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Patch notes 2025-04-11 (experimental)

You were right. We were wrong.

The new update is now live on the experimental branch.

Update 7 - Ziplines & Tubeways launch date reveal

Hello, everyone!

We're happy to reveal that Timberborn's next major content patch, Update 7 - Ziplines & Tubeways, goes live on...

May 8, 2025!


We've just announced this as part of Triple-i Showcase, a very cool event focused on very cool indie games (that's Timberborn, apparently).

Watch our Triple-i trailer for a quick summary of what's coming and when:

[previewyoutube][/previewyoutube]

Update 7 - Key features

With the new update, tons of good stuff will be added to our beaver city-building game. Here's the non-exhaustive list of what's coming to Timberborn on May 8, 2025.

[h2]3D Terrain[/h2]

In Timberborn Update 7, in-game terrain goes 3D. You can now overhang terrain blocks and put them on any flat surfaces such as roofs or platforms. This allows you to grow fields and forests anywhere, even in the form of multi-level hanging gardens. Your beavers can now also dig tunnels and create artificial caves!

[h2]Ziplines[/h2]

Folktails, our nature-friendly faction, gets to ride ziplines! Why use the dirt paths when you can set up express zipline connections spanning the entire map? Both beavers and bots can use ziplines to travel and transport goods across different heights, high above buildings, and over the map's topography.

[h2]Tubeways[/h2]

The Iron Teeth beavers, our industrious bunch, now integrate tubeways into their cities. These modular, branching tubes speed up the travel and goods transit in all directions, even in the narrow corners of the settlement, straight upward, or underwater. And yes, you can run tubeways through tunnels.

[h2]And more![/h2]
Timberborn Update 7 - Ziplines & Tubeways also features map reworks, balance changes, and bug fixes, not to mention performance upgrades, modding improvements, and quality-of-life tweaks.

Spoiler alert: before the update launches on May 8, 2025, you can get an early look at the new features by checking out the Experimental Branch as explained here.

And if you don't own Timberborn yet, no worries. Get it below or add it to your wishlist now!

https://store.steampowered.com/app/1062090/Timberborn/

Patch notes 2025-04-10 (experimental)

Hello, everyone!

A fresh batch of tweaks of all kinds is now live on the experimental branch! Thank you for your ongoing feedback.
[h2]Balance[/h2]
We've heard rumors that some of you don't take the well-being of your beavers seriously enough. Tsk, tsk, tsk.
  • Work speed now always increases by 20% with each well-being milestone.
  • The work speed bonus at maximum well-being is now 260%, up from 170%.
  • Default work speed bonus for bots is now 65%, up from 45%.
  • Bots' Condition 1 work speed bonus is now 110%, up from 90%.
  • Bots' Condition 2 work speed bonus is now 170%, up from 120%.

[h2]Misc.[/h2]
  • Crash reports are no longer sent when the game is modded. Broken mods have always been the most common crash cause, making it harder to identify the issues broken on our end that we can actually fix.

[h2]Bug fixes[/h2]
  • In Windowed mode, the cursor's tooltip no longer clips with the cursor itself.
  • In the map editor, water should no longer magically teleport underground after making edits to submerged terrain layers with the game paused.
  • A building with terrain on its roof can no longer be deleted with the button in the building panel (when it's the only thing that supports that terrain).
  • Pressing RMB while selecting an area with a tool no longer exits that tool as it should only cancel the current action. The Demolish tool was the worst offender here, as it also broke in half when you did that.
  • It is once again possible to select the Motivatorium by clicking its bottom part.
  • With the Flexible Start unlocked, the starting district's default name is now always District 1 rather than increasing by 1 with each new start location. Just imagine what would happen after getting to "9".


Patch notes 2025-04-08 (Experimental)

Hello, everyone!

We hope your International Beaver Day was full of love, laughter, and wood-chomping. Today, we’ve got another round of experimental Update 7 tweaks for you, including changes to the overhanging terrain that make it less blocky. Please let us know what you think.

Patch notes 2025-04-08 (Experimental)


[h2]Overhanging terrain[/h2]
Much of your recent feedback focused on replacing the Natural Overhangs with overhanging Terrain Blocks now that 3D terrain allows the player to use it like that. Removing Natural Overhangs was part of a large-scale update that allowed us to implement modular tunnels, among other things. With the update live, Natural Overhangs became obsolete - they would still require maintenance on our end while duplicating some functionality of the regular terrain.

We’ve always seen the old Natural Overhangs as a temporary, not very elegant solution. The feedback reflected that, with many players asking why the Natural Overhangs behave unlike regular terrain. You couldn’t grow anything on them, they wouldn’t transfer irrigation or contamination, and beavers could remove them in a rather anti-climatic way.



Having said that, we agree they were prettier, so we’re now trying to bring some of that visual charm back. See above.
  • Overhanging terrain is now less blocky and more arch-y on the bottom and the sides.

[h2]Maps[/h2]
We continue updating the built-in maps to make them work better with Update 7 features.
  • Revised Terraces.

[h2]Balance[/h2]
Since the Underground Pile was hit with the nerfbat, we can go easier on its cost.
  • Lowered Underground Pile’s cost from 20x Logs, 80x Planks, 40x Gears to 20 Logs, 40x Planks, 20x Gears.

[h2]Map editor[/h2]
Since adding measures to area-selecting tools was met with such a warm reception, we’re expanding that feature.
  • The Terrain Sculpting tool in the map editor now displays measures of the selected area.
  • Underground Ruins, Water Sources, and Badwater Sources now require continuous support from the bottom of the map. In other words, you can't dig tunnels under them, or place them on a terrain that has some gaps on lower layers.

[h2]Misc.[/h2]
  • Localized the Update 7-specific in-game text.
  • Made some tweaks to the Polish translation.
  • The layer tool now correctly (we hope) switches levels before confirming the deletion of some hidden objects or terrain.

[h2]Bug fixes[/h2]
  • Fixed terrain visuals at low camera angles.
  • Fixed the incorrectly looping building animation.
  • Fixed the construction site for Terrain Blocks not appearing.
  • Fixed Tunnel construction sites slightly clipping through terrain.
  • Badwater Discharge no longer works before being finished.
  • In the map editor, some objects - such as Berry Bush - can no longer be overridden by other objects - such as Water Sources.
  • On savefiles with old Natural Overhangs replaced with overhanging terrain, colliding objects are now correctly removed.
  • The Priority tool now correctly selects multiple Terrain Blocks downward.
  • Fixed a crash caused by plants that were removed due to backward compatibility.
  • Fixed a crash in the map editor caused by using terrain tools.
  • Fixed a crash caused by beavers sitting in the Motivatorium below the bedrock level.

Patch notes 2025-04-03 (hotfix, experimental)

Hello, everyone!

Thank you for your reports and feedback after yesterday's "Tunnel update"! We've got a bunch of important tweaks for you.

[h2]Bug fixes[/h2]
  • Fixed the flickering Ruins preview in the map editor.
  • Fixed some quirky Layer tool behaviors when deleting buildings.
  • Fixed the Demolish tool deleting objects placed above Paths (such as Platforms) when trying to demolish just the Paths. This bug also affected setups like Teeth Grindstones placed under Platforms.
  • Fixed the Terrain Sculpting tool taking wrong coordinates when pulling overhanging terrain out of cliffs.
  • Fixed the Relative Brush tool tiles being rendered in the wrong positions when the mouse cursor is over cliffs.
  • Fixed incorrect behavior of the Terrain Sculpting tool when being used from some camera angles.
  • All objects are now properly deleted when using the Demolish tool - no more flying stairs or oaks for you. Seriously, guys, don't break the immersion.
  • After terrain collapses, its planting spots are correctly cleared.
  • Fixed a crash related to unfinished Tunnels not blocking removal of whatever was supporting that would-be Tunnel.
  • Fixed a crash caused by the Earth Repopulator trying to capture and eject innocent beavers that were minding their business inside Tubeways.