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Timberborn News

Patch notes 2026-02-24 (experimental)

[p]Hello, everyone![/p][p]We’re very happy to see you in good spirits after yesterday’s launch delay. We know it’s not ideal, but it had to be done - and on the bright side, it gives us time for more 1.0 tweaks. Here goes![/p]
Maps
[p]We’ve made some changes to the new Waterfalls map based on your feedback.[/p]
  • [p]Added more Berry bushes.[/p]
  • [p]Growth percentage of Pines on the map is now more random.[/p]
Balance
[p]Our industrious faction has finally figured out how to more effectively cure contamination.[/p]
  • [p]Decontamination Pods now consume 50 HP, down from 100 HP, and heal the beavers twice as fast.[/p]
Misc.
  • [p]Added notes to the credits to thank Blender and our Early Access players.[/p]
Bug fixes
  • [p]Reverted how goods are counted and reported on the top bar, since the new way was confusing.[/p]
  • [p]Looong building names should no longer overlap with the buildings’ power requirements.[/p]
  • [p]Fixed the recipe panel not wrapping up correctly.[/p]
  • [p]Fixed an issue with entrances to certain buildings not highlighting correctly during the construction stage.[/p]
  • [p]Fixed range previews being visible when placing certain buildings (such as a Beehive) while the buildings were not.[/p]
  • [p]Fixed the sometimes-broken construction preview for Impermeable Floor.[/p]
  • [p]Windows and doors no longer resemble a portal to the Nine Hells when playing on the Low or Medium graphic preset.[/p]
  • [p]Fixed some paused buildings consuming power after loading a saved game.[/p]
  • [p]Network highlighting for finished mechanical buildings and shafts now excludes construction sites.[/p]
  • [p]Re-added lighting to Badwater Sources.[/p]
  • [p]Fixed a small visual glitch with how the district connection - the green line - is displayed at the District Center’s entrance.[/p]
  • [p]Fixed a crash in the map editor when you tried to update a really old map.[/p]
  • [p]Fixed a crash when using certain digits in district names.[/p]

Timberborn 1.0 launch delayed by a week

[p]Hello, everyone![/p][p][/p][p]As you probably know, Timberborn 1.0 was supposed to come out next week. But since then, two major games have announced releases on the same day. Beavers are very polite, so we’re making room and moving our release one week later, to[/p]
March 12, 2026!
[p][/p][p]Times are rough, and we do not want to steal their thunder with our launch. Totally.[/p][p][/p][p]See you on March 12, 2026![/p][p]Team Timberborn [/p]

Patch notes 2026-02-18 (experimental)

[p]Hello, everyone![/p][p][/p][p]It's time for more tweaks, including the map changes originally planned for earlier this week.[/p][p][/p][h2]Maps[/h2][p]We are going through your feedback on the reworked Waterfalls map - thank you for sending that over! Today, we’re tweaking Craters and Lakes with the changes that we originally planned to deploy on Monday.[/p]
  • [p]Craters: Increased the upper Badwater Sources' strength.[/p]
  • [p]Craters: Raised Badtide Drains and added Thorns to make them more complex to block.[/p]
  • [p]Craters: Made small fixes to terrain.[/p]
  • [p]Lakes: Moved Ruins closer to the starting location.[/p]
[h2]Misc.[/h2]
  • [p]Made slight performance improvements related to buildings' lighting.[/p]
  • [p]Bot pilots' goggles now have the correct blue color.[/p]
[h2]Bug fixes[/h2]
  • [p]Removed invisible wings that allowed some beavers to float in the air.[/p]
  • [p]Beavers no longer teleport to the District Center as a failsafe mechanic.[/p]
  • [p]Fixed the crash caused by removing a tree or other natural resource while it was reserved by a beaver.[/p]
  • [p]Fixed the crash upon saving the game if a building was removed at the wrong time.[/p]

Patch notes 2026-02-16 (hotfix, experimental)

[p]We've just deployed a small hotfix.[/p]
  • [p]Fixed a crash occurring when you delete a construction site or rubble while the beaver is going to them. Please don't make them angry like that. Let them do their job.[/p]

Patch notes 2026-02-16 (experimental)

[p]Hello, everyone![/p][p][/p][p]Timberborn 1.0 is around the corner, so it's time for another batch of experimental tweaks![/p][p][/p][h2]Memory usage[/h2]
  • [p]Reduced memory usage by over 1 GB on 256x256 maps.[/p]
  • [p]Fixed a major memory leak that caused RAM usage to keep increasing when loading saved games multiple times in the same session.[/p]
[h2]Maps[/h2][p]\[We have removed the content of this section - as it turns out, the changes to Craters and Lakes described here didn't make it into this build.][/p][p][/p][h2]Modding corner[/h2]
  • [p]Fixed BlueprintImporter recreating meta files for Blueprints after every DLLs import.[/p]
[h2]Bug fixes[/h2]
  • [p]Lumberjacks are now slightly less eager. If the tree they were about to cut becomes unmarked for cutting, they will obey that order and give up.[/p]
  • [p]Goods in the buildings’ inventories are now correctly included in their total per-district amount.[/p]