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Patch notes 2025-04-23 (experimental)

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.

[h2]Adaptive Power Shafts[/h2]

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.

[h2]Performance[/h2]
  • 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. 💪

[h2]Misc.[/h2]
  • 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.

[h2]Bugs[/h2]
  • Ruins hidden by the Layer tool can no longer be selected.
  • Added the missing “ov” “of” to the Metal Fence’s description.

Patch notes 2025-04-17 (hotfix, experimental)

Hello, everyone!

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

[h2]Bug fixes[/h2]
  • Fixed the bug that prevented placing Metal Platforms, Gravity Batteries, Water Pumps, and some other buildings in valid locations.

Patch notes 2025-04-16 (experimental)

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.

[h2]3D Terrain[/h2]
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.

[h2]Maps[/h2]
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.

[h2]Misc.[/h2]
  • Added the new Update 7 key art to the main menu.

[h2]Bug fixes[/h2]
  • 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.

Patch notes 2025-04-15 (hotfix #2, experimental)

[h2]Bug fixes[/h2]
  • Fixed the beaver-bot workplace toggle reverting to the district-wide setting after loading the game.

Patch notes 2025-04-15 (hotfix, experimental)

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.

[h2]Bug fixes[/h2]
  • 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.