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Update 6 Preview: Modding

Hi, everyone!

In our first preview, we focused on the wonders - but as we said, that’s not everything that Update 6 adds. Today, we’d like to give you an early look at another new feature: the official mod support coming to Timberborn thanks to the magic of Steam Workshop.

But before we delve into today’s topic, we want to stress one thing: beyond wonders and modding, there is still MORE coming with U6. We're saving that for the experimental's launch... but it's pretty dam exciting.

Modding Timberborn - officially!

Until now, modding the game has been possible thanks to our awesome community’s efforts. Our players have been sharing their mods and custom maps on Timberborn’s hub on Mod.io (and earlier - on Thunderstore and TimberbornMaps). Mod.io is not going anywhere so players outside of Steam can continue to access mods that way. But if you’re on Steam, the Workshop will eliminate some of the manual labor involved. Update 6 also makes life easier for modders and map creators - more on that below.


Starting with Update 6, to add mods and custom maps to the game, you will simply need to browse Timberborn Workshop and subscribe to whatever interests you. The maps you download populate the new Custom maps category in the map browser. The mods pop up in a built-in mod manager that allows you to turn them on and off, and rearrange their launch order.

Let’s see how these things work.

Downloading maps

Let’s say you seek a new challenge on a custom map made by a fellow player. What do you do?


In Update 6, the map browser looks different and features a separate Custom Maps tab. Open it and click the Download Maps button to go to the Maps section of Timberborn Workshop. Check out what’s available and simply subscribe to whatever you like.


Steam will download the map, and it will go into the Custom Maps tab. The map's description and thumbnail are viewable directly in the game. And yes, completing a wonder on the custom map unlocks the flexible start for it and grants you a faction badge, just like for the built-in maps.


Please note that if you obtain a custom map outside of Steam Workshop - for example via Mod.io or from one of the players on our Discord - you can still add it manually. As before, you will just need to copy the file to the Maps folder on your drive.

Downloading mods

The main menu now features the Mods button - use it, click Download mods, and you’ll land in the Mods section of Timberborn Workshop. See what fits your fancy and subscribe to the interesting mod. If the mod’s creator set it up correctly, that’s all you need to do - even if it depends on other mods to work, the whole package should be downloaded automatically. Just remember that the usual caveats still apply - go ham on the mods, and you’ll break the game.

Here’s the mod page for Shanty Speaker, a sample mod we have prepared that you’ll find in the Workshop on day 1. This mod adds a new Iron Teeth building that plays "Shores of Beaver Bay" - the shanty song arranged by Zofia Domaradzka and recorded by Timberborn's players and developers in 2022. It also showcases Timberborn's custom 3D model format, Timbermesh.


After you restart the game, you will be greeted with a new screen, listing currently detected mods. This window pops up before Timberborn actually starts, which means that if your freshly installed mods crash the game, you’ll have a chance to disable them or rearrange the launch order, hopefully preventing further conflicts and crashes.


There we go! Click OK, and the game will launch with the mods installed.


And again, similar to the maps, you can install mods the old-fashioned way by moving some files around on your drive.

Easier map sharing

Adding the Steam Workshop support is not just a matter of flipping some switch in Steam’s backend. For the past few months, we’ve been working on making it much easier to mod Timberborn and share custom maps without the unnecessary hurdles. Let’s start with the maps.


The map editor now features a tool that lets you upload your creations directly to Steam without leaving the game. This feature integrates the thumbnails and descriptions you know from Update 5 with Workshop’s functionality.


As your map evolves, you can upload its new versions and add changelogs to let your players know what you modified. You can also choose the map’s visibility, making it private, public, unlisted, or available only to your friends.

Easier modding

We recognize that modding is about changing the unchangeable and we cannot predict all the crazy things that modders may want to do with the game. However, with Update 6, we strive to make the most common modding tasks easier to accomplish, less prone to errors, less prone to compatibility issues, and overall, make the game more fun to experiment with.


For example, to add a new in-game resource under the new system, you would only need to put a simple .json file in the correct folder. There’s no need for code and DLLs that need to be kept up to date! Or, if you wanted to translate the game into a new language, it’s a matter of localizing a CSV file and creating a tiny manifest file - no programming tools involved. Also, with less reliance on external tools and API, we expect fewer modding-related game crashes.


If you are a modder and would like to learn more about the new modding system, its features, the file structure etc., check out the GitHub repository we just published, which includes a few sample mods and tools:
[h3]GitHub repository[/h3]

You can find the new documentation that will help you prepare your first mods on Timberborn Wiki:
[h3]Documentation on Timberborn Wiki [/h3]

Oh, and it is now also possible to upload and update mods from within the game - just like the custom maps. After you click the Upload button in the built-in mod manager, you may select any of the mods from the Mods folder and add a description and a thumbnail. If it’s an update for your existing mod, you may also post a changelog.


We hope opening Timberborn to easier modding and launching the Workshop will lead to even more amazing mods and custom maps. If you would like us to make another specific part of the game easier to modify, please let us know in the comments or on our Discord channel.

When?

Timberborn Workshop will enter its testing phase when Update 6 rolls out on the experimental branch. To see and use the Workshop, you will not only need to switch to the experimental build but also join a dedicated public group on Steam. When Update 6 moves to the main branch, the Workshop will also become available for all players with no extra steps.

The experimental's launch is coming soon - bringing wonders, the official mod support, and that very special something else.

Until then, please let us know what you think of today’s reveal… and what your favourite mods and custom maps are!

Update 6 Preview: Wonders

Hello everyone!

Today, we’d like to give you the first look at one of a few cool things coming to the game in the next major update: the faction-specific wonders. If you ever wanted to assemble your own beaver G.E.C.K. seed bank or yeet your beavers off the map at high velocity, read on!

Or better yet, see all that in the video we've put together.

[previewyoutube][/previewyoutube]

Wonders - what and why?

Timberborn is a sandbox experience, designed to be highly replayable with two unique factions, different maps, and creative ways to tackle the challenges. Yet, our players have long asked for more clearly defined end-game goals. So, while we want to preserve that sandbox-y feel with self-set goals, and not add a single be-all, end-all objective, or win condition, we’re adding overarching objectives that crown your mastery of the game, the faction, and the map.

It shouldn’t surprise you that they come in the form of wonders - huge buildings that require large amounts of advanced resources. When finished, wonders can be activated for a celebratory, bound-in-lore effect.



Below is the Folktails’ finished wonder, Earth Recultivator, after activation. It is spreading balloons carrying Folktails-patented seed packs that help restore life on the planet. While this effect is visual only and doesn’t actually affect the map’s layout, activating the wonder also has a gameplay effect. All beavers in a large area of effect receive a buff to their well-being. And if it’s the first time you activate the wonder on the map, a few extra things happen.



First, you are presented with a pop-up containing a summary of your playthrough up until this turning point of beaver history. Second, a commemorative faction-specific badge is added to the map on the map selection screen to remind you whom you’ve “beaten” it with. And lastly…

Flexible beginnings

When you activate a wonder for the first time, the flexible start unlocks for future playthroughs on the current map. This means you will be able to pick a different spot for your first District Center. The flexible start is unlocked for both factions as soon as you activate the wonder for the first time with any faction. This should give you an incentive to complete a wonder - on top of the well-being buff and a shiny mega-monument now towering above the city.



The road is the goal

To complete a wonder, you need heaps of materials spanning several production chains. While you can start the work as soon as you unlock the building, we wanted wonders to reward having access to most buildings, securing sufficient production, and maintaining a stable population. Because of the extensive work involved, wonders are constructed differently than regular buildings, going through several visible building phases.



As resources are delivered to the site, the workers start swinging their cute little hammers and your wonder gradually takes shape. Once the construction is finished, the worker slots open. The Folktails have dedicated haulers who start collecting materials needed to launch the balloons. The Iron Teeth, however, get ready to launch… themselves.



You may recognize the flying beavers from our April Fool’s video. (We would never joke about things like that… or would we?). The Iron Teeth’s strength comes from hard work and devotion to the rest of the society, so they took it upon themselves to send out the beaver pioneers and recolonize the wasteland. Please say hi to… the Earth Repopulator.



When you activate this wonder, the happy and willing volunteers hop onto their gliders and fly out to explore and colonize the wasteland. Again, it’s just to symbolize the faction’s Earth-restoration efforts, but the pioneers do disappear from the map. Those who were lucky enough to remain on the ground, enjoy a well-being buff, just like their Folktail cousins.

Congrats!

What comes next? That’s up to you! Start a run on another map. Try the just-conquered map again, but with a different faction and a new starting point. Or simply continue playing, with your beavers now much happier than before. And yes - it is possible to build more than one wonder on the map. Activate them all, and enjoy a legendary event that’s bound to go down in beaver history.



Let us know what you think of today’s reveal! Wonders are a work-in-progress feature, and we can’t wait to hear your feedback when they come to the experimental branch… along with other cool additions to the game.

We’ll start spilling the beans on that soon. Until then!

Celebrate Earth Day with Earth Appreciation Festival 2024!

Hello, everyone!

To answer the most burning question, yes, we will soon give you a sneak peek of what's coming in the next major update for Timberborn. Please stay tuned!

In the meantime, however, here's something extra. The Earth Appreciation Festival, our annual Steam sale, has returned to celebrate Earth Day on April 22. That's today!

[h2]Earth Appreciation Festival 2024[/h2]

Until April 29, check out the double-themed event we're co-organizing with Stray Fawn Studios (The Wandering Village) and Slug Disco (Empires of the Undergrowth). Across 130+ awesome games, we're exploring both nature-focused titles and games set in the eco-dystopian future.

🌍[h3]Visit Earth Appreciation Festival 2024[/h3]🌍

Earth Appreciation Festival highlights the issues of today’s world. Be it climate change (Frostpunk 1&2), lack of sustainability (RimWorld), diseases (Dying Light 2), nuclear threat (The Descendant), rapid industrialization (Workers & Resources), expansion of AI (Talos Principle 2), and social inequalities (Cyberpunk 2077), the games in the event ask the question of “what if we don’t act” and present startling visions of the future.

The nature-focused games contrast that by reminding us of Earth’s beauty - both present (Ranch Simulator), past (Anno 1800), or even ancient (Prehistoric Kingdom). The included titles celebrate the variety of life as we see it (Eco) and as we imagine it (Universe Sandbox), offering a different perspective (Wolfquest) and inspiring the player to protect the environment, often turning that into the game’s objective (Terra Nil).

There's also an entire section dedicated to upcoming titles! Some of our favourites include the fellow post-apocalyptic city builder Endzone 2, the fervent dream of all Diorama enjoyers Tiny Glade, and the title that shares our game's main premise, Green Again.

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

So go, grab a discount, fill up your wishlist, plant a tree, hug your cat, and celebrate World Earth Day with us! And if you don't own the beaver city builder yet, get Timberborn 20% off!

[h2]Instagram giveaway[/h2]

If you'd rather grab the game for free, now it's your time! We've just launched our Instagram channel, and to kick things off, we're running a little giveaway with five copies of Timberborn for grabs. You'll find all the details in this post. The giveaway ends on April 24, 23.59 CEST.

📸[h3]Check the giveaway on @timberborn_official[/h3]📸

Even if you do not need extra Timberborn copies, if you're on Instagram, we invite you to follow us! You won't miss out on our more vertical updates, and you'll help us a lot with these humble beginnings.

Thanks, and until next time!

New Steam bundles available

Hi everyone,

April is a busy month, and that also applies to game releases. That's why we've formed two new bundles with fellow creators of the hot new city-building titles. The bundles are available only for a limited time!

Get the Unique City Builders Bundle!

https://store.steampowered.com/bundle/39871/Unique_City_Builders/

Grab Timberborn and Infection Free Zone - the game released today, where you try to stop the virus in real-life locations!

Or, you can go for Dam Good City-Builder Bundle!

https://store.steampowered.com/bundle/40669/Dam_Good_CityBuilder_Bundle/

Featuring Timberborn and:
  • Laysara: Summit Kingdom - the game released yesterday, where you grow your settlements high up in the mountains.
  • The Wandering Village - the title where all the building happens on the back of a majestic dinosaur-like beast.

Go ahead, pick your poison!

Winners of the Build-a-Map Contest #3 - Badwater Edition

Hello everyone!

You’ve outdone yourselves, again. Our third map-building contest turned out to be the most popular yet, with over 400 entries submitted! The competition has never been tougher, and once the dust settled after our studio members cast their votes, the results at the top were very close.

We’ve seen you tackle the badwater theme in many different ways. Whether it was about clever badtide preparations, splitting a map into contrasting halves, building badwater-filled volcanoes, or something entirely different - lots of fun (yet often deadly) challenges were made!

Below are the winning entries and honorable mentions in all three categories. In addition to eternal glory in the in-game credits and on our Discord, the winners receive 1000 EUR each, as well as a Timberborn T-shirt and mug of choice. The swag also goes to those honorably mentioned. Congratulations to you all, and a big thank you to all participants!

Small maps (128x128 and below)


[h3]Winner - Mixed Up (64x64) by Pshy[/h3]

It's a diorama-esque map where you start out with very little land, so using it properly will be key to survival. After the initial challenge, you will need to do some careful thinking on how and where to redirect water and badwater to irrigate the land, which could be tricky considering the settlement is located below every liquid source on the map. Try not to get flooded!

[h3]Honorable mention - Surrounded! (128x128) by CkiCeluila[/h3]

As the title suggests, your beavers start out surrounded - stranded on a small island in the middle of a badwater lake. The challenge is to escape, reach the additional water sources, and use the contaminated lake to your advantage. In a crafty beaver’s eye, it's free real estate, ready to become a reservoir of clean water that will sustain a large colony.

[h3]Honorable mention - Mixing Bowl (128x128) by totrider[/h3]

The start might look fairly peaceful, but you will have to consider which barriers to break and where to dam up so that your settlement doesn’t become the titular mixing bowl itself. Multiple clean water sources are available, but reaching them to reap the benefits won't be easy. Separate the mixed liquids before you can make full use of the majority of the map.

[h3]Honorable mention - The Evil Twin (69x69) by Le_Vanda[/h3]

You start tucked away in the corner with the only clean water source in the form of a waterfall. Past a small lake, the water drops into a river of badwater. You’ll need to figure out the best way to redirect the badwater and recover the land around you. Careful land management will be required due to limited space and big elevation differences.

Medium maps (129x129 through 255x255)


[h3]Winner - Heaven & Hell (200x240) by EnlaApa[/h3]

This map’s name comes from a split between an area with clean waterfalls and its evil badwater half. While in the early game, you can enjoy the peaceful "heaven", getting any significant amounts of metal won’t be possible without venturing into "hell". While a similar concept was used in many maps across the contest, our team liked EnlaApa’s execution best.

[h3]Honorable mention - Hadean (196x196) by Flor3nce2456[/h3]

There's a mega-project bound to happen in the form of a giant reservoir in the center. You will need to build around the crater while ridding the landscape of corruption. Similarly, while there were many examples of volcanoes and craters in the contest, none really matched this very detailed creation.

[h3]Honorable mention - Eddic Ashes (155x155) by GinFuyou[/h3]

A mix of water and badwater flows from the pillar-esque landmark in the center, allowing for flexible redirection or optimising its flow according to your needs. Be wary, however, as some advanced water engineering will be required to avoid disastrous badtides

[h3]Honorable mention - Fetid Pools (128x196) by Whiskey267dm0ZaMCQ1K[/h3]

Here, we have a bunch of plateaus, with the starting point being an oasis. With other safe spots looming in the distance, you will need to bridge your way to other clean water sources and push out the toxic liquid. Just remember that the floor is… badwater.

Large maps (256x256 and above)


[h3]Winner - Badwater Ridge (256x256) by jokimty[/h3]

This map echoes our previous competition theme, and outside of badwater, it introduces large elevation shifts throughout. You begin with access to a large coastline and some flat ground, but access to clean water is limited. Clearing up the contamination will probably be the first thing on your list. However, you will also need to pay attention to a nasty surprise next to the starting area. Act quickly and destroy the barriers, or your beavers might start seeing red!

[h3]Honorable mention - Bad Ocean (256x256) by FustigateM[/h3]

As the title suggests, your beaver settlers are in for a dangerous beach party. While at first, this may not seem like the perfect vacation spot, with enough tenacity, you could potentially clean it all up and return the ocean to its rightful blue colour. Before you reach the great red holes, though, take care of your immediate surroundings so that the badtides don’t ruin your fun.

[h3]Honorable mention - Canyon Depths (256x256) by Infinite_Grinch[/h3]

Incredibly detailed - and filled with stumps and barriers that need to be cleared - Canyon Depths puts you in the center of a crater-like canyon surrounded by badwater. You will have to decide in which direction to expand, as there are various pockets of clean water available. Even the pretty oasis under a waterfall will stop being a safe haven when it starts reeking of contamination.

[h3]Honorable mention - Diatomic (256x256) by Skizz112[/h3]

Diatomic drops your colony in the middle of a huge area where water and badwater rivers are in the near vicinity, with the two craters giving testament to hoomanity’s past actions. Use the flow to your advantage, just be careful not cross the streams. Thankfully, lots of redirect options are available, giving this large map a nice replayability boost.

How to play on these maps

To play on any of the maps above, you will simply need to download an archive off Mod.io and unpack it to your Maps folder. You can find a short guide on how to do this here.

And what if the above selection isn't enough to keep you busy? Well, you can find all 413 submissions - as well as hundreds of other maps AND many crazy mods for the game - on our Mod.io hub.