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Patch notes 2024-01-04 (Experimental)

Hi everyone!

Yesterday’s update might have had a bit too much of a holiday feel, so here are some tweaks.

[h2]Misc.[/h2]
  • Removed that leftover badwater pond from Mountain Range 2.0.
  • Updated in-game credits.

[h2]Bug fixes[/h2]
  • Fixed a crash caused by the updated pumps.
  • Fixed a bug with Forester refusing to grow plants other than those selected as its priority.
  • Fixed a bug with Mechanical Pumps that would never stop pumping the water.
  • Fixed a bug with Metal Platforms unmarking the areas for planting.
  • Fixed a bug with Steam Gauge showing values even when placed above water level.
  • Ruins can no longer be clicked outside of their model.

Patch notes 2024-01-03 (experimental)

Hi, everyone!

If you missed that bit we sneaked into our 2023 wrap-up, Update 5 will be released on January 18, 2024. But first, here are some extra tweaks and additions we’d like to test, including an extra new building and the final map’s rework. Let us know what you think!

Need a refresher on how to play on the Experimental Branch?
Follow the instructions found here.

[h2]Buildings[/h2]

The Iron Teeth also wanted to have fun, so we gave them the wheel of pain a better power wheel.
  • New building: Large Power Wheel (Logs x100; 4 workers; Iron Teeth only). There is no shame in such labor - this beast has a 300 HP power output.
  • Power Wheel is now Folktails-exclusive.

[h2]Maps[/h2]

With today’s update, Mountain Range becomes the final built-in map to receive a reworked, badwater-filled version. Bonus changes include a totally different size and shape.
  • Reworked map: Mountain Range. It is now a rectangular 256x150 map.

[h2]Misc.[/h2]
  • Pipes of buildings such as pumps are now smart and adjust their length. This means you can build walkable platforms and grow plants directly below them if you don’t mind the pipe collecting water only to a certain depth. Faction-specific maximums still apply.
  • Added a new checkbox to the Forester: Replant dead trees not marked for cutting.
  • Added the Prioritize by haulers toggle to all relevant buildings in the Settlement Panel.
  • Season change pop-up now disappears based on real-time rather than in-game time. It also disappears when UI elements such as the Settlement Panel are opened. And if you load a save where a drought or badtide is about to start, it won’t be displayed.
  • When using the priority tool on stacked buildings, the priorities are now assigned from top to bottom, not otherwise.
  • Decreased the range in which beavers idle and - if homeless - go to sleep within a tile.

[h2]Bug fixes[/h2]
  • Fixed a bug that prevented lumberjacks from breaking teeth (and left beaver dentists in awe).
  • Fixed a bug that caused moving beavers to suddenly stop and immediately resume running. The third time's a charm!
  • It is now possible to select a beaver sitting in a building with a terrain cutout (i.e. Motivatorium).
  • Fixed a bug with water-blocking objects such as levees not being accounted for in water depth calculations. This in turn affected irrigation and contamination ranges on uneven terrain.
  • Removed that random birch tree from Diorama.
  • Fixed a rare situation with beavers refusing to finish a building after loading the game.
  • For the safety of all beavers, Badwater Source, Water Source, and Badwater Rig can no longer be walked through.
  • Fixed the “Thanks for playing…” exit prompt breaking on certain UI scales.
  • Fixed a crash caused by trying to send a post-crash report.
  • insert the Inception joke here*

Developer’s Log #8: Thank you for 2023!

Ho, ho, ho, everyone!

From all of us at Mechanistry, we wish you happy and safe holidays and a great new year full of only pleasant surprises. Let’s hope 2024 will be as satisfying for Timberborn, its community, and the studio as the past twelve months.

So, before we sign off and fully get into the festive spirits, here are the highlights of 2023… and a little extra information about the very near future.

[h2]January 30, 2023 - The community shines[/h2]

We kicked off the year by launching the official Timberborn hub on Mod.io. The game might not have built-in mod support (yet) but our talented creators quickly embraced Mod.io as a platform-agnostic go-to place for custom maps and mods. Today, Mod.io hosts over 800 maps and over 130 mods - and with Update 5 around the corner, we expect these numbers to spike.

To see what our creative players come up with, check the results of the two Build-a-Map Contests we’ve hosted so far (1, 2). The three winning entries in each edition earned their authors 1000 EUR, and we plan to have more contests in the future, so keep an eye out!

As for the mods, have a look at the Mod showcase we published in the summer. Our players’ ingenuity knows no bounds, resulting in QoL additions and crazy stuff like the entirely new playable faction. Of course, there’s also a handy mod manager to keep that chaos in check.

Also, in early 2023, we moved our community Wiki over to Wiki.gg. Thanks to the help of our community members, we accompanied the relaunch with a major layout makeover.

[h2]April 17, 2023 - Earth Appreciation Festival returns[/h2]

After the first edition’s success in 2022, we made our Earth Day-focused Steam sale an even bigger deal. Co-organized with Stray Fawn (the studio behind The Wandering Village) and Slug Disco (Empires of the Undergrowth), EAF 2023 gathered over 150 games. Like the first edition, the event featured a double theme of post-apocalyptic and nature-focused titles.

The selection included big fish such as Dying Light 1 & 2, The Long Dark, Frostpunk, Farming Simulator 22, and Far Cry: New Dawn. We’ve also had a share of indie hits: Against the Storm, Islanders, Dorfromantik, Rain World, The Riftbreaker, and Going Medieval, to name just a few.

Timberborn was on sale, too. We donated 15% of the revenue to the Viva! foundation - a charity that runs a fox asylum in Korabiewice, Poland. Thanks to the generosity of Timberborn players, the asylum now has a mini-hospital for our beavers’ furry friends! As a studio, we pride ourselves in supporting noble causes. As of December 2023, we’ve donated over 1,000,000 PLN to charities such as Polish Humanitarian Action and Campaign Against Homophobia.

[h2]May 24, 2023 - Update 4, baby![/h2]
[previewyoutube][/previewyoutube]
Shortly before the EAF, Update 4 was released onto the experimental branch, and by the end of May, we made it public. U4 split the Iron Teeth from Folktails in a dramatic fashion. Our industrial beavers received their exclusive food production chains (the corn rations, yum), eight crops (mangrove fruits, yum), and a set of buildings such as the Food Factory, Hydroponic Garden, Oil Press, and Coffee Brewery (yum, too).

We distinguished the factions even further by replacing several other buildings. This included monuments that were now all faction-specific. For example, the Iron Teeth would make the world gawk with their Tributes to Ingenuity, while Folktails showcased their family spirit with Fountain of Joy. We also implemented Craters, our twelfth built-in map.

Finally, Update 4 did away with the original implementation of districts, which now became a fully optional optimization tool rather than a sometimes annoying necessity. We paired that with an overhaul of the distribution system and a huge performance boost. Based on the players’ reports, our bold “up to 80% higher FPS!” claim may have undersold the result.

[h2]July 30, 2023 - What a company![/h2]

When we launched the game in 2021, we were a team of seven. At the company meeting in 2022, there were already eleven of us. And in 2023, we met as a team of twelve - this time, we held the weeklong celebration in Poland’s capital city of Warsaw. For a week, we would brainstorm future ideas for Timberborn. That’s when the initial concept of badwater (and the threat’s clever name) were born.

Mechanistry is a fully remote studio with members scattered across Poland, so the meet-up was a rare opportunity for us to spend quality time together. And while we didn’t dare to hop into an air tunnel, we still had some beaverish fun that left us smelling of burnt logs and fuel.

As we’re writing this, we’re already a team of fourteen, with the fifteenth member about to join us. So next year, we’ll probably need to look into renting a small beaver village.

[h2]September 14, 2023 - One million copies[/h2]
[previewyoutube][/previewyoutube]
Shortly before hitting the game’s second anniversary, Timberborn’s sales exceeded 1,000,000 copies. We celebrated that double milestone with the fresh gameplay trailer featuring some developments and the new content added since launch - from terraforming and bots to the Update 4 additions. We’re very happy with the trailer, and it seems the players also liked it - especially the voiceover provided by Elle Newlands (Horizon in Apex Legends, among others).

Knowing Timberborn is an indie Early Access title with no publisher, and that before Timberborn, we had no proven track record, getting so many copies out within two years is a huge accomplishment for us. We wouldn’t get here without our players’s support. We thank you all for your ongoing trust. That allows us to grow the game and the studio at a healthy pace.

[h2]September 28, 2023 - How about Update 5?[/h2]
Two weeks later, we launched the experimental branch for the most ambitious Timberborn update yet. Adding badwater, the first new great threat to the beavers and the land, was no easy task, and it triggered a series of tweaks and reworks, also applied to the base game. At this point, Update 5 has received thirteen experimental patches, with their scope exceeding simple bug fixes and, ahem, changes to the badwater’s color.

Badwater comes with multiple faction-specific buildings such as the contamination barriers and badwater source seals. New production chains also allow you to process badwater into extract, produce more powerful dynamite, or even breed adult beavers instantly. All built-in maps needed reworks, and so did our hallmark irrigation system. There are many new decorations and attractions (the air tunnel! the dance hall! the motivatorium!). U5 will also add several requested quality-of-life improvements such as flippable buildings and custom keybinds.

[h2]December 22, 2023 - What’s next?[/h2]

That’s where we’re at - and today, we’re excited to announce that Update 5 will hit the main branch on January 18, 2024. Some final additions and tweaks are still coming to the experimental branch, but on the 18th, we’re all dipping our feet tails in badwater.

What comes afterward must remain a secret, but we have quite a few surprises coming to the game next year. We’ll keep you updated.

For now, we wish you happy holidays, and we'll see you in 2024!
~Mechanistry, a.k.a. Team Timberborn

Patch notes 2023-12-14 (experimental)

Hi everyone!

Holidays are upon us, and we have another batch of Update 5 tweaks for your merriment. Most importantly, badwater’s harmful effects on the land (reducing the irrigation’s range and contaminating the ground) now kick in at different concentrations. Also, Thousand Islands was reworked.

Need a refresher on how to play on the Experimental Branch?
Follow the instructions found here.



[h2]Badwater[/h2]
Previously, badwater affected surrounding areas by limiting irrigation ranges and contaminating the ground simultaneously. Now, these effects trigger at different badwater concentration levels. This makes it less of a binary mechanic and adds more impact to the partial contamination.
  • With badwater below 50%, the irrigation range decreases, depending on the concentration. At 50%, the water body no longer irrigates the land but doesn’t contaminate it yet. This means the affected plant life withers at its “regular” speed.
  • With badwater above 50%, the water body starts contaminating the ground and actively killing plant life. The contamination’s range depends on the badwater’s concentration. At 100%, the effect is similar to what we had before today’s update.

[h2]Maps[/h2]
The eleventh built-in map has just received its badwater-filled iteration. Thousand Islands is known for its water-themed challenge, so we had to figure out how to preserve its unique setup and add meaningful badwater interactions. It is also a good example of why the badwater changes listed above make sense to us. Check the map out and let us know what you think!
  • Updated map: Thousand Islands now features large amounts of badwater. Swim carefully!

[h2]Balance[/h2]
Alright, we’re going easy on you. Mother Nature won’t always be so gentle, though.
  • Increased the minimum number of cycles before badtides hit to 7 (on easy difficulty), 5 (medium), and 3 (hard).
  • Removed Terraforming Station from the game. It had its purpose when terraforming was exclusive to bots, but in Update 5, this duty is also handled by the regular beavers.
  • Terraforming is now performed by builders.

[h2]Misc.[/h2]
  • Added Rubble Removal Tool 5000™ to the toolbar. Cleaning the leftovers has never been easier!
  • Renamed Temple and Shrine to Agora and Contemplation Spot, respectively. The previous religious connotation didn’t make much sense to us. The Temple’s flavor text was also updated.
  • (Late note missing from the original announcement) Added two extra shaft connectors on the sides of the Engine (at no extra cost!).
  • Updated models for all bridges to make them stand out more with crowded colonies in the background.
  • The ground is now hidden when previewing buildings with underground parts such as the Underground Warehouse.
  • The standard buttons and headers used in the main menu etc. are now scalable.
  • Updated the text in removal tools’ tooltips to be consistent across the category.
  • Updated the look of the “Unlock this building” button.
  • Updated the text on the “Clear this key binding” button.
  • Added audio cues to transitions between seasons.
  • Added missing sounds and the flavor text to Motivatorium.
  • Reordered the Well-being buildings to match their increasing Science costs.
  • Removed the extra arrows from the map selection list.

[h2]Bug fixes[/h2]
  • Fixed the brush flickering in the map editor, caused by changing its - the brush’s - parameters.
  • Fixed a bug with saves not updating correctly after the system clock switches from daylight saving time. If you’re playing Timberborn at 2 AM, we admire your dedication.
  • Removed that randomly placed tree on the Meander map.

Patch notes 2023-12-08 (Experimental)

  • Fixed a bug that made the map green... entirely. What a cheeky way to mitigate the recent irrigation changes!