Timberborn - Miami_Mechanistry
Hello, everyone!

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

Modding
We believe the modding scene is a huge part of Timberborn, and we've got exciting developments coming, including a little something today.
  • All shaders now land zipped in StreamingAssets, so modders can access them easily.
  • We’ve created a dedicated channel (and a new role) on our Discord server. If you want to be up to date with everything mod-related we do - in greater detail than regular patch notes allow - be sure to join us there.
Bug fixes
  • Helped beavers getting stuck in Double Lodge’s steps.
  • Fixed some buildings having an unflipped model, but a flipped animation.
  • Tubeways built in place of demolished tunnels now connect correctly.
  • Fixed badwater’s texture that wouldn’t hide in Badwater Discharge.
  • The Settlement Panel now correctly lists workplace construction sites without access to roads.
  • Fixed a crash caused by clicking the Save button and pressing Escape simultaneously.
Timberborn - Miami_Mechanistry
Hello, everyone!

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

Maps

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

  • New map: Hollows (192x192). The carved-out landscape of this medium difficulty map hides many opportunities. The eldest beavers even whisper of buried treasures.
Performance
  • Significantly improved the game’s performance. Compared to Update 6, we anticipate 15-30% higher FPS. We’ve also eliminated several serious performance issues introduced with Update 7.
  • Fixed a performance issue causing stuttering and degraded FPS.
Visual

  • Refreshed the models for both factions' Smelters.
  • Refreshed the models for both factions' Gear Workshops.
Power Shafts and Tubeways
After reviewing the recurring feedback, we realized that the modularity of Tubeways and a similar change to Power Shafts is sometimes confusing. Here’s how we’re trying to address that.
  • The default model for Power Shafts and Tubeways is now always the version with all possible connections visible.
  • Renamed Solid Power Shafts and Solid Tubeways to Vertical Power Shafts and Vertical Tubeways, respectively.
Quality-of-Life
  • The area measurement is now enabled for all area selection tools, including cutting, planting, rubble and tree removal, and the deletion tool.
  • When selecting any buildings connected to a power grid, all objects in that grid are now highlighted - this includes shafts and batteries.
Misc.
  • Removed the “Too far from a district” warning and the yellow highlight when placing buildings. That warning is still displayed in the building’s panel but showing it all the time didn’t make much sense since the players would often connect the paths later.
  • Status icons now work better with 3D terrain. They no longer appear too high, they don’t clip through terrain, and it is possible for them to appear under platforms and other objects.
  • Demolishing single buildings now results in more smoke. Everybody loves smoke.
  • The “Environment volume” slider now also controls the wind’s volume.
  • Renamed the “Reset camera position” keybinding to “Reset camera” as it only resets the zoom.
  • Disabled the beaver and bot throttling in the buildings’ entrances. This means they will leave the buildings earlier and react to your actions faster.
  • In the preview mode, Power Shafts placed next to buildings now display the connectors.
  • The blockage is now more of a cube.
  • Added the creator of our Update 7 trailers and our new Discord moderator to the in-game credits. No, they are not the same person.
  • The red preview is now displayed in some extra situations when it’s impossible to place a building.
Bug fixes
  • Resources carried by beavers no longer disappear after saving and loading the game.
  • Timberborn is not a psychological horror, so the natural resources no longer change their position after each restart and load.
  • Stranded beavers no longer switch their animation for a moment after loading the game. They’ve got enough to worry about as is.
  • Fixed some extra crashes related to file permissions.
  • Patched up holes in the Terrain Blocks and in terrain hanging next to platforms.
  • Overhangs and metal platforms no longer clip with terrain edges.
  • Fixed a few visual issues with sitting beavers.
  • The game no longer crashes when a mod's folder is missing.
  • Fixed a crash occurring while renaming a district.
  • Fixed fire and other particle effects being visible through waterfalls.
  • Fixed issues with really large save lists. Like really, really large lists - we’re talking thousands of saves. We bet it’s only our programmer eMka who is mad enough to ever experience that… right?
Timberborn - Miami_Mechanistry
Here's a small patch to make your experiments on the Experimental branch smoother.

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

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

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

Visual

(The changes below went live yesterday already.)
  • Refreshed the models for both factions' Smelters.
  • Refreshed the models for both factions' Gear Workshops.
Misc.
  • Added missing translations.
  • The red preview is now displayed in some extra situations when it’s not possible to place a building.
Bug fixes
  • Fixed fire and other particle effects being visible through waterfalls.
  • Fixed the crash caused by launching the Earth Repopulator. Go forth and repopulate - again!
Timberborn - Miami_Mechanistry
Hello, everyone!

Did you really think we were done with Update 7 - Ziplines & Tubeways? Well, not quite. Today, we’ve got a bunch of new tweaks but also a surprise - a fancy new map named Hollows!

Let us know what you think, especially after you have had a chance to play on the new map. You can share your feedback in these dedicated threads on Steam and our Discord:
As a reminder, here’s how to switch to the experimental branch.

Patch notes 2025-05-26 (Experimental)

Maps

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


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

Performance
  • Significantly improved the game’s performance. Compared to Update 6, we anticipate 15-30% higher FPS. We’ve also eliminated several serious performance issues introduced with Update 7.
  • Reduced occasional FPS stuttering.
Power Shafts and Tubeways
After reviewing the recurring feedback, we realized that the modularity of Tubeways and a similar change to Power Shafts is sometimes confusing. Here’s how we’re trying to address that.
  • The default model for Power Shafts and Tubeways is now always the version with all possible connections visible.
  • Renamed Solid Power Shafts and Solid Tubeways to Vertical Power Shafts and Vertical Tubeways, respectively.

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

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

Bug fixes
  • Re-added missing explosion particles.
  • Resources carried by beavers no longer disappear after saving and loading the game.
  • Timberborn is not a psychological horror, so the natural resources no longer change their position after each restart and load.
  • Stranded beavers no longer switch their animation for a moment after loading the game. They’ve got enough to worry about as is.
  • Fixed some extra crashes related to file permissions.
  • Patched up holes in the Terrain Blocks and in terrain hanging next to platforms.
  • Overhangs and metal platforms no longer clip with terrain edges.
  • Fixed a few visual issues with sitting beavers.

Timberborn - mechanistry
Hello, everyone!

The dust is settling after the release of Update 7 - Ziplines & Tubeways. We are very happy to hear you like the additions, but there are always things to tweak. Here comes the first batch, now live on the experimental branch!

Misc.
  • Improved the performance of particle effects when demolishing buildings.
  • You no longer need to press Escape twice when cancelling in the save and rename pop-ups. Cancelling now takes approximately 2% less time. The Iron Teeth love that!
Bug fixes
  • Rubble is no longer left floating in certain demolition scenarios.
  • The relative terrain brush tool is no longer blocked by terrain in certain edge cases.
  • Fixed terrain blocks not being built when placed atop a tubeway. If you want to block your tubeway's exit, who are we to forbid you?
  • We’ve removed the throttled exits from piles, tanks, and warehouses. Beavers and bots will no longer get stuck inside these buildings. Previously, this could lead to their accidental deaths.
  • Fixed Batteries not properly blocking area around the line after loading a game.
  • Explosive Factory no longer clips through platforms and overhangs built above it.
  • Improved logging to help us diagnose rare crashes affecting certain hardware configurations and fixed some of them.
Timberborn - mechanistry
Hello, everyone.

Guess what, we have just updated the experimental branch again, making further under-the-hood changes. Don't mind us.
Timberborn - Miami_Mechanistry
Hello, everyone.

Guess what, we have just updated the experimental branch again, making further under-the-hood changes. Don't mind us.
Timberborn - Miami_Mechanistry
Hello, everyone.

With today's tiny patch, we have further improved our under-the-hood error logging infrastructure. We’ll gnaw through it. Eventually.
...

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