A voxel village that only works if you organize it. Assign thirteen trades to your settlers, chain workshops together, sow with winter in mind, and post a watch: when night falls, something comes out.

Connectez-vous pour ajouter cet article à votre liste de souhaits, le suivre ou l'ignorer

Prochainement en accès anticipé

L'équipe de développement a l'intention de sortir ce jeu tout en continuant à travailler dessus, afin d'incorporer les retours de la communauté dans son développement.

Remarque : les jeux en accès anticipé ne sont pas terminés, ils peuvent changer de façon significative. Si ce jeu ne vous intéresse pas dans son état actuel, vous devriez attendre pour voir s'il se développe davantage. En savoir plus

Ce que l'équipe de développement a à dire :

Pourquoi choisir l'accès anticipé ?

« Timberland is a village management game, and balance in this genre is not something you get right alone. How much food a bush yields, how long a crop takes, how many settlers survive a night — those numbers only get tuned by watching people other than us play. We're a small studio, and we'd rather tune the game alongside the people playing it than ship a closed version and find out afterwards that the first hour is a wall. »

Pendant combien de temps environ ce jeu sera-t-il en accès anticipé ?

« About seven months: the plan is to release the full version in May 2027. That's an estimate from a small studio, and if the community pushes the game toward something bigger than planned, it could take longer. »

En quoi la version finale sera-t-elle différente de la version en accès anticipé ?

« The full version is intended to have: more building pieces — doors, torches, animal pens and a charcoal kiln; more production chains built on the existing trades, such as dyes from flowers and fruit trees; autosave and a friendlier save menu; and above all, balance tuned with what Early Access teaches — which is the reason for being here. We're not promising dates for each item, and the list may change based on what players ask for. »

Quel est l'état actuel de la version en accès anticipé ?

« The game is playable from start to finish and saves your progress. It currently includes thirteen interdependent trades with levels that rise through work; seed-generated worlds with a choice of size and difficulty, or the generator sliders wide open; a full year of seasons with sowing, harvest and winter; hunger, tiredness, beds and new settlers arriving; voxel-by-voxel digging and building with cubes, slabs and ramps; livestock, crops, workshops with a crafting queue and fog of war; enemies at night, guard posts and a boss once a year; and objectives to suggest what to do next. What's missing isn't a half-finished game — it's room to grow and mileage with players. »

Le prix du jeu sera-t-il différent pendant et après l'accès anticipé ?

« No. The price will not change when the game leaves Early Access: whoever comes in now pays the same as whoever arrives with the finished version. »

Comment comptez-vous impliquer la communauté dans le processus de développement ?

« Through the Steam discussion forums, which we read ourselves. Three things interest us most: where people get stuck in their first games, which numbers feel too tight or too loose, and which trade or building you find missing. The game already exposes its world generation sliders to players, precisely so you can show us the values that work best for you. »
Lire la suite
Français non disponible

Ce produit n'est pas disponible dans votre langue. Veuillez consulter la liste des langues disponibles ci-dessous avant de l'acheter.

Ce jeu n'est pas encore disponible sur Steam

Date de sortie prévue : novembre 2026

Ce produit vous intéresse ? Ajoutez-le à votre liste de
souhaits et recevez une notification lors de sa sortie.
 

Signalez les bugs et donnez-nous votre avis sur les forums de discussion

Voir toutes les discussions

À propos de ce jeu

Timberland is a village you don't build. You organize it.

You start with a handful of settlers in a voxel valley nobody has walked before. You don't place buildings and watch them appear: you assign trades. One fells trees, one cuts stone, one takes the carpenter's bench. What comes off their hands is what makes the next trade possible, until the valley becomes a village.

Trades that depend on each other

Woodcutter, miner, stonecutter, carpenter, blacksmith, weaver, farmer, shepherd, forager, engineer, builder, soldier and archer. The log the woodcutter brings becomes planks at the carpenter's bench; those planks raise the workshop where the blacksmith smelts the ore the miner hauls up. Every trade levels up by working, and the better they get, the faster they work and the less they waste.

A year you can feel

Seasons here are more than a change of color. Vegetables sprout in spring, summer crops grow on their own, in autumn only what the farmer tends in person makes progress, and winter runs on what you stored. The days get shorter, and so do the working hours.

Eat, sleep, grow, survive

Your settlers get hungry and tired. With no food they go out for berries; with no bed they collapse where they stand. And every spare bed is someone who will walk into town the next morning.

Night brings company

When the sun goes down, whatever lives past the fog comes out. Mark guard posts, set a soldier patrolling and an archer where it counts. Once a year something far worse arrives, and that one crosses the river along the bottom.

Your valley, your rules

Every world grows from a seed, with its own terrain, river and forests. Pick a size and a difficulty, or open the generator sliders and decide how much stone, how many trees and how hungry you want to be.

And more

  • Dig and build voxel by voxel, with cubes, slabs and ramps.

  • Fog of war: what nobody has seen yet isn't on your map.

  • A crafting queue for your workshops, to order things ahead.

  • Objectives to point the way when you're not sure what's next.

  • Drop down to ground level and see your village through a settler's eyes.

  • Save and pick it up whenever you like.

Notification de contenu généré par IA

L'équipe de développement décrit l'utilisation de contenu généré par IA dans le jeu comme suit.

The store page images for Timberland — the key art, capsules, logo and icon — were created with generative AI tools and then edited by hand. The screenshots are real gameplay, unretouched.

Part of the code was also written with the help of an AI assistant. Game design, world generation, mechanics and the remaining textures are the developer's own work.

Configuration requise

    Minimale :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Système d'exploitation : Windows 10 64-bit
    • Processeur : Intel Core i3-8100 / AMD Ryzen 3 1200
    • Mémoire vive : 4 GB de mémoire
    • Graphiques : DirectX 11 compatible with 1 GB VRAM (Intel UHD 620 / Radeon Vega 8)
    • DirectX : Version 11
    • Espace disque : 1 GB d'espace disque disponible
    Recommandée :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Système d'exploitation : Windows 10/11 64-bit
    • Processeur : Intel Core i5-10400 / AMD Ryzen 5 3600
    • Mémoire vive : 8 GB de mémoire
    • Graphiques : NVIDIA GTX 1050 Ti / AMD RX 560 or better
    • DirectX : Version 11
    • Espace disque : 1 GB d'espace disque disponible
Filtres d'évaluations