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Sim Fest and Build-a-Map Contest return. Make a map, win 1000 EUR!

Hello, everyone!

We hope the dry season is treating you well because it's time for a new map-building contest! This time, we’re going with a specific theme - the goal is to create a cool new map that encourages players to use Timberborn's signature verticality!

The stakes are high so you'd better floor us with your ideas. Scroll down for details.

Sim Fest is here!




If you don't own Timberborn, don't worry. It's an excellent time to fix that mistake.

Until July 24 (10 AM PST), Timberborn participates in this year's Sim Fest, an event full of amazing simulation-themed games, and you can get ours 20% off. How convenient, you get Timberborn for less and have plenty of time to participate in the contest!

Build-a-Map Contest: Vertical Edition




The contest's goal is simple - use the built-in map editor to create a cool new map, and upload it on Mod.io by August 20, 2023 with a "Build-a-Map Contest 2" tag. On top of the usual originality, playability, and appearance criteria, we will also consider how the entries adapt Timberborn's verticality.

What this means is up to you. Timberborn features stackable architecture, stairs, platforms, and bridges. In-game water uses physics to adapt to the terrain's topography. The player can terraform the land further, even putting extra land blocks above the map editor’s height limit. And as part of this Build-a-Map Contest, you need to create a map that encourages the player to think vertically.

Our team will pick three winners - one per map size category, 1000 EUR each. You have a full month to participate, so remember - make your submission great, the sky is the limit! uhh

Extra notes

Before participating, please read the updated Terms & Conditions and Frequently Asked Questions, linked below.

🌍Terms & Conditions🌍
🌎Frequently Asked Questions🌎

Most importantly, note that we now require a minimum of three screenshots as part of your submission, including at least one that shows the entire map. And since this contest has a theme in place, we encourage you to put the description field to good use. Feel free to explain your idea behind the map, possible gameplay scenarios you had in mind and so on.

And if, after reviewing the above documents, there are still any unanswered questions, let us know in the dedicated channel on our Discord server.

Good luck!

Beaverpunk city builder update boosts framerate, crop yields by as much as 80%




Timberborn! The post-apocalyptic city-builder about all the cool hydroengineering sentient beavers will do after we're all dead and they inherit the earth. It's a remarkably chill game, a delightful slow burn colony builder and city builder for those who aren't yet far down the rabbit hole that inevitably leads to Dwarf Fortress...
Read more.

Patch notes 2023-06-14

Hello everyone!

Over the past few weeks, we’ve been collecting your Update 4 feedback, and testing tweaks on the experimental branch. And now, we’re in a position to push them live onto the main branch for everyone to enjoy.

Misc.
  • Fixed the "Reset all to default" button in the distribution tab not resetting all to default.
  • Added and fixed some Update 4 translations.
  • The distribution tab now properly includes Breeding Pod, Engine, and Irrigation Tower.
  • Goods in factory buildings no longer disturb the fill rate in the distribution tab.
  • Buildings that are not connected to districts no longer display the “Vacant” status.
  • District Crossing no longer has one half blocked from use when the other half is not connected to a district.
  • Made several minor optimizations.
  • Bots no longer use benches. :(
  • Wandering beavers, for example at the start of the game, are now less scared of the grim future and do not aggressively hug each on the same tile.
Modding
  • The Meshy documentation now features a Timberborn-specific section. If you’re a modder, check it out.
  • Meshy files are now loaded with IAssetLoader rather than Resources.Load.
  • It is now also easier to specify a new faction thanks to the new BotId and SoundId fields added to the faction specification.
Bug fixes
  • Fixed farmers sometimes getting stuck while harvesting the last plant in a field.
  • Deleting settlements no longer causes a crash in certain scenarios.
  • Deleting District Center no longer triggers a crash in Settlement Panel.
  • Closing the Entity Panel with the tooltip displayed over the dropdown no longer results in a crash.
  • Renaming a beaver no longer provokes the Settlement Panel to crash.
  • Buildings highlighted in the tutorial no longer stay highlighted if clicked at the wrong time.
  • Fixed the deconstruction tooltip that wouldn’t scale correctly.
  • Fixed a crash related to building statuses.
  • Beavers once again eat the food stored in a Gatherer Flag even when there's a bouncer bored beaver sitting at the entrance.
  • Fixed the “Entrance blocked” warning on Underground Pile not appearing when the entrance was actually blocked by another building.
  • Made minor tweaks to icons and tooltips.
  • When the player sets a Warehouses to “Empty” and selects a new good, that good will now be correctly accepted from other warehouses being emptied.
  • Fixed a bug with Mangrove Trees not self-spreading onto adjacent tiles.
  • Fixed the water particles in the Mechanical Water Pump.
  • Fixed a bug with buildings disappearing from finished terrain blocks.
  • Fixed a rare crash occurring during an autosave.
  • Fixed a bug with Chestnut Tree to Pine conversion on pre-Update 4 Iron Teeth saves which resulted in twisted Pines-but-with-Chestnuts hybrids.

Patch notes 2023-06-14 (Experimental)

Bug fixes
  • Fixed a minor internal logging issue.

Patch notes 2023-06-12 (Experimental)

Bug fixes
  • Fixed the "Reset all to default" button in the distribution tab not resetting all to default.