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Patch notes 2025-04-02 (Experimental)

Hello, everyone!

For some reason, you were not that thrilled about the next-gen update we teased yesterday, but in the actual patch we’ve got for you today, there is some quality stuff! Your beavers have finally learned how to dig tunnels and to overhang terrain! On top of that, we’ve got plenty of quality-of-life tweaks, balance changes, bug fixes, and more.

As a fair warning, today’s additions to 3D terrain required overhauling many of the game’s core systems, so we now ask you for your feedback! If you encounter any bugs or weird behaviors, please let us know here on Steam or on our Discord channel. Thanks!

Patch notes 2025-04-02 (Experimental)


[h2]Tunnels[/h2]

Your beavers now finally know how to dig into walls. You can create tunnels of any width and, when combined with regular digging, depth. Need to transport something but there’s a huge landmass in the way? Just cut through. Want a cave? Find a mountain and dig a hole!
  • New building: Tunnel (2000 SP; 1x Dynamite, 1x Extract, 6x Plank). With the power of dynamite, beavers remove a terrain block from the side and install a Platform to support the ceiling. Use the layer tool to easily plan out larger digging areas inside landmasses.

[h2]Overhanging terrain and 3D terrain physics[/h2]

We’ve added the ability to overhang terrain. The overhanging terrain needs to be attached to something and you cannot have more than three unsupported terrain blocks protruding sideways. This is how much the now-obsolete Natural Overhangs allowed. The cool thing about the overhanging terrain is that it is, well, terrain. It can be watered, contaminated, and grown on.
  • Your beavers can now build overhanging terrain, up to three blocks to the side. This matches the size of the old Natural Overhangs.
  • As soon as you remove supporting terrain further than the allowed limit of three overhanging blocks, everything beyond that limit is destroyed. This also applies to buildings. Please be careful.
  • Added the ability to sculpt overhanging terrain - still within that three-block limit - to the map editor.
  • Replaced Natural Overhangs in the game and in the map editor with regular terrain blocks.

[h2]Layer tool[/h2]
We’re expanding the usability of the layer tool since now you can turn your beavers into moles build tunnels.
  • Added the ability to select a particular layer by clicking any tile on that layer with a new keybinding (by default: Alt+middle mouse button). Click that layer with the keybinding again, and the layer visibility resets.
  • When trying to delete buildings in a way that causes objects on layers hidden by the Layer tool to also be deleted, the terrain is temporarily uncovered so that you don’t accidentally delete too much of your beavers’ livelihood.

[h2]Maps[/h2]
With the addition of 3D terrain, Ziplines, and Tubeways, we’re reviewing the built-in maps to make them facilitate the new features better.
  • Revised Lakes, Craters, and Mountain Range.
  • Replaced all Natural Overhangs on all built-in maps with terrain. Custom maps undergo similar changes automatically - nothing should break here.

[h2]Balance[/h2]
The addition of the Tunnels - as well as your feedback after our recent changes - warranted some extra number tweaking.
  • The regular Scrap Metal recipe in Mine and Efficient Mine now requires input of Treated Plank 1x.
  • The efficient Scrap Metal recipe in Efficient Mine now requires input of 1x Treated Plank, 2x Extract.
  • Lowered Underground Pile’s capacity from 1800 to 1000. It was a little OP, admit that.
  • Updated Platform’s cost from 2x Log, 4x Plank to 6x Plank.
  • Updated Double Platform’s cost from 4x Log, 4x Plank to 8x Plank.
  • Updated Triple Platform’s cost from 6x Log, 4x Plank to 10x Plank.
  • Increased all attractions’ need gains to 0.6 per hour.
  • Tweaked how much the needs satisfied by decorations and attractions deplete each day.
  • Beavers now accelerate as soon as they enter Tubeway Stations, and not just when inside Tubeways. Every millisecond counts when trying to hit the quota!

[h2]Visuals and audio[/h2]
Everyone likes pretty shadows!
  • On the Ultra preset, in-game shadows now use 8K resolution.
  • As the above affects the game’s performance, the default graphics quality is now set to High rather than Ultra. If you made any changes to the default settings before, this shouldn’t change your currently saved settings. If you have never changed anything and are on Ultra by default, the game will switch to High.
  • Changed the maximum number of objects affected by light sources to 6 on Ultra and to 4 on High.
  • Updated the collider system for units to make the colliders more accurate and units easier to select.
  • Cleaned up some unit animations.
  • Terrain now casts a shadow even when it’s hidden by the layer tool.
  • Buildings’ ambient sounds now fade out at larger distances.
  • Added missing Update 7 sounds.

[h2]Quality-of-life[/h2]
Two numbers and an “X” equals happiness.
  • When using any area selection tools - to plant trees, build multiple platforms, plan out a tunnel etc. - the size of the selected area is now displayed in the middle of the screen (for example "5x5").
  • Replaced the highlight shown when adding new Zipline connections with a directional marker that points you to the nearest connectable buildings. The marker is shown only when placing new Zipline buildings.
  • Plants’ drought resistance is now displayed in their description.

[h2]Performance[/h2]
  • Cleaned up save files to remove unneeded information and reduce saving times by about 10%.
  • Made minor tweaks to increase the performance related to large Tubeway networks.

[h2]Misc.[/h2]
  • Added missing Update 7 flavor texts.
  • Replaced "Water-dependent" with "Badwater-dependent" in badwater buildings' descriptions.
  • Underground Pile now informs about its underground depth (2).
  • Updated the description of the Terrain Block to cover how arrows work.
  • Keybindings used to control in-game speed are now correctly distinguishable on the Key bindings screen.
  • Renamed the "Pause/unpause selected building" to simpler "Pause selected building".
  • Updated the description for Solid Tubeway.

[h2]Bug fixes[/h2]
  • Fixed the lag occurring when drawing paths, connecting new buildings to existing paths, and selecting such buildings.
  • Fixed beavers’ models stuttering when moving along paths.
  • Beavers under platforms should no longer block their construction.
  • Contaminated beavers are now correctly cleared from the Bee sting condition, and the poor victim’s model reflects that.
  • Fixed a bug with water not irrigating the terrain above if it was more than 1 tile deep.
  • Fixed a bug with Water Wheels’ direction not affecting how connected Power Shafts rotated.
  • Bot builders no longer wield their hammers in a really weird way.
  • Fixed beavers breaking their elbows when idling.
  • Ruin models no longer stick outside of their tiles.
  • Fixed the levitating beavers being able to build stuff from unfinished stairs.
  • Fixed a bug with crops being dry or contaminated when they shouldn't be, after loading the save.
  • It's now possible to build Teeth Grindstones under overhangs.
  • Stumps no longer trigger the Entrance blocked warning. A simple stump is not a match for a determined beaver, is it?
  • Moving the cursor over a higher layer of terrain now correctly blocks area selection tools.
  • The district-wide beaver/bot setting is now correctly applied to workplaces that were not connected to a built path (but were connected via stairs in construction, for example).
  • Buildings can no longer be selected through a layer of terrain.
  • In the map editor, the construction grid toggle now works as intended.
  • Fixed a tiny typo in the Maple Pastry good’s need.
  • Fixed the game hanging around in Processes when closed with Alt+F4.
  • Limited the number of used threads to 8 to prevent crashes and stuttering. We keep working on this.
  • On Apple Silicon, the game no longer uses halved amount of threads for physics simulation.
  • Fixed a crash caused by Badwater Sources vanishing due to compatibility reasons.
  • Fixed a crash occurring when you removed mechanical buildings from really big networks. Like really, really, really big networks.

Patch notes 2025-03-04 (experimental)

Hello, everyone!

We’ve got a few extra Update 7 fixes for you today.

[h2]Bug fixes[/h2]
  • Fixed buildings that would become invisible and never complete their construction after being placed on unfinished terrain.
  • Helped the unfortunate beavers who were sometimes getting stuck in the terrain.
  • Fixed beavers switching to their Zipline animations outside the Zipline Station.
  • It is now again possible to set workplace priority for unfinished buildings using the Settlement Panel.
  • The camera no longer rotates randomly when following units. Tip of the day: did you know that when you click Follow (the “eye” icon) with Shift held, the object you follow is unselected?

Patch notes 2025-02-27 (hotfix, experimental)

Today, it's just a hot (and single) fix.

  • Fixed paths and Tubeways not connecting in certain situations.

Patch notes 2025-02-25 (experimental)

Hello, everyone!

After a short break, it’s time for another hefty batch of experimental Update 7 tweaks! We’ve rebalanced several buildings - for example, we now let bots into Observatories and make it easier to obtain Scrap Metal from Underground Ruins. Some quality-of-life changes are also here, plus we’ve squashed quite a few bugs you reported. Thanks!

Patch notes 2025-02-25 (Experimental)


As a reminder, if you want to join our experiments, here’s how to switch to the Experimental Branch:
https://steamcommunity.com/app/1062090/discussions/0/3195862975779063980/


[h2]Balance[/h2]
  • Power Wheel - lowered the cost from 40 Logs to 20 Logs.
  • Large Power Wheel - lowered the cost from 100 Logs to 50 Logs.
  • Mechanical Fluid Pump and Deep Mechanical Fluid Pump - lowered the cost from 100 Gears, 50 Treated Planks, and 50 Metal Blocks to 50 Gears, 25 Treated Planks, and 25 Metal Blocks. Lowered the SP cost from 5000 SP to 2500 SP.
  • Beaver Statue (Iron Teeth) - lowered the cost from 30 Metal Blocks to 20 Metal Blocks.
  • Mine’s and Efficient Mine’s basic recipe now produces Scrap Metal without consuming any input resources. The output for both Mines is now Scrap Metal x5.
  • Efficient Mine’s extra recipe now produces Scrap Metal x10 in exchange for Extract x2.
  • Folktails’ Mine no longer has an extra recipe for Science Points.
  • For a small fee of 7500 SP, bots can now work in the Observatory. Just don’t come to us when they revolt.
  • Lowered the unlock cost of Forester to 30 SP.
  • Lowered Birch growth time to 7 days.
  • Lowered planting times for Birch and Oak.
  • Tweaked harvesting times for Birch, Pine, and Oak.
  • Mines and Efficient Mines now have 10 workers enabled by default, up from 5.


[h2]Misc.[/h2]
  • It is now easier to chain the Zipline connections. If the connection is successfully added, the chosen destination Station, Pylon, or Beam is now automatically selected, but the camera does not move. If that destination station or pole still has an unused connection slot, you immediately proceed to add a new connection.
  • Added icons to the Zipline connection tooltips.
  • Beavers making a sharp turn on a Zipline pole now rotate faster.
  • Changed the tree planted as part of the tutorial from Pine to Birch. This change is sponsored by the Balance section above.
  • Cleaned up building tooltips to be more consistent.
  • Removed the “Click a single tile or hold the button to select an area.” bit from several tooltips, as it cluttered them too much.
  • Slightly shrunk that Hauling Post’s thingamabob at the top to fit the building under Overhangs.


[h2]Bug fixes[/h2]
  • Range previews for buildings in construction are now correctly updated as the player adds more paths and connections rather than only showing the range from the time when the building was initially placed.
  • Range previews for buildings in construction are now correctly displayed on the preview of unfinished terrain.
  • The range preview displayed if you click a finished building while in construction mode now also takes into account the buildings still in construction.
  • Rubble no longer loses its assigned priority after moving to another tile.
  • Selecting Lido while it’s in the construction phase now works correctly.
  • Selecting buildings by clicking on their bases with the priority tool now works correctly.
  • Fixed Ziplines highlighting incorrect buildings when setting up a new connection.
  • The unfortunate beavers that were stranded on a Zipline and fell are now animated correctly.
  • Fixed beavers gaining temporary levitation skills right outside of the Zipline Station.
  • Flipped buildings now correctly get flooded. Sorry everyone, you need to work a little harder for your underwater settlements.
  • Beavers no longer satisfy their Wet Fur need while inside a submerged Tubeway. Getting all sweaty doesn’t count.
  • It’s not all bad, though. The beavers also no longer get contaminated when traveling through a Tubeway submerged in badwater.
  • Fixed Underground ruins not turning green in the map editor when placed on watered terrain.
  • Tweaked the Barrier not displaying its sides when placed next to other Barriers still in construction.
  • Bases for the Lido and Swimming Pool no longer clip through terrain and objects below.
  • Fixed the hole in the upward-facing Solid Tubeway that protruded too much.
  • Fixed the Solid Tubeway clipping through a construction site placed on top of it.
  • Tubeway Stations that are not connected to a district are now truly nonfunctional.
  • In the map editor, the terrain brush now correctly works on top of Natural Overhangs placed at the very bottom of the map.
  • Beavers can no longer build through layers of terrain. Building through overhangs or platforms is still a fair game.
  • Beavers no longer start pretending some terrain blocks placed on platforms don’t exist after the player reloads the game.
  • Fixed water not irrigating the land from below.
  • Fixed some carried goods clipping with the entrance to the Underground Warehouse.
  • Fixed the delay in highlighting buildings connected to a district.
  • Key bindings that cannot be changed are now displayed as such.
  • Impermeable Floors no longer become invisible in certain situations.
  • The layer tool now correctly hides the tree-cutting area.
  • Added the missing contamination reminder to the Deep Water Pump’s description. For the time being, this description will be in English for all languages.
  • Fixed a crash caused by loading a save with a District Crossing that wasn’t backward compatible.
  • Fixed the crash caused by enraged beavers whose districts were removed upon loading the game due to backward incompatibility.
  • Beavers who lost their jobs upon loading the game due to backward incompatibility no longer keep their outfits.
  • Fixed the game crash caused by building a Dirt Excavator on platforms placed on the max-level terrain.
  • Fixed a rare crash caused by an invalid animation.

Patch notes 2025-02-12 (experimental)

Hello, everyone!

We’ve got another batch of experimental Update 7 tweaks. Big thanks to all players who report the issues they encounter, be it via the post-crash screen or other channels such as the Steam forums or Discord. You rule!

Bugs
  • Removed the random shining pixels from some models. Beavers like it fancy but come on.
  • Removed the mention of Extract from Dirt Excavator’s description since it no longer needs it. This description will be in English for all languages for the time being.
  • The Flooded status is no longer displayed for Zipline Stations and Tubeway Stations because water does not affect these buildings.
  • Fixed the shadows of buildings that were rendered on incorrect layers when the player used the layer tool too quickly. Fast and furry, eh?
  • Fixed the Power Shafts in construction that were rendering as if completed.
  • It is now possible to select Motivatorium by clicking the building’s underground parts.
  • Fixed water not rendering correctly on map borders.
  • Fixed the Scarecrow’s crooked base.
  • Fixed a visual bug in terrain blocks of different heights placed next to each other.
  • Fixed the too-deep entrance to the Hauling Post.
  • Fixed the incorrect shading on ropes in Double and Triple Floodgates.
  • Fixed a crash occurring when displaying the tooltip over UI elements.
  • Fixed a crash caused by placing a Large Water Wheel on the bottom of the map.
  • Fixed a crash caused by building a Tubeway under a platform with another Tubeway on top. Yeah, that one sounds familiar.