Timberborn - Miami_Mechanistry
Hello everyone!

Timberborn comes with 9 maps (with two more already on the Experimental Branch) but with the magic of Map Editor, there’s always more to get. Until we add Steam Workshop support, it requires a few additional clicks but getting the new map is as simple as downloading a file.

Right now, the go-to place for all Timberborn cartographers is this player-made collection of maps big and small (and medium). Other than that, you can check the Map section of the mod repository you already know, browse our forums, subreddit, and/or the dedicated channel on Timberborn Discord.

How to use custom maps?
Download the map file from the repository of your choice and copy it to the Maps folder located in C:\Documents\Timberborn\Maps. Start a new game and pick the map normally – it will have a [Custom] prefix in its name. You can use both new (.timber) and old (.json) custom map files.

Beaver new world
For this showcase, we chose 10+1 amazing maps. Each uses a very different layout and was designed around a specific experience. All maps we picked were created or adjusted after the release of Update 1 in December, which means they feature Undergrounds Ruins and are Mine-compatible.




Mulien’s creation tasks the player with reaching the source of life-giving water located at the end of a very narrow map. This challenge is not for the faint of heart: your starving colony has to beat several “stages” before getting there. “Quest…” is one of the coolest challenge maps we’ve seen created for Timberborn, and Mulien has recently modified it to add Update 1 content.




Creating this map took Oombalol a lot of time – not just because of all the small details but also due to the carefully planned out water flow. Here, it changes direction back and forth over the course of the game, so account for it as you make plans for a drought. By the way, if you enjoy the intricate map design like this, check the author’s pre-Update 1 creation, Pinewood Hills.




At a first glance, surviving on this map may seem like an impossible task – your beavers begin trapped in a small area cut off by high walls. Can you get them out before the resources run out? And once you do, will it even get easier? The margin for error is small in the beginning but once your beavers put their paws on the upper level, you’ll find some relief… for a moment.




Timberborn’s water physics is put to a good test here as the map was designed to mimic how real-life ecosystems form. Water sources are located at higher elevations, surrounded by thick forests, and the cascading waters spread out, “eroding” the terrain to create a large riverbed in the map’s centre. Just be careful – the metal sources are scarce in the wilderness like this!




This is just one of the many maps our players have crafted based on real-life locations - in this case, a famous canyon on the Colorado River. For dramatization purposes, we took the screenshot during drought but when the river is there, the large flat areas make for well-irrigated future fields where early power management is easier thanks to strong water currents.




We love all these wacky, unpredictable maps… but why not create an in-game chessboard that serves as a training tool? This flat creation allows you to experiment with the concept of artificial rivers that can keep the drought at bay even in Hard Mode. When this unique setup is properly adapted, you get a bidirectional river that continuously powers up water wheels and even makes the water management semi-automatic. Now, that’s the clever use of game mechanics.




Wonderlust’s author calls it a beginner-friendly map, and having several water sources right behind the hill helps indeed. The challenge is still there, however, as you need to be careful about where you put your first fields and water wheels. The starting area’s elevation results in tighter green areas and limits the access to the riverbank, at least until Stairs™ are discovered.




Can you tell which rather popular game served as a base for this map? By the way, it was really difficult to pick a creation from sukunabikona to feature. This author’s other amazing maps include areas from The Legend of Zelda: Breath of the Wild, renditions of real-life areas such as Hiroshima City and Taipei Basin, or even a “reversed” version of the basic Plains map. Respect!




Beavers who land on this walled-off map sit on a ticking time bomb – except that bomb is actually the ever-increasing water level. This leads to a great twist – you are actually looking forward to the upcoming droughts as they give you some breathing room. Just don’t even think of blowing up a hole in the outer wall to escape. We’re not in a certain critically acclaimed Jim Carrey movie.




The paradise in question is waiting at the hill looming above the town - and if you get your beavers up there, the reward will be grand. We love the simple premise behind this map – and even though the goal is clear, each player may come up with a different approach.




The final creation is more of a save-map hybrid because the area has some structures prebuilt. Your beavers (Folktails only!) begin stranded in a dry wasteland where the only water sources belong to the titular mad King Ludwig. While he’s chilling there in his mud bath behind the ruin-filled moat, your colony desperately searches the desert for leftover resources and abandoned workshops. If you’re quick enough, you’ll build bridges over the moat to put an end to Ludwig’s tyrannical reign.

As you can see, there’s a lot our players can do with the map editor and Timberborn’s mechanics – and there are so many maps deserving a spotlight. After you go through the entire repository, let us know about the best maps you’ve found… or made!

PS Don't miss out on the previous Community Showcase where we focused on player-made mods for the game!

Until next time!
~Team Timberborn
Portal Mortal - Coil Games
  • Adjusted couple of levels.
  • Fixed an issue, where players couldn't take Steam screenshots in fullscreen mode.
  • Fixed an issue, where players could shoot through solid walls.
  • Fixed an issue, where joining players could still receive active checkpoint, even if checkpoint sharing was toggled off.
  • Fixed an issue, which would cause the game to crash, if player tried to reset while sliding down a goo block.
  • Improved gamepad detection. Hopefully this fixes an issue, where the game refused to find any connected pads.

Thank you all for reporting these issues!
Apr 4, 2022
Expanse - OneHalf
Fixed some bugs, improved the search algorithm
Sel Quinta - The Six City Quest - randomness5555
So, the first big round of bug fixes is complete! As far as I know, I've managed to fix all reported bugs. What were those bugs? Well, check out the patch-notes below! The patch should be live by the time you see this post but even if not I can't imagine you'll have to wait long.

Change-log:
--------------------------------------------------------------------------------------------------------------

There was a script error with one of the Yanfly scripts that could cause the game to completely crash, seemingly triggered by surprise attacks. Since I was never *too* fond of the mechanic, surprise attacks and ambushes have been completely disabled in an attempt to mitigate this, however if anyone else encounters this problem or if other problems arise from the fix I'd definitely want to know about it.

Part of the hillside route could be walked through due to an inconveniently placed plant, said plant has been replanted in the soil at the base of the hill to stop players climbing on it.

The Tower in the delta could be walked onto from the roof, tiles have been adjusted so this is no longer possible.

Knockout Strike, Torrent, Crashflake, Thief's Focus, Calm, Cleave, Icebreaker and F: Raitongu Kami were all usable outside of battle when they shouldn't be. While calm does have a restorative effect, it was not really intended to be an out of battle skill. All have now been adjusted.

Likewise, the Yellow, Red and Black spores were also usable out of battle, this was also not intended and has been fixed.

Icicle was missing an element, so it has been assigned fire as it's-I'm kidding, obviously it's ice element now.

Lysandroth, Katalyn and Vegal apparently learned the Shadow Clone Jutsu in the mansion, once added to the party they would also still be standing around in the mansion. Since this isn't a Naruto fan-game, sadly I've had to tell them to stop-they should disappear now once added to the group.

As far as I'm aware, the stairs bug in the mansion cellar (which meant you had to press Enter to go back down them) has been reported, but was actually fixed in the grammar patch. If anyone still has this issue let me know.

Reilia apparently briefly joined one of Katalyn's heists in Kol-Toba, while it's nice that she wanted to help out it's not really her speciality and now it's just Katalyn handling it as intended.

The Pirate ship event now properly disables the Transit Tokens as intended, with them reactivated upon arrival in Kol-Duna. No more leaving the crew of the Riches Abound to fight on their own!

The Riches Abound was re-board-able, something that would restart the pirate attack event improperly and cause a soft-lock. It's now only board-able once as intended.

The Transit tokens were, early in development deactivated by simply removing them all from the party and giving them back again after whatever event is in progress was finished. However this meant that part way through the game the party would loose the token for the mine entrance and have it replaced with a duplicate of the one for the forest, thanks to an accidental miscount. This was later replaced with just disabling it on a switch but turns out that the tokens were still removed and re-added. This has now been updated to just toggle them on the switch so you should no longer loose the mine entrance token once you reach Kol-Duna.

The party no longer arrives in Kol-Duna twice due to the space rending power of a typo.

If a certain choice is made, Vegal teaches Katalyn a little magic! However, since Katalyn has no mana or magic attack, she's meant to learn a slightly modified version of these spells. This was set correctly-but what was not set correctly was flagging them as techniques, so while Katalyn did learn them, she couldn't use them. This has now been adjusted.

Illunon the wizard apparently forgot to actually take his letter from the party. I've reminded him he should probably do that and he now keeps it as intended.

You could, if you wished return to Leviathan's rest after beating the boss in it. However there's nothing down there in terms of optional treasure and doing so would soft-lock the game. It's no longer possible to descend into the crater once you've beaten it's occupant.

The Transit tokens to the Hill path and mines were the old sort, pre-switch disabled update. This meant that while at ??? and the epilogue, you could still use them- and using them at either location was game-breaking so they've been updated to respond to being disabled properly.

Marian spelt her name wrong during part of her dialogue. She's rather embarrassed by this but I've told her it's no big deal and corrected it.

Lily was in the same boat as I was apparently and was not aware you could talk to her across the table. While she was a bit nervous to learn she'd have a full speaking role, since she's talking to her sister I was able to convince her to have her own dialogue if talked to.

The Blacksmith in Kol-Cerba would, if you declined to repair the Mounazine get confused and believe you simply didn't have the handle. I've since straightened up the misunderstanding and corrected the dialogue related to it.

The Muddy Forest now has the correct name in all places and you should only get the Red-Roc token for it once. The duplicate didn't cause any problems but wasn't intended.


Special thanks to Euphoniac for tracking down and reporting a large number of bugs, and TenkoBerry for both finding a few bugs and for his play-through of the game which I've been greatly enjoying so far, even if it makes me nervous just watching it!
Apr 4, 2022
*NEW* SCUFFED BHOP SIMULATION 2026 GOTY EDITION - shanaz
Hello everyone!
Thank you everyone for your patience during launch week, we have now addressed several issues with the game.

Campaign
Added Level 11 "Hell"
Added Level 12 "The Fun Zone"
Added Level 13 "Simulation"
Added Level 14 "?????????"
Added Level 15 "Dead Space"

Singleplayer
Added *NEW* map "Horror"
Brought back "Trippy" from 2023
Brought back "Illusion" from 2023

Mods
- Added speed up mod
- Shows mods on level complete + Ranked/Unranked

RANKED / UNRANKED SYSTEM
If you use MODS in a run, your play is automatically set to Unranked, to submit a play to SPEEDRUN.COM, it must be ranked. Find our speedrun.com page here!

https://www.speedrun.com/new_scuffed_bhop_simulation_2026_goty_edition

Music
- Lofi is now New Radio
- Added "Carmen Winstead" by Chris Shanaz to the Radio

Bug fixes
- Fixed a bug on Facility
- Other various fixes

Thanks for playing!
Shanaz
Apr 4, 2022
Bunker Renovator - marysia.kozlowska
🧱 Welcome Renovators 🧱

We are delighted to welcome you to our gaming community❗

Bunker Renovator is our new project that will allow you to become the best bunker entrepreneur in the world.

Have you ever dreamed of buying a bunker and turning it into a party room or arcade? 💃 Or maybe just renovate it and sell it to a billionaire who wants a place where he could survive the doomsday? 💥 All this can be done in our game 😎



🤝 We put a lot of work to meet your expectations. 🤝

We have done a lot of research and will gradually show you more of what we have planned for you. Once a month we will publish a devlog with the current state of the game, new gameplay mechanics and more 🥳

We also kindly invite you to join our community on Steam as well as on Discord‼️ 👇



See you in the bunker!

MIR4 - MIR4


From my battle to our war, MMORPG MIR4.
Greetings, This is MIR4.

The fundamental approach in our class balancing is based on the idea that all classes with similar Power Score should possess equivalent potential of being victorious when engaging in battle against one another. This allows for strategy to play a vital role in the outcome of PvP battles through specific character builds, skill rotations, and manual control.

Through in-game monitoring and community feedback, we have noticed that Arbalists were considerably more powerful in the overall class balance. As such, rather than reducing the effectiveness of Arbalists, we’ve improved other classes through our Mar. 22nd, 2022 maintenance update, intended to minimize the balance gap between Arbalists and other classes.

However, contrary to our initial intention, post-update changes have not effectively resolved the imbalance between Arbalists and other classes. Upon closer examination and analysis of the situation, we were able to identify several skills across multiple classes that were inflicting significantly higher damage compared to their original skill design.

This issue seems to have occurred since the Mystical Piece update conducted on Nov. 16th, and has confirmed that this caused Arbalists to inflict significantly higher damage compared to other classes.

These abnormalities were found in the following skills:

<Sorcerer>
Skills
Intended Design
Actual DMG
Difference
Blizzard
220%
320%
x1.45 DMG Amplification
Dragon Tornado
650%
910%
x1.40 DMG Amplification
<Taoist>
Skills
Intended Design
Actual DMG
Difference
Moonlight Orb
200%
360%
x1.80 DMG Amplification
<Arbalist>
Skills
Intended Design
Actual DMG
Difference
Burst Shell
220%
390%
x1.77 DMG Amplification
Venom Mist Shell
250%
450%
x1.80 DMG Amplification
Ice Cage
230%
370%
x1.61 DMG Amplification
Heavenly Bow
300%
480%
x1.60 DMG Amplification

The abnormally amplified damage in the above listed skills are quite significant and are believed to have negatively impacted the overall gameplay experience for all MIR4 gamers.

We intend to revert these skill damage values back to their originally intended design parameters in the upcoming maintenance update scheduled for Apr. 5th, 2022. In doing so, we expect the overall class balance to correctly be realigned and provide our gamers with a fair and competitive gameplay environment.

Following these changes, we will continue to closely monitor the results in-game to make sure there are no additional abnormalities related to class balances.

We thank you for your understanding and our team will continue our efforts in creating the most competitive and enjoyable gaming environment for all of our Dragonians.
Cultist Simulator - AK
- EXPERIMENTAL: Hold SHIFT and click multiple cards to drag them at once.
- You can now drop cards in drop zones directly. I didn't think anyone would want to, but you do! You
mad fools! So now you can!
- Restored some visual flair to newly spawned verb tiles.
- A little bit more proofing against one save-corruption scenario.
- Tweaked zoom factors.
- Fixed Sanskrit Text icon
MIR4 - jjs3367


We strive to provide a fun and fair gaming experience for all our players.
Our team carefully monitors and actively removes players who do not adhere to the Operational Policy and Terms of Use.

We maintain a zero-tolerance policy against the use of unauthorized programs or software, manipulation or tampering of game data, and intentional exploitation of game systems.

To date, we have permanently restricted more than 11,592,000 accounts.

[Accounts Banned or Restricted]

- Applicable Date: Monday, Apr. 4th, 2022
- Number of Accounts: 185,804 (Total 11,592,079)
- Reason: Use of unauthorized programs & Violation of Operational Policy

*If you wish to make an appeal for the restriction imposed onto your account, please submit a support ticket through our official website. (https://cs.mir4global.com/customer)

Inquiry Route : Contact Us > Account > Objection of restriction

※ Please note that it may take a long time to receive an answer if you don't submit your inquiry ticket through the route above.

We will continue to do our best in order to ensure a safe, fair, and fun gaming environment for all our players.
VR TRIBES Playtest - studio
- added blocking Volumes
- disabled debug inputs
...