We've had our share of hotfixes, so it's time for some extra Update 6 content! Today, Cliffside joins our official map roster - and it's a perfect choice for the enthusiasts of smaller settlements! Also, we're adding Vertical Power Shafts to the game. With 3D water physics now available, the demand for vertical builds skyrockets, and these things are very handy!
Patch notes 2024-07-03 (experimental)
As a reminder, to play on the experimental branch, follow the steps described here:
The old way of running power between elevations was a little clunky - both in tight spaces and when you needed to cover a great height distance. Today, we're replacing the old High Power Shaft with three separate modules. Vertical Power Shafts stack vertically one atop another, and they can even power up buildings through the floor. There are also some other tweaks.
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 they’re separate buildings, power lines can 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 Pump’s lower part now acts like a three-block levee, blocking water.
Updated buildings: Windmills and Large Windmills. When placed on Vertical Power Shafts, windmills' power output is transferred directly downwards.
3D water physics
We absolutely love what you're doing with the updated water physics system, so we wanted to expand it a little more. Keep your crazy builds coming!
When a fluid reaches the ceiling above a covered fluid source and there’s a way for it to escape, for example to the side and upwards, it will do just that. In short, this means that you can now assemble pipe-like setups.
Water Sources can now be built over Natural Overhangs in the Map Editor.
Platforms covered with Impermeable Floors no longer allow water to pass through from below.
Maps
We're adding our thirteenth official map, Cliffside, to the game. It's on the smaller side, making it an interesting - but a little more forgiving - choice for Diorama enjoyers. It is also our first official map featuring Natural Overhangs, encouraging you to play with 3D water physics.
After you’ve had a chance to play on the new map, please share your feedback on our Discord, in the thread we pinned in #experimental!
Added the new map to the game: Cliffside (100x50).
Misc.
Extended building times for most buildings so that you can enjoy the view of beavers hammering away a little more often.
When using the layer hiding tool, hidden layers of terrain are now more prominent so that it's easier to notice the tool is active.
When placing multiple Levees at once, you can now draw rectangles rather than just lines. Go crazy with the aqueducts!
Icons in the Power category on the toolbar are now more consistent color-wise.
Reduced the RAM and VRAM usage related to 3D water physics.
Bugs
Fixed a bug with Sluices that would stop being one-directional (again!).
Impermeable Floor no longer blocks building a Lido or Swimming Pool above.
Fixed ranges not displaying correctly for buildings placed on platforms.
Fixed some broken text in the mod uploader.
Fixed textures on Floodgates.
Fixed a crash caused by deleting Detailer.
Fixed the incorrect construction site for the Badwater Rig.
Fixed the Large Water Wheel so that it’s possible to build Overhangs above its connection
Updated water particles for the Fluid Dump and the Mechanical Fluid Pump.
The experimental build of Timberborn Update 6 is now live. While you have already heard about the wonders and the official mod support, we saved the most exciting stuff for today. Hop onto the experimental branch right now to also try three-dimensional water physics with automated sluices and new tools such as overhangs! We now also have customizable beaver tails, new animations, updated maps, three more languages, and more. Yee-haw!
Patch notes 2024-06-25 (Experimental)
To play on the experimental branch, follow the steps described here:
One of Timberborn’s hallmark features is water physics. Yet, until now, we’ve used a cleverly designed 2.5-dimensional system. Our water had variable depths and formed waterfalls, but it was like a sheet thrown over the map’s topography. Today, we’re implementing the results of our months-long work on true, three-dimensional water physics.
The possibilities this opens are endless. Without the constraints of old physics, we can add more complex interactions with fluids. We’re starting by enabling water canals to be built one atop another, and by adding sluices. Who knows where this will take us in the long term?
Fluids on the map 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. And how do you even assemble a casserole like this? Read on!
Reworked the way water is rendered. Fluids now spill over more fluidly, and no longer look like their edges could cut through one’s tail. Falling water now looks better. We also removed these visible but not real “leaks” in the corners of dams and terrain.
Water Wheels no longer slow the water flow. We originally introduced this mechanic to prevent players from building a perpetuum mobile, but the side effect - water wheels that would sometimes just stop working - was causing way too much confusion.
Updated the way water layers are displayed when using the layer hiding tool.
Verticality
Three-dimensional water physics just asked for cool new toys! So, in Update 6, we’ve allowed Dams and Levees to be built anywhere, remade the existing Metal Platforms, and added Overhangs - including natural ones available in the map editor. There’s also the Impermeable Floor that allows you to run water on top of lodges and other solid buildings. Combine these tools to create every beaver engineer’s fever dream: aqueducts!
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 they’re not ground-only, which means you could chain them almost ad infinitum.
New building: Impermeable Floor (200 SP; 1 Metal Block). This is more of a modification. You put those on any Solid surface (could be a platform, an overhang, a lodge’s roof etc.) and water will not pour through. And yes, you’re correct: that means the ability to assemble aqueducts! You can still run your paths on the Impermeable Floor.
It is now possible to build Dams and Levees anywhere, for example on platforms. This also means you could form a wall with lots of Levees and a Dam block in the middle.
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 “legs” but are no longer ground-only, so you could put them on platforms or even pile them one atop another, up to the map’s height limit. Just do not ask us how this doesn’t collapse. That’s beaver engineering!
Updated buildings: Suspension Bridges. Because of the addition of overhangs, we’ve rebalanced costs for all six bridge sizes. In short, they’re 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 won’t grow on them, and they do not transfer irrigation and contamination. Builders can destroy them, just like the blockages.
Automated sluices
The new water physics system finally allowed us to add one of the most often-requested building blocks to Timberborn, the Sluice. And it’s automated!
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 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!
When synchronizing floodgates, all neighbors will synchronize to the same height.
Floodgates’ height can now be adjusted accurately, with 0.05 increases.
Wonders
Timberborn is a highly replayable sandbox experience with self-imposed goals - and we stick to that! However, we’ve also heard your requests for more clearly defined end-game objectives. Hence the addition of faction-specific wonders - large, expensive buildings that can be activated to “complete” the run if you wish. Check out this preview for more details on this new feature.
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 “completing” the map. You can build multiple wonders on the map.
New building: Earth Recultivator. (20 000 SP; 2000 gears, 2000 treated planks, 1500 metal blocks; Folktails-only). Our expert farmers’ primary goal is to turn the entire planet green again - and this huge seed bank helps achieve that! Since the preview, this wonder’s model was tweaked to plug some holes in its initial visual design.
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 building’s 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. There’s also a huge boost to the well-being of all beavers in a large area.
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.
Flexible start
Your playing experience on a map may differ vastly depending on where you start. Now, after you complete a wonder, you can change the starting location for future runs on the map.
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
With Update 6, we’re adding official mod support and launching Timberborn Workshop on Steam with the in-game integration. To see and use the Workshop during the experimental phase, you will need to join this public group. See this guide for all the details.
We’ve also remade the modding system to make the most common modding tasks easier to accomplish, less prone to errors, less prone to compatibility issues, and overall, make the game more fun to experiment with. If you’re a mod creator, read the documentation on Timberborn Wiki and check out the GitHub repository with some sample mods and tools.
Made very significant changes to how mods are supported by the game.
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.
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 “Shores of Beaver Bay”, the song we recorded with our community back in 2022. After you joined the group, find the Shanty Speaker here.
Tail customization, a.k.a. detailing
High fashion finally arrives at Timberborn thanks to the most punny building, the Detailer! You can pick from a few default faction-specific designs and have them temporarily tattooed on the visitors’ tails. Or, you can add your own custom images! (Just the SFW stuff, please).
New building: Detailer (1000 SP; 15 gears, 5 treated planks, 10 metal blocks). This new attraction satisfies Fun while making your beavers’ 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.
More fun in the mud
Beavers like mud, but some more than others. We’re giving Folktails a larger new building, the Mud Pit. The Iron Teeth retain the old Mud Bath.
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 don’t mind being squeezed in like that.
Maps and map editor
Badwater has been available to everyone for a long time now, so we’ve had another quality pass for several maps. Whether it was improving badwater interactions or bringing the detail level up to par with newer maps, it meant a better experience across the board.
Updated Plains, Lakes, and Terraces.
Added faction badges to the map selection screen to show the “completed” 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.
Removed that sad, lonely, and dead blueberry bush from Mountain Range. ;(
Removed some underwater resources on Helix Mountain.
Rotated water sources a little more on Craters.
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.
Visual
You may have seen some of that in the wonders’ preview, but beavers, bots, and their animations have received extra love from us! There are also some tweaks related to the three-dimensional water physics.
Farmers (both beavers and bots) now don cute little hats.
Farmers now use new farming animations.
Builders (both beavers and bots) now carry hammers.
Builders now use new, hammer-y building animations.
Builders and Foresters now also use hammers to demolish, um, whatever they demolish.
Updated terrain blocks to look better with the new water.
Updated Blockage to be less contrasting and use fewer polygons since we now expect them to be used in higher numbers, for example when placing “natural aqueducts” on Natural Overhangs.
Kits are now slightly smaller compared to adults.
Backpack straps now use textures rather than 3D models.
Some small textures are no longer compressed, resulting in better looks on Low graphical settings.
Spadderdock now has a smaller range of possible height so that it looks better at certain depths.
Performance
Our water physics rework as well as several other optimizations resulted in more gains on the performance front.
Added support for VSync and the ability to set a frame rate limit.
Decreased loading times thanks to fixing a certain well-hidden bug.
Reduced VRAM usage, especially on larger maps.
Revised all in-game particles to improve the game’s performance.
Optimized water and beaver simulations to slightly increase the game’s performance.
Optimized textures for some crops and buildings.
Analytics
We want to better understand how you play the game, and descriptive feedback is much more useful when paired with some hard data. That’s why when you open the game after the update, we will ask you to agree to the collection of data from your playthroughs. This helps us a lot but it is optional - and if you change your mind, you can always withdraw your consent and delete your data via the in-game settings. You can review our updated privacy policy here.
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.
Localization
Timberborn is now available in a whopping 15 languages - and the original localizations should be improved. Please let us know how you like these changes!
Added Traditional Chinese, Turkish, and Thai language versions.
Made a quality pass across all existing in-game translations, fixing multiple errors and inconsistencies across all languages.
Updated the fonts in Simplified Chinese, Japanese and Korean to make them always legible.
Misc.
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.
The camera now also follows units vertically.
Updated the default clipping plane to reduce the camera’s clipping through objects and terrain.
The layer-switching tool’s UI is now more prominent when the tool is in use.
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 a warning text when trying to build something beyond the map’s height limit.
Removed tile highlights under selected buildings.
Pines no longer scale up to the point where they clip through bridges etc.
Dandelions swapped places with Blueberries on the toolbar.
Made some other minor UI tweaks.
Added mouse wheel zoom speed slider to the settings.
Added the winners of the Build-a-Map Contest 3 to the credits.
Added new Eager Beavers to the credits.
Added the game’s translators to the credits.
Added new names to the game, chosen in cooperation with content creators who finished our toughest DareDrops challenge around the release of Update 5 - Badwater.
Bugs
Fixed a memory leak caused by warehouses.
It is now possible to place the Underground Pile on terrain blocks that are still under construction.
Stumps are no longer highlighted instead of trees when unmarking the tree-growing areas.
Metal Platforms no longer unmark areas marked for planting.
Fixed some erratic behaviors seen in beavers reaching ruins and construction sites.
Fixed water wheels that would not stop during a drought. No more free power!
Fixed a bug with some buildings not blocking in-game tools such as the demolish tool.
Builders should now correctly build off bridges and corners.
Builders should no longer build from within buildings.
Paths drawn on yet-to-be-built terrain blocks now correctly display as connected.
Scavengers should no longer pretend they have nothing to do when there is something to do (just very little).
Fluid Dump’s bored workers no longer play hide and seek.
Fixed badwater that would turn into clean water on evaporation. Talk about miracles!
Newly built Breeding Pods should no longer start with negative progress in the Settlement Panel.
Removed zombeavers from the game status icons such as “Hungry” displaying over beavers that had already dropped dead.
Dead beavers are no longer resurrected assigned to districts upon loading the game.
When the game is out of focus, it should now correctly pause water simulation.
Having the game paused in the map editor no longer prevents auto-saving.
Units should no longer enter the idle animation in between other animations.
Fixed a bug with incorrectly displayed custom unit names.
It’s now more difficult for the builders to get stuck in place.
Plants and trees that died will now correctly include the cause of death in their status. ;(
Fixed the Dirt Excavator drill that was sometimes unattached from the shaft, threatening structural and emotional damage in the area.
Fixed the incorrect door shape in the Iron Teeth’s Badwater Pump.
Fixed a ground tile sticking through the Underground Warehouse’s floor.
Fixed the tiling on the badwater texture.
Updated Slope to not stick out on the terrain’s edges.
Patched up a small hole in the Slope.
Fixed the beavers doing a little shuffle dance when entering and leaving buildings.
Fixed the notifications wrapping incorrectly on some non-standard UI scales.
After unlocking bot worker slots for a building via the Settlement Panel, all other buildings in its category will now correctly also appear as unlocked.
Inventory percentages should now be correctly calculated.
Selecting a save in the Save Game window now correctly updates the name field.
It is now possible to build a working Badwater Pump directly over a Badwater Source.
Underground Ruins should correctly block units from happily prancing over them.
We heard you like to send crash reports when you crash, so the crash screen should now open more reliably when you crash.
In our first preview, we focused on the wonders - but as we said, that’s not everything that Update 6 adds. Today, we’d like to give you an early look at another new feature: the official mod support coming to Timberborn thanks to the magic of Steam Workshop.
But before we delve into today’s topic, we want to stress one thing: beyond wonders and modding, there is still MORE coming with U6. We're saving that for the experimental's launch... but it's pretty dam exciting.
Modding Timberborn - officially!
Until now, modding the game has been possible thanks to our awesome community’s efforts. Our players have been sharing their mods and custom maps on Timberborn’s hub on Mod.io (and earlier - on Thunderstore and TimberbornMaps). Mod.io is not going anywhere so players outside of Steam can continue to access mods that way. But if you’re on Steam, the Workshop will eliminate some of the manual labor involved. Update 6 also makes life easier for modders and map creators - more on that below.
Starting with Update 6, to add mods and custom maps to the game, you will simply need to browse Timberborn Workshop and subscribe to whatever interests you. The maps you download populate the new Custom maps category in the map browser. The mods pop up in a built-in mod manager that allows you to turn them on and off, and rearrange their launch order.
Let’s see how these things work.
Downloading maps
Let’s say you seek a new challenge on a custom map made by a fellow player. What do you do?
In Update 6, the map browser looks different and features a separate Custom Maps tab. Open it and click the Download Maps button to go to the Maps section of Timberborn Workshop. Check out what’s available and simply subscribe to whatever you like.
Steam will download the map, and it will go into the Custom Maps tab. The map's description and thumbnail are viewable directly in the game. And yes, completing a wonder on the custom map unlocks the flexible start for it and grants you a faction badge, just like for the built-in maps.
Please note that if you obtain a custom map outside of Steam Workshop - for example via Mod.io or from one of the players on our Discord - you can still add it manually. As before, you will just need to copy the file to the Maps folder on your drive.
Downloading mods
The main menu now features the Mods button - use it, click Download mods, and you’ll land in the Mods section of Timberborn Workshop. See what fits your fancy and subscribe to the interesting mod. If the mod’s creator set it up correctly, that’s all you need to do - even if it depends on other mods to work, the whole package should be downloaded automatically. Just remember that the usual caveats still apply - go ham on the mods, and you’ll break the game.
Here’s the mod page for Shanty Speaker, a sample mod we have prepared that you’ll find in the Workshop on day 1. This mod adds a new Iron Teeth building that plays "Shores of Beaver Bay" - the shanty song arranged by Zofia Domaradzka and recorded by Timberborn's players and developers in 2022. It also showcases Timberborn's custom 3D model format, Timbermesh.
After you restart the game, you will be greeted with a new screen, listing currently detected mods. This window pops up before Timberborn actually starts, which means that if your freshly installed mods crash the game, you’ll have a chance to disable them or rearrange the launch order, hopefully preventing further conflicts and crashes.
There we go! Click OK, and the game will launch with the mods installed.
And again, similar to the maps, you can install mods the old-fashioned way by moving some files around on your drive.
Easier map sharing
Adding the Steam Workshop support is not just a matter of flipping some switch in Steam’s backend. For the past few months, we’ve been working on making it much easier to mod Timberborn and share custom maps without the unnecessary hurdles. Let’s start with the maps.
The map editor now features a tool that lets you upload your creations directly to Steam without leaving the game. This feature integrates the thumbnails and descriptions you know from Update 5 with Workshop’s functionality.
As your map evolves, you can upload its new versions and add changelogs to let your players know what you modified. You can also choose the map’s visibility, making it private, public, unlisted, or available only to your friends.
Easier modding
We recognize that modding is about changing the unchangeable and we cannot predict all the crazy things that modders may want to do with the game. However, with Update 6, we strive to make the most common modding tasks easier to accomplish, less prone to errors, less prone to compatibility issues, and overall, make the game more fun to experiment with.
For example, to add a new in-game resource under the new system, you would only need to put a simple .json file in the correct folder. There’s no need for code and DLLs that need to be kept up to date! Or, if you wanted to translate the game into a new language, it’s a matter of localizing a CSV file and creating a tiny manifest file - no programming tools involved. Also, with less reliance on external tools and API, we expect fewer modding-related game crashes.
If you are a modder and would like to learn more about the new modding system, its features, the file structure etc., check out the GitHub repository we just published, which includes a few sample mods and tools:
Oh, and it is now also possible to upload and update mods from within the game - just like the custom maps. After you click the Upload button in the built-in mod manager, you may select any of the mods from the Mods folder and add a description and a thumbnail. If it’s an update for your existing mod, you may also post a changelog.
We hope opening Timberborn to easier modding and launching the Workshop will lead to even more amazing mods and custom maps. If you would like us to make another specific part of the game easier to modify, please let us know in the comments or on our Discord channel.
When?
Timberborn Workshop will enter its testing phase when Update 6 rolls out on the experimental branch. To see and use the Workshop, you will not only need to switch to the experimental build but also join a dedicated public group on Steam. When Update 6 moves to the main branch, the Workshop will also become available for all players with no extra steps.
The experimental's launch is coming soon - bringing wonders, the official mod support, and that very special something else.
Until then, please let us know what you think of today’s reveal… and what your favourite mods and custom maps are!
Today, we’d like to give you the first look at one of a few cool things coming to the game in the next major update: the faction-specific wonders. If you ever wanted to assemble your own beaver G.E.C.K. seed bank or yeet your beavers off the map at high velocity, read on!
Or better yet, see all that in the video we've put together.
<video>
Wonders - what and why?
Timberborn is a sandbox experience, designed to be highly replayable with two unique factions, different maps, and creative ways to tackle the challenges. Yet, our players have long asked for more clearly defined end-game goals. So, while we want to preserve that sandbox-y feel with self-set goals, and not add a single be-all, end-all objective, or win condition, we’re adding overarching objectives that crown your mastery of the game, the faction, and the map.
It shouldn’t surprise you that they come in the form of wonders - huge buildings that require large amounts of advanced resources. When finished, wonders can be activated for a celebratory, bound-in-lore effect.
Below is the Folktails’ finished wonder, Earth Recultivator, after activation. It is spreading balloons carrying Folktails-patented seed packs that help restore life on the planet. While this effect is visual only and doesn’t actually affect the map’s layout, activating the wonder also has a gameplay effect. All beavers in a large area of effect receive a buff to their well-being. And if it’s the first time you activate the wonder on the map, a few extra things happen.
First, you are presented with a pop-up containing a summary of your playthrough up until this turning point of beaver history. Second, a commemorative faction-specific badge is added to the map on the map selection screen to remind you whom you’ve “beaten” it with. And lastly…
Flexible beginnings
When you activate a wonder for the first time, the flexible start unlocks for future playthroughs on the current map. This means you will be able to pick a different spot for your first District Center. The flexible start is unlocked for both factions as soon as you activate the wonder for the first time with any faction. This should give you an incentive to complete a wonder - on top of the well-being buff and a shiny mega-monument now towering above the city.
The road is the goal
To complete a wonder, you need heaps of materials spanning several production chains. While you can start the work as soon as you unlock the building, we wanted wonders to reward having access to most buildings, securing sufficient production, and maintaining a stable population. Because of the extensive work involved, wonders are constructed differently than regular buildings, going through several visible building phases.
As resources are delivered to the site, the workers start swinging their cute little hammers and your wonder gradually takes shape. Once the construction is finished, the worker slots open. The Folktails have dedicated haulers who start collecting materials needed to launch the balloons. The Iron Teeth, however, get ready to launch… themselves.
You may recognize the flying beavers from our April Fool’s video. (We would never joke about things like that… or would we?). The Iron Teeth’s strength comes from hard work and devotion to the rest of the society, so they took it upon themselves to send out the beaver pioneers and recolonize the wasteland. Please say hi to… the Earth Repopulator.
When you activate this wonder, the happy and willing volunteers hop onto their gliders and fly out to explore and colonize the wasteland. Again, it’s just to symbolize the faction’s Earth-restoration efforts, but the pioneers do disappear from the map. Those who were lucky enough to remain on the ground, enjoy a well-being buff, just like their Folktail cousins.
Congrats!
What comes next? That’s up to you! Start a run on another map. Try the just-conquered map again, but with a different faction and a new starting point. Or simply continue playing, with your beavers now much happier than before. And yes - it is possible to build more than one wonder on the map. Activate them all, and enjoy a legendary event that’s bound to go down in beaver history.
Let us know what you think of today’s reveal! Wonders are a work-in-progress feature, and we can’t wait to hear your feedback when they come to the experimental branch… along with other cool additions to the game.
We’ll start spilling the beans on that soon. Until then!
To answer the most burning question, yes, we will soon give you a sneak peek of what's coming in the next major update for Timberborn. Please stay tuned!
In the meantime, however, here's something extra. The Earth Appreciation Festival, our annual Steam sale, has returned to celebrate Earth Day on April 22. That's today!
Earth Appreciation Festival 2024
Until April 29, check out the double-themed event we're co-organizing with Stray Fawn Studios (The Wandering Village) and Slug Disco (Empires of the Undergrowth). Across 130+ awesome games, we're exploring both nature-focused titles and games set in the eco-dystopian future.
Earth Appreciation Festival highlights the issues of today’s world. Be it climate change (Frostpunk 1&2), lack of sustainability (RimWorld), diseases (Dying Light 2), nuclear threat (The Descendant), rapid industrialization (Workers & Resources), expansion of AI (Talos Principle 2), and social inequalities (Cyberpunk 2077), the games in the event ask the question of “what if we don’t act” and present startling visions of the future.
The nature-focused games contrast that by reminding us of Earth’s beauty - both present (Ranch Simulator), past (Anno 1800), or even ancient (Prehistoric Kingdom). The included titles celebrate the variety of life as we see it (Eco) and as we imagine it (Universe Sandbox), offering a different perspective (Wolfquest) and inspiring the player to protect the environment, often turning that into the game’s objective (Terra Nil).
There's also an entire section dedicated to upcoming titles! Some of our favourites include the fellow post-apocalyptic city builder Endzone 2, the fervent dream of all Diorama enjoyers Tiny Glade, and the title that shares our game's main premise, Green Again.
So go, grab a discount, fill up your wishlist, plant a tree, hug your cat, and celebrate World Earth Day with us! And if you don't own the beaver city builder yet, get Timberborn 20% off!
Instagram giveaway
If you'd rather grab the game for free, now it's your time! We've just launched our Instagram channel, and to kick things off, we're running a little giveaway with five copies of Timberborn for grabs. You'll find all the details in this post. The giveaway ends on April 24, 23.59 CEST.
Even if you do not need extra Timberborn copies, if you're on Instagram, we invite you to follow us! You won't miss out on our more vertical updates, and you'll help us a lot with these humble beginnings.
April is a busy month, and that also applies to game releases. That's why we've formed two new bundles with fellow creators of the hot new city-building titles. The bundles are available only for a limited time!