Timberborn - mechanistry
Hello, everyone!

A new maintenance patch is now live on the experimental branch.

Changes:
  • Added more logging to help us squash some rare termites bugs.
  • Minor improvements in the multithreading code which might mitigate some of the rare crashes on i9 and other CPUs.
Timberborn - Miami_Mechanistry
Hello, everyone!

Ever since you saw the Tubeways and how convenient they are to build, you’ve asked for a similar treatment of Power Shafts. Today, we’re happy to oblige! There are now just two modules - Power Shafts and Solid Power Shafts - and they’re adaptive.

Adaptive Power Shafts

We’ve 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 blocks and temporarily turn off the light power for the entire district. The new Power Shafts simply change their shape as new connections are added or removed!
  • New building: Power Shaft (No SP cost; 1x Log)
  • New building: Solid 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.
Performance
  • Made further tweaks to save files to make them smaller and improve saving times. Combined with the previous batch of experimental tweaks, we expect savefiles to be about 20% smaller and saving times to be about 20% shorter.
  • The loading process no longer gets suspended in the middle if the Run in background checkbox is unchecked when the game is out of focus. So when you ALT-TAB back to the game, the loading process should now be 100% complete instead of taking a few more seconds to wrap up.
  • The loading screen now always disappears after loading, even if the Run in background checkbox is unchecked.
  • The game now loads 1 second faster. 💪
Misc.
  • It is now possible to build tunnels directly under the plants. However, they’re deleted as part of the process.
  • 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 they’d be outside of the map’s limit instead of hiding them completely.
  • Made minor tweaks to the tutorial’s text.
Bugs
  • Ruins hidden by the Layer tool can no longer be selected.
  • Added the missing “ov” “of” to the Metal Fence’s description.
Timberborn - Miami_Mechanistry
Hello, everyone!

An important hotfix patch is now live on the experimental branch.

Bug fixes
  • Fixed the bug that prevented placing Metal Platforms, Gravity Batteries, Water Pumps, and some other buildings in valid locations.
Timberborn - Miami_Mechanistry
Hello, everyone!

In today's update, we're making a small change to how overhanging terrain is added. We also have two new revised maps, and the update's key art is now in the main menu.

3D Terrain
We’re adjusting how the overhanging terrain is placed. Now, it should be easier to avoid mistakes when adding large amounts of new blocks. Let us know how it feels!
  • Changed how placing overhanging terrain works. If you drag the cursor over a horizontal surface, it will not add any overhanging blocks. To add overhanging blocks, you need to start dragging the cursor from a vertical surface.
Maps
We continue revising our maps to better utilize the features of Update 7. This time, we’re updating our very beginner-friendly map and our very beginner-unfriendly map.
  • Revised Plains and Beaverome.
  • Made minor adjustments to Craters.
Misc.
  • Added the new Update 7 key art to the main menu.
Bug fixes
  • Fixed the map editor's terrain sculpting tool breaking when the cursor points outside the map.
  • Fixed the map editor's relative terrain brush showing tiles even if they’d be outside of the map’s limit.
Timberborn - Miami_Mechanistry
Bug fixes
  • Fixed the beaver-bot workplace toggle reverting to the district-wide setting after loading the game.
Timberborn - Miami_Mechanistry
Hello, everyone!

In case you didn’t get our slightly ominous memo, the OG Natural Overhangs are back due to the overwhelming player feedback! Today, we’ve got a bunch of tweaks related to their triumphant return, plus a few other important fixes.

Bug fixes
  • In the map editor, guidelines are now correctly displayed on Ruins and the now-returned Natural Overhangs.
  • Added the missing warning when terrain blocks block demolishing Natural Overhangs they’re on.
  • The Farmhouse no longer resets its toggle upon loading the game.
  • The map editor brushes are now displayed correctly when interacting with Natural Overhangs.
  • Fixed the crash while saving the game.
  • Fixed the crash upon deleting a settlement.
  • Fixed the crash upon uploading a map to Steam Workshop.
  • Fixed the crash occurring when hovering the path preview over an unfortunate place at an unfortunate moment.
Timberborn - Miami_Mechanistry
You were right. We were wrong.

The new update is now live on the experimental branch.

Timberborn - Miami_Mechanistry
Hello, everyone!

We're happy to reveal that Timberborn's next major content patch, Update 7 - Ziplines & Tubeways, goes live on...

May 8, 2025!

We've just announced this as part of Triple-i Showcase, a very cool event focused on very cool indie games (that's Timberborn, apparently).

Watch our Triple-i trailer for a quick summary of what's coming and when:



Update 7 - Key features
With the new update, tons of good stuff will be added to our beaver city-building game. Here's the non-exhaustive list of what's coming to Timberborn on May 8, 2025.

3D Terrain

In Timberborn Update 7, in-game terrain goes 3D. You can now overhang terrain blocks and put them on any flat surfaces such as roofs or platforms. This allows you to grow fields and forests anywhere, even in the form of multi-level hanging gardens. Your beavers can now also dig tunnels and create artificial caves!

Ziplines

Folktails, our nature-friendly faction, gets to ride ziplines! Why use the dirt paths when you can set up express zipline connections spanning the entire map? Both beavers and bots can use ziplines to travel and transport goods across different heights, high above buildings, and over the map's topography.

Tubeways

The Iron Teeth beavers, our industrious bunch, now integrate tubeways into their cities. These modular, branching tubes speed up the travel and goods transit in all directions, even in the narrow corners of the settlement, straight upward, or underwater. And yes, you can run tubeways through tunnels.

And more!

Timberborn Update 7 - Ziplines & Tubeways also features map reworks, balance changes, and bug fixes, not to mention performance upgrades, modding improvements, and quality-of-life tweaks.

Spoiler alert: before the update launches on May 8, 2025, you can get an early look at the new features by checking out the Experimental Branch as explained here.

And if you don't own Timberborn yet, no worries. Get it below or add it to your wishlist now!

https://store.steampowered.com/app/1062090/Timberborn/
Timberborn - Miami_Mechanistry
Hello, everyone!

A fresh batch of tweaks of all kinds is now live on the experimental branch! Thank you for your ongoing feedback. <3

Balance
We've heard rumors that some of you don't take the well-being of your beavers seriously enough. Tsk, tsk, tsk.
  • 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%.
  • Default 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%.
Misc.
  • 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.
Bug fixes
  • In Windowed mode, the cursor's tooltip no longer clips with the cursor itself.
  • In the map editor, water should no longer magically teleport underground after making edits to submerged terrain layers with the game paused.
  • A building with terrain on its roof can no longer be deleted with the button in the building panel (when it's the only thing that supports that terrain).
  • Pressing RMB while selecting an area with a tool no longer exits that tool as it should only cancel the current action. The Demolish tool was the worst offender here, as it also broke in half when you did that.
  • It is once again possible to select the Motivatorium by clicking its bottom part.
  • With the Flexible Start unlocked, the starting district's default name is now always District 1 rather than increasing by 1 with each new start location. Just imagine what would happen after getting to "9".

Timberborn - Miami_Mechanistry
Hello, everyone!

We hope your International Beaver Day was full of love, laughter, and wood-chomping. Today, we’ve got another round of experimental Update 7 tweaks for you, including changes to the overhanging terrain that make it less blocky. Please let us know what you think.

Patch notes 2025-04-08 (Experimental)

Overhanging terrain
Much of your recent feedback focused on replacing the Natural Overhangs with overhanging Terrain Blocks now that 3D terrain allows the player to use it like that. Removing Natural Overhangs was part of a large-scale update that allowed us to implement modular tunnels, among other things. With the update live, Natural Overhangs became obsolete - they would still require maintenance on our end while duplicating some functionality of the regular terrain.

We’ve always seen the old Natural Overhangs as a temporary, not very elegant solution. The feedback reflected that, with many players asking why the Natural Overhangs behave unlike regular terrain. You couldn’t grow anything on them, they wouldn’t transfer irrigation or contamination, and beavers could remove them in a rather anti-climatic way.



Having said that, we agree they were prettier, so we’re now trying to bring some of that visual charm back. See above.
  • Overhanging terrain is now less blocky and more arch-y on the bottom and the sides.
Maps
We continue updating the built-in maps to make them work better with Update 7 features.
  • Revised Terraces.
Balance
Since the Underground Pile was hit with the nerfbat, we can go easier on its cost.
  • Lowered Underground Pile’s cost from 20x Logs, 80x Planks, 40x Gears to 20 Logs, 40x Planks, 20x Gears.
Map editor
Since adding measures to area-selecting tools was met with such a warm reception, we’re expanding that feature.
  • The Terrain Sculpting tool in the map editor now displays measures of the selected area.
  • 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.
Misc.
  • Localized the Update 7-specific in-game text.
  • Made some tweaks to the Polish translation.
  • The layer tool now correctly (we hope) switches levels before confirming the deletion of some hidden objects or terrain.
Bug fixes
  • Fixed terrain visuals at low camera angles.
  • Fixed the incorrectly looping building animation.
  • Fixed the construction site for Terrain Blocks not appearing.
  • Fixed Tunnel construction sites slightly clipping through terrain.
  • Badwater Discharge no longer works before being finished.
  • In the map editor, some objects - such as Berry Bush - can no longer be overridden by other objects - such as Water Sources.
  • On savefiles with old Natural Overhangs replaced with overhanging terrain, colliding objects are now correctly removed.
  • The Priority tool now correctly selects multiple Terrain Blocks downward.
  • Fixed a crash caused by plants that were removed due to backward compatibility.
  • Fixed a crash in the map editor caused by using terrain tools.
  • Fixed a crash caused by beavers sitting in the Motivatorium below the bedrock level.
...

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