through a spillway at the top; unstackable
- New structure: Levee (120 SPs to unlock, 12x log to build); blocks water completely; stackable; beavers can walk on it, and you can put other buildings on it
Dynamite
- New structure: Dynamite (250 SPs to unlock, 3x paper to build); click Detonate to blow up a single voxel of the ground underneath; adjacent dynamites auto-explode, triggering a chain reaction
- Beavers are instantly killed if caught within an explosion :(
Farming and forestry
- Replaced previous farming and forestry system with two new tools: Plant Crops and Plant trees and bushes; use them to mark custom-shaped areas where you want to plant Carrots/Potatoes/Wheat or Blueberries/Birches/Maples/Pine
- These tools need Farmhouse and Forester buildings in range, respectively
- New building: Farmhouse (no unlock cost, 25x log to build, employs 2 workers, requires a Warehouse in range); in the buildingâs settings you can set a priority to either harvesting or planting, and choose the prioritized plant
- Seedlings can no longer be harvested but can still be demolished
- Lumberjacks now remember the areas assigned to them and automatically cut trees from that area; rumor is they use mnemonic techniques such as songs to do that
- Gatherers automatically collect fruit from adult bushes within range
New power tools
- New building: Power wheel (no unlock cost, 40x log to build, employs 1 worker; 50 HP output)
- New building: Engine (200 SPs to unlock, 20x log, 5x plank, 5x gear to build, employs 1 worker, consumes 1x log per hour as fuel; 200 HP output)
Vertical building
- Removed Scaffoldings and Footbridges
- New building: Platform in three variants, 1/2/3-levels high (100/150/200 SPs to unlock, 4x plank and 2x/4x/8x log to build)
- Platforms are stackable, can be built on water, allow beavers to walk on top and below; paths, stairs, and energy shafts can be built below; other buildings can be placed on top
Other buildings
- New building: Lodge (mirrored) (no unlock cost, no additional building cost)
- Removed Watering place
- Water pump no longer requires unlocking, now costs 12 logs to build
Maps
- Two new maps: Meander (128x128) and Thousand Isles (256x256), offering completely new challenges
- Waterfalls (128x128), Canyon (128x128) and Plains (256x256) updated to encourage experiments with rivers among other things
- Ruin modules added to the maps and the map editor as cosmetic additions; while they serve no gameplay functionalities right now, theyâll act as a source for metal later
3D visual changes
- Replaced Water shaders
- Water sources are now represented by a mound of stones
- Changed crops models
- Changed texture of desert areas
GUI changes
- Added art to the main menu and the loading screen
- Tweaked GUI colors
- New clock design
- Reorganized action bar
- Range of all monuments is now displayed when building a new monument
- Minor changes to building and resource descriptions
- When in construction or planting mode, water becomes semi-transparent
- Most tools, including tree cutting, planting and demolishing, now stick to the terrain level where the click started
Audio
- Added music to the main menu
Settings
- Added a toggle for disabling auto-save
- Camera rotation speed can now be adjusted in Settings
- Keyboard camera speed can now be adjusted in Settings
- Adjusted edge pan camera speeds available in Settings
Tue, October 27, 2020 - Our most explosive update ever & whatâs next
Dams & dynamites
If you have watched the trailer till the very end, you know whatâs coming. Timberborn is all about beavers â and dams have been the most anticipated feature. It required adding water physics, changing how water is rendered and how it interacts with objects in the game â but itâs here.The first iteration of the system allows you to put up Dams and Levees. The Levee modules block all water and can be stacked on top of each other, and you can build on them. Dams, on the other hand, allow some water to pass through.If you mess with a river, you need a way to redirect its waters â and thatâs why weâre equipping our post-apocalyptic beavers with dynamite. Once you arm it, it blows up a single voxel of the ground beneath (and if there are more explosives nearby, a chain reaction follows). This way, you can dig new canals and reservoirs. Just be careful: accidents happen. You could cause the river to flood your settlement, paralyzing your buildings and threatening the life of your colony.For now, the system makes it easier to expand your settlement and provide it with water and energy, but itâs just a beginning. Rivers will be at the core of new mechanics we plan to add to the game, such as droughts and irrigation. Weâll share more about that in the coming months.
Reworked forestry and farming
With the new update, you will be able to build fields and orchards in any shapes you want. You can finally cover the steep hills of Beaverville with golden wheat and rows of carrots!A similar tool is used to plant bushes and trees. We have also simplified how gathering and tree cutting work. Once you mark an area for your tail-wiggling lumberjacks, they will remember about it when trees grow back, while gatherers automatically collect fruits within reach.This feature required a lot of work under the hood, but it paves the ground for adding fresh content, such as new resources. Weâll get to one of the upcoming resources in a moment.
New buildings
In order to make the new systems work, we changed how Foresters operate and added a Farmhouse you see above â a new building facilitating two beavers that handle the crops nearby.There are also two new ways of providing your settlement with energy. Just like dams & dynamites, these are more of a simple âanother optionâ now, but when droughts strike and you can no longer rely on water energy, youâll definitely want to have them at the ready.Power wheel is an idea the beaver borrowed from a certain lesser species.Engine, on the other hand, is a much more advanced building that uses logs as fuel.
Platforms
We are replacing footbridges and scaffoldings with a universal Platform module that comes in three variants (1-, 2-, 3-levels high). You can stack platforms and build on them â and the beavers will be able to walk on them or beneath. You can place dirt paths below the platforms, and shafts fit in there too. Oh, and you can build them on the water.The new platforms open up a lot of possibilities, such as running paths or your energy grid below buildings building more condensed and higher living quarters.And since we all love the vertical building mechanics, we have even more tools coming. Weâve heard your requests for overhangs, L-shaped stairs etc. Weâll see what can be done!
Ruins and new maps
The post-apocalyptic aspect of Timberborn hasnât been prominent so far, but weâre starting to change that. For now, ruins are a mostly cosmetic addition, but in the future, weâll make it a scarce resource. You will need metal to build the most advanced structures of your settlement.Weâre adding ruins to the map editor as well, so after the update is released, be sure to play around with them when you work on your new creations and share them with the community!Speaking of maps: weâre adding two new playable levels. We have also redesigned the existing maps with the new water system (and destructible terrain) in mind. They pose a whole new challenge â see how a few well-placed dynamites can change their layouts!
Other changes
Dam & Blast adds even more novelties, such as a UI refresh. While the UI is still temporary, we have changed the colors, installed a non-awful clock etc. Weâve also added freshly baked art to the main menu and loading screens. When you visit the menu, be sure to stay awhile and listen.There are some other minor surprises coming, but weâll let you discover them yourselves. Spoiler: one of them is mirrored in one of the screenshots.
Back after a beaver nap
Here's a quick summary:
- We have new models for our flora â trees and berries. We're about to release new, optimized models for the crops as well.
- Labor house and labor flag have been replaced with four separate structures. Work continues on a slew of brand new buildings with fresh functionalities.
- We fixed quite a few issues (such as the beaversâ inability to demolish resources) and improved the gameâs balance.
- Most importantly, we have upgraded the rendering engine, improving the GPU performance by up to 50%, and added real shadows.
Patch notes 2020-08-13 - The Shadow Update
Things cast shadows
We think they look gorgeous but you're the ones to judge, so send us your feedback! Best seen in High or Ultra quality.
Redesigned flora
Trees and bushes have a brand new style to better match the overall aesthetics of the game.
Balancing
- The middle/half-grown stage of trees and bushes has been removed. This is meant to simplify this part of the game, in preparation for new resources that we plan to add in the near future.- Birches now grow 35% faster but yield 1 log instead of 2, differentiating them from Pines.
Patch notes 2020-07-30
Improved crash reporting
A minor update to Timberborn is now available for download. The update makes it easier to submit crash reports:
- When the game crashes, it generates a ZIP file with log files and a save game in Documents\Timberborn\Error reports.
- You can send that report to us with a click of a button from the crash screen. Alternatively, you can send the ZIP file to us manually on Discord.
Patch notes 2020-07-23
New buildings
Labor house and Labor flag have been replaced with four buildings: Builder's Hut, Builder Flag, Lumberjack Flag and Gatherer Flag. That change addresses a number of problems brought up by the community. Most importantly, you now have better control of how many beavers cut trees, gather berries and build new structures. It also allows the game to better communicate when there is a problem which stops your beavers from working, such as a missing log pile or a warehouse.
Patch notes 2020-07-16
The good stuff
- The resource list has been revamped as per your suggestions. Resources are now grouped in collapsible panels at the top of the screen. Importantly, water is now in a separate category than food, the previous grouping was misleading for many of you. Thanks for the feedback!
- The status icons above hungry and thirsty beavers have been replaced with ones which correspond to the new resource categories and better communicate what is going on.
- The Map Editor allows you to zoom out much further than before, giving you an overview of a large area.
- Minor performance optimizations.
Patch notes
- You can now change the names of individual beavers to whatever you like. Such as the names of your favorite football players. Or your favorite species of microlepidoptera if that is your thing.
- Jobless beavers automatically move to a different home if that allows them to get a job.
- Critically hungry or thirsty beavers now search for food and water sources within the range of their current location, including ones that are outside the range of their homes.
Beta
For those of you curious about what's changed since alpha, here's a list:
- Most of the graphics including the terrain and all buildings have been redone.
- Buildings can now be stacked atop each other or built on the water, forming multi-storey complexes.
- You can create custom maps using the built-in map editor.
- The game features three totally new maps.
- The path finding algorithm has been replaced, which fixed a lot of the old pathing bugs and improved performance.
- We significantly increased the tempo of the early game, most stats have been rebalanced.
- Laborers now work in Labor houses and Labor flags, unemployed beavers do nothing.
- Forester can now automatically mark mature trees for cutting.
- Homeless beavers set up sleeping mats on the street.
- Laborers and Haulers automatically distribute goods throughout the settlement. The process can be controlled by setting âdesired amountsâ in warehouses which replaces âstockpile limitsâ.
- Paper can be used to produce Books which satisfy Knowledge.
- Wooden paths are replaced with free dirt paths.
- Workplaces and homes now have a limited range that can be extended by building paths.
- Power can be connected to a building from (almost) any direction. Adjacent buildings form clusters which share power.
- Scaffolding can be walked on and can support almost any building.
- Twigs from Birches have been replaced with Berries produced by the newly added Blueberry bush.
- The load save and load map screens feature a handy âBrowse directoryâ button which opens the File Explorer.
- Most warning icons are now grouped in an alert panel in the bottom left corner.
- You can locate unemployed beavers using one of the new alerts.
- After selecting a house, you can assign a dweller to move in.
- Homes can be paused, causing dwellers to move out and seek new shelter.
- The maximum height of a map has been increased from 9 to 16.
- The map file format has changed, but it should be relatively easy to convert any existing map generators or editors. Talk to our team if you need help.
- Finishing a building requires a small amount of a Laborerâs time in addition to materials.
- Weâve added a lot of new sounds.
- Many, many bug fixes and performance optimizations.
New Features
- Preview Building Mode: When you place a new building or select a construction site, you see gray previews of the unfinished structures. You can now place a new construction on top of unfinished buildings. That effectively allows you to design whole complexes of buildings before you spend any materials or your beavers' precious time.
- A Population wellbeing panel gives you a high-level overview of how you're doing in terms of satisfying your beavers' needs. You can access the panel by clicking the average wellbeing counter in the top-left corner.
- The game now warns you if something is obstructing the entrance of the building that you are placing or if the building will obstruct another building's entrance.
- Added a welcome popup explaining the current status of the game.
- The walking range of all buildings has been increased by 10%.
- Stairs now extend the walking range by the same amount as flat paths. That makes vertical structures more efficient space-wise.
Graphics
Most of the graphics including the terrain and all buildings have been redone in some way. Our focus was exploring the best art style for the new architecture system. Let us know what you think!
Vertical building
Buildings can now be stacked atop each other or built on the water. Homes and warehouses in particular can form multi-storey complexes.
Map editor
You can create custom maps using the built-in editor. The game also features three totally new maps. Also, the maximum terrain height has been increased to 16 - check out the Canyon map for a glimpse of the possibilities that it brings.
Warehouse constraints
You can now choose which resources are allowed in each warehouse, and in what amount. The feature was requested by almost everyone who played the alpha. Together with Hauling posts and Storage emptying that were added in December, it forms the basis of the logistics system, but you can expect more features in the future.
Temple
A place for your dwellers to contemplate their forestial lives, satisfies Spirituality.
Sounds
Most buildings now play a custom sound after being selected. The game also mutes all audio when it loses focus or gets minimized (but you can change the behavior in settings).
UI scaling
The automatic UI scaling is now a little smarter but in case you donât like the default, you can change it in settings.
Hauling!
The newly added Haulers carry two times more weight than a regular beaver. They assist workshops in transporting goods and by doing so they dramatically improve the performance of your production chain. Haulers also form the basis for future warehouse management features.The underlying logistics system has also been redesigned. Most notably, beavers now collect goods directly from other buildings. For example, if there is bread in a Bakery or planks in a Carpenter, they can be picked up even before they are delivered to a warehouse.
Emptying storages!
Long overdue, you can now mark a building to be emptied.
New models!
A number of buildings have been redesigned: Lido, Water wheel, Shafts, Scaffoldings and Footbridges.
Home and workplace information
After selecting a beaver, you can now see where it lives and works.
Rebalancing
- Most shafts no longer require gears or science points.* Inventor's Hut is now 50% more efficient.* Wheat field's yield has been increased from 70 to 100.* Potato field's yield has been increased from 40 to 45.
[[Category:Game Versions]