Timberborn - Miami_Mechanistry
Bug fixes
  • Fixed occasional-but-annoying lagspikes related to the new warehouses.
  • Fixed haulers transporting goods to other districts beyond limits set up by the player.
Timberborn - Miami_Mechanistry
Hello everyone!

Whether it’s custom maps or player-made mods, our community gives the lumberpunk beavers A LOT of cool new stuff to do. That’s why today, we’re officially launching the https://mod.io/g/timberborn. And to kick things off, we’ve got our first map-building contest. Join the competition and you can win one of the three grand prizes - 1000 EUR each! 💰

Mod.io
Mod.io is an external platform that hosts community-made add-ons, including custom maps created with Timberborn’s built-in map editor. For now, we are not integrating this tool with the game but as you’re about to see, it’s straightforward to use. We hope it will become a handy platform for all Timberborn players who can’t get enough of post-apocalyptic beavers.



Getting a custom map from Mod.io is as simple as downloading a file, unzipping it, and moving it to the Maps folder. Sharing your creations with other players is equally easy - make a map, archive it, and upload it with an appealing description. For details, follow this easy guide.

Currently, our game does not officially support mods (seriously, you’ve been warned, don’t come to us if something breaks!). However, Mod.io already hosts many cool player-made mods that add awesome new in-game content or allow you to meddle with Timberborn’s mechanics. If you wish to try, start your adventure here!

Build-a-Map contest
Our hub is new so to get things rolling, we’ve prepared a long-awaited map-building contest with a proper prize pool. The idea is simple - until February 28, 2023, create a cool new custom map using the built-in map editor, upload it on Mod.io with the “Build-a-Map Contest” tag, and you may grab one of the three grand prizes, 1000 EUR each.



Based on the submitted maps’ originality, playability, appearance, and popularity on Mod.io, our team will pick one winner per each map size category (128x128 and below, 129x129 through 255x255, and 256x256 and above). You can submit as many maps as you like but as any beaver craftsman will tell you, quality precedes quantity, so put your best paw forward!

In addition to the cash prizes, winners will earn eternal fame among beavers (read: the coveted “Master Architect” title on our Discord and a place in the game’s credits).

Knowing all the excellent maps our players have created since the game’s launch, we expect truly grand creations to appear. But before you don your engineering hat and participate, please read the full Terms & Conditions document and check the Frequently Asked Questions. Links are below.

🌍Terms & Conditions🌍
🌎Frequently Asked Questions🌎

So, get ready to build your best lumberpunk maps yet. We can’t wait to see what you come up with!

~Team Timberborn
Timberborn - Miami_Mechanistry
Hello everyone!

Since its launch, Timberborn has used regional pricing based on Steam’s recommendations. Back in October, Steam issued new price recommendations based on the economical changes across the world. On January 31, 2023, we’re going to follow the new recommendations and adjust regional prices for the game and the soundtrack.

While we are not increasing the base prices for the game and the soundtrack (which remain set to 24.99 USD and 6.99 USD, respectively), local prices in most regions will change. You’ll find the new regional prices at the bottom of this post.

Before the price adjustments are live, you’ll have one more chance to buy Timberborn at unchanged regional prices - with a 20% discount no less. Starting at 10 AM PST today and until 10 AM PST, January 30, 2023, Base Builder Fest is live on Steam, and Timberborn is participating. We’ll adjust the regional pricing after the event ends.



Starting January 31, 2023, Timberborn’s regional prices will be as follows:

[expand type=details]
Currency
Updated game price
Updated OST price
USD
24.99 (no changes)
6.99 (no changes)
CNY
92
29
EUR
24.5
6.89
GBP
20.99
5.89
CAD
32.5
8.99
AUD
36.5
10.25
JPY
2800
800
KRW
27000
7800
RUB
880
280
AED
66
21
ARS
1750
550
BRL
73.99
23.5
CHF
27.99
7.75
CLP
13000
4200
COP
58800
18500
CRC
10500
3300
HKD
156
46
IDR
206999
65000
ILS
92.95
25.95
INR
1100
345
KWD
4.25
1.45
KZT
6400
2100
MXN
282.99
88.99
MYR
61
19.5
NOK
280
78
NZD
35.99
10.49
PEN
53
17
PHP
765
239.95
PLN
114.99
31.99
QAR
54.99
17.99
SAR
51.49
16.5
SGD
22
7.5
THB
495
155
TRY
235
75
TWD
408
138
UAH
515
163
UYU
740
220
VND
321000
102000
ZAR
230
72
USD (CIS)
12.49
4.69
USD (South Asia)
8.49
3.99
[/expand]
Thank you for your understanding!
~Team Timberborn
Jan 16, 2023
Timberborn - Miami_Mechanistry
Bug fixes
  • Fixed idle beavers that would pick up goods from warehouses only to put them back right away.
  • Fixed an out-of-memory crash that could happen on weaker GPUs.
Timberborn - Miami_Mechanistry
Bug fixes
  • Fixed idle beavers that would pick up goods from warehouses only to put them back right away.
  • Fixed an out-of-memory crash that could happen on weaker GPUs.
Timberborn - Miami_Mechanistry
Hello everyone!

A lot has happened in 2022, so it's time to look back at the crazy past twelve months. Let's rewind the first full (calendar) year of Timberborn Early Access!

Post-Update 1 world

Update 1, a.k.a. the first major Timberborn content patch, dropped on December 17, 2021, adding mechanical pumps, mines, multiple new resources and attractions. It was quite a heavy hitter so, in the following months, we took things a bit slower. Behind the scenes, we had been expanding our team and working on Update 2. Fortunately, the community was as active as ever - as evidenced by our mod and map showcases from that time.

New dawn - March 3, 2022

In March, our first significant update of the year went live on the experimental branch to address many popular requests. The most visible change was a new day and night cycle, now affected by the active season and featuring sunrise and sunset. This is also when we added the first iterations of job priorities and the proper settlement panel. A challenging, lore-driven new map, Beaverome, was also added, ready to shatter many beaver dreams with its abundance of water.

Sunflowers - April 7, 2022

Timberborn may be a game about bipedal beavers that grill potatoes but we refuse to ignore what was (and still is) happening behind the borders of our country. With the ongoing Russian invasion of Ukraine, we decided to support the life-saving efforts of Polish Humanitarian Action. And to recognize our neighbours’ sovereignty and culture, we added Ukrainian to the pool of supported languages and introduced a symbolic new in-game crop - the sunflowers.

Earth Appreciation Festival - April 20, 2022

April 20 marks the annual World’s Earth Day. We celebrated the occasion by putting together a special dual-themed Steam sale. The event, dubbed Earth Appreciation Festival, included games that either show the beauty of nature and our planet, or warn us about what can happen due to climate change, lack of sustainability, conflicts, and other perils. The sale featured over 100 awesome titles such as The Long Dark, Plague Inc., Frostpunk, Eco, and Let’s Build a Zoo.

Timberborn Sing-along - April 28, 2022

It’s hard to believe that this also happened in the same month but yes, on April 28, we launched our most ambitious community project yet. We partnered with Timberborn’s talented composer, Zofia Domaradzka, and the vocal community members Synthron and DerHouy, to record a beaver-themed rendition of a classic 19th-century sea shanty “The Shores of Botany Bay”. To make it a truly community-driven creation, we invited everyone to join the song’s chorus.

Golems say hi - May 31, 2022

We finally revealed the “futuristic” Update 2 feature we had been teasing for a while. We were about to add golems - as bots were known pre-Update 3. We envisioned robotic beaver workers that could perform any job 24/7 - be it to help living beavers a bit, to take over all work, or even run self-sufficient robocolonies. The initial experimental Update 2 build dropped a week later and we started collecting feedback on what was to become the largest new post-launch feature.

The Shores of Beaver Bay - July 21, 2022

The final result of the Timberborn Sing-along - fully mixed, with tens of community members on the chorus - was released as part of our submission to the Save & Sound Festival on Steam. We took this opportunity to also show behind-the-scenes material on how Timberborn’s soundtrack - and the sea shanty - came to be. If you don’t have 15 minutes to watch the full thing (which we recommend, though), you’ll find a song-only lyrics video here.

Terraforming and more - August 11, 2022

The testing of Update 2 on the experimental branch continued. We implemented an updated Needs system that, for the first time, featured negative effects such as broken teeth and injuries. Afterwards, we also added a huge (literally) golem pay-off. The players have been asking for the ability to put up new land blocks - in addition to removing them - for a while now. In this update, we added fully realized terraforming with golem-operated Dirt Excavators, the most advanced timber-tech yet.

Reworking hard - August 24, 2022

After weeks of gathering experimental feedback, we decided to make a few important changes to the Update 2 content. We made it easier to maintain golems, and the robobeavers would no longer explode on death, poisoning their masters. We also made further tweaks to the Needs system. We switched to the current tier system and linked bonuses such as Movement Speed to a unit’s well-being tier rather than to a particular need. There was much rejoicing!

Update 2 drops - September 14, 2022

Almost exactly on the launch anniversary, our second major update dropped. Other than the evolved golems and the reworked Needs system, we added gravity batteries, the migration panel, and more. We also shared our huge sales milestone - in the first year of Early Access, Timberborn sold over 750.000 copies. Update 2 generated the most buzz around the game since launch, including some of the most popular Timberborn live streams ever, including a series by the mighty CohhCarnage. <3

Mechanistry meets again - September 26 - 30, 2022

As a fully-remote studio with members scattered all across Poland, we rarely see each other face-to-face. Since launch, the team had grown from seven to eleven members (and now it’s twelve already). In September 2022, we met live in such numbers for the first time! Other than discussing Timberborn’s future, we participated in beaverish activities such as driving cars through a lake and getting them stuck in mud in the middle of the forest.

Update 3 already? - November 8, 2022

After a content-packed Update 2 in September, we knew we would focus on the quality of life next - with Update 3 which would be smaller but also come sooner. In our devlog, we revealed that we would add a new storage system and recyclable buildings, redesign bots, improve migrations, and more.

Update 3 already! - December 15, 2022

And that’s where we are! Following the experimental testing, Update 3 moved to the main branch, and you can check its patch notes here. The update changed quite a bit, hence the broken save compatibility (that you can work around with the Update 2 branch). The main feature is the new storage system that you should check out. There are also some well-hidden in-game secrets yet to be discovered. In the name of Ol’ Kazko, find them already!

What’s next?

Speaking of secrets, we do not have any new details to share yet (booo!) but be on the lookout for cool new updates in 2023. We’re working on both new content and technical tweaks for the game, and we can’t wait to share more details with you when the time comes.

Having said that, from everyone at the studio, a big thank you to all our players for your support in 2022! The game wouldn’t be here without the massive feedback, constructive discussions, and community creations, be it mods, maps, or memes. We’re dam grateful for that.

Happy New Year!
~Team Timberborn
Dec 21, 2022
Timberborn - Miami_Mechanistry
Misc.
  • Updated an icon for Hauling Post.
  • It is now always possible to choose “Obtain” on storage buildings.
  • Storage buildings set to "Obtain" in a district without a Hauling Post will display a warning.
Bugfixes
  • Fixed input boxes (such as the one used to rename a unit) that would not be focused right after opening.
  • Fixed several crashes.
  • Issues with macOS Ventura should now be fixed.

---

IMPORTANT REMINDER
Saves created on Update 2 and before are incompatible with Update 3. This sucks, yes, and we try to limit losing save compatibility to the minimum - but it’s not always possible. With the reworked storage system added in Update 3, it had to be done.

However, we have added Update 2 on a separate branch. This way, you're able to continue your U2 playthrough as long as you're fine with not having access to the U3 features. Please check this thread if you want to play on the Update 2 branch.
Timberborn - Miami_Mechanistry
Misc.
  • Updated an icon for Hauling Post.
  • It is now always possible to choose “Obtain” on storage buildings.
  • Storage buildings set to "Obtain" in a district without a Hauling Post will display a warning.

Bugfixes
  • Fixed input boxes (such as the one used to rename a unit) that would not be focused right after opening.
  • Fixed several crashes.
  • Issues with macOS Ventura should now be fixed.
Dec 15, 2022
Timberborn - Miami_Mechanistry
Hello everyone!

Just in time for the holidays, the next major Timberborn update is ready to play for everyone. The highlight of this patch is the brand-new storage system but we have also redesigned golems bots, improved migrations, added the ability to recover resources from deleted buildings, and more. With all the changes across the board, there’s never been a better time to pick up the game - or to start another round of frantic beaver colony building!

<trailer>


Patch notes 2022-12-15 - Update 3
Important note: saves created on Update 2 and before are incompatible with the new version of the game. This sucks, yes, and we try to limit losing save compatibility to the minimum - but it’s not always possible. With the reworked storage system added in Update 3, it had to be done.

However, we have added a separate branch for Update 2. This way, you're able to continue your U2 playthrough as long as you're fine with not having access to the U3 features. Please check this thread if you want to play on the Update 2 branch.

New storage system

We have redesigned the warehouses to work similarly to how many players already used them in the late game - but better! The new system helps you avoid a situation where they get clogged up by an overproduced good and can’t take another (for example, with bot heads taking up the room you need for food). It makes it easier to manage resources across the colony, see what is stored where, and how much room is left for each good.

While reworking the storage system, we updated all related buildings functionally and visually, and added a few additional ones. We also completely changed how the goods are presented within the UI and in the game world! All boxed goods have received unique crates, and the resources stored in piles and tanks are now easily recognizable when stored or transported.
  • 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 warehouse’s 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 what’s 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 what’s 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 “Accept”, the storage simply accepts the selected good. This is the default setting.
  • If set to “Obtain”, the colony’s 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 “Empty”, the storage no longer accepts goods. Its inventory will be cleared up and moved elsewhere.
  • Removed the often-misunderstood “Desired” setting and the “Distribute goods between warehouses when idle” checkbox - under the new system, they became obsolete.
  • Removed the “Storage is full” 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 player’s attention.
  • Each good’s 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

Yes, you are finally able to recover materials from the buildings you remove! With Timberborn’s focus on verticality and limited space, the player sometimes needs to delete a portion of their settlement to fix something, and losing all resources in the process feels bad. We've changed that. As an added benefit, this also means you can treat your buildings as emergency sources of goods that are urgently needed elsewhere.
  • Added the ability to recover materials from deleted buildings. After deleting a building, rubble piles spawn in its place (or on adjacent tiles if there’s 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 it’s 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

The golems are dead. Long live the 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

After Update 2, the Settlement Panel, especially the Migrations tab, still needed a few tweaks.
  • 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

We’ve got the first of many changes aimed at making the in-game factions more unique.
  • Updated the Inventor’s Hut model for Iron Teeth.
  • Updated the texture of Iron Teeth dirt paths.
Built-in screenshot tool
We’re doing our part in the eternal war against screenshots taken with a phone.
  • 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 Teeth’s Industrial Piles poking through the floors.
  • Updated the default worker number for Builders’ Hut to 4/4, up from 2/4, to match the building’s 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, we’ve updated the “Go to feedback site” button to redirect to our Feature Upvote site instead.
Bug fixes
  • Fixed a bug with bots assigning themselves to Dirt Excavators and quitting right after discovering how dangerous that job is.
  • Fixed the collider for Power Wheel.
  • Restored the misplaced “Prioritize by haulers” button on Breeding Pods.
  • Fixed the range preview not showing up when placing a new District Center.
  • Fixed several small translation errors, including the Japanese text that was displayed vertically.
  • Fixed the incorrect recipe diagram in the Engine’s panel.
  • It is no longer possible to enter spaces and other invalid symbols in the “Minimum” field in the Migration panel.
  • Fixed the incorrect “Entrance Blocked” warning.
  • Fixed the incorrect warning for Barriers set to be demolished.
  • Alerts in the bottom left corner will now correctly update when the game is paused.
  • Windows key is no longer read as Ctrl on Windows.
  • Fixed a bug with buildings not behaving correctly after deleting their parent District Center.
  • Fixed a rare crash caused by beavers dying while the selected building's settings were being modified.
  • Increased the Minimum relative terrain height for the brushes in the map editor from 0 to 1. Yay, now they always do something!
Happy Holidays!

As was the case with Update 1 last year, today's content patch drops right before the holidays, and we hope it will make them a little merrier for you. So, from all of us at the studio, let us send you our traditional season's greetings.

May your lodge stay leakproof and full of holiday cheer!

~Mechanistry, a.k.a. Team Timberborn
Timberborn - nsg
Bug fixes
  • Fixed further issues with icons appearing blurred on certain graphics settings.
  • Fixed idle workers in Iron Teeth Bot Assembler sitting backwards.
...