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Timberborn News

Patch notes 2026-03-25 (experimental)

[p]Hello, everyone![/p][p][/p][p]Are you ready for a bunch of fresh experimental tweaks? Here we go![/p][h2]
Misc.[/h2]
  • [p]Added a dam-related tip to the Droughts tutorial path.[/p]
  • [p]Made further improvements to the consistency of physical and mathematical units across in-game text.[/p]
  • [p]The construction progress panel was moved to the bottom, so the interactive elements in the selected building’s window no longer change position after that building is finished and the construction progress panel disappears.[/p]
[h2]Bug fixes[/h2]
  • [p]Contamination no longer leaks through Throttling Valves.[/p]
  • [p]Fixed water flowing through a Floodgate when placed atop a Valve.[/p]
  • [p]The capacity numbers for goods no longer include storage marked for emptying.[/p]
  • [p]Fixed an issue with paths being displayed as not connected for a single frame, right after being placed.[/p]
  • [p]Removed that extra "Nothing" appearing in the top bar when a good with zero quantity was present. Nothing to see here, move along.[/p]
  • [p]Fixed Ctrl, Shift, and Alt input bindings not working. This, sadly, brings back the issue of reacting to keys pressed during the game load.[/p]
  • [p]Selecting buildings is now more precise when using the Demolish and Priority tools.[/p]
  • [p]The Windows key is no longer available to bind as a modifier key (Win + other key combinations). This fixes some common problems with input blocking when gaining or losing focus.[/p]
  • [p]Status icons for buildings shouldn't appear below them anymore.[/p]
  • [p]Added a few missing flavor texts.[/p]
  • [p]Restored the correct layout for the Zipline tooltip.[/p]
  • [p]Updated the Resource Counter’s description to match the new names for its toggles.[/p]
  • [p]Fixed the Wood Fence’s misleading description.[/p]
  • [p]Fixed the Valve’s incorrect synchronization texts.[/p]
  • [p]Removed an unnecessary hate dot from the Polish localization.[/p]
  • [p]Fixed a few semantics issues in the Korean localization.[/p]
  • [p]Swimming pool is now Swimming Pool. That was a capital mistake.[/p]
  • [p]Fixed a crash caused by loading a save file with incompatible buildings.[/p]
  • [p]Fixed a crash related to the in-game intro.[/p]
  • [p]Fixed a rare crash related to the Indicator’s light color.[/p]
[p]
[/p]

Patch notes 2026-03-23 (main branch)

[p]Hello, everyone![/p][p][/p][p]The recent experimental tweaks are now live on the main branch for everyone to enjoy. GL, HF![/p][p][/p][h2]Bug fixes[/h2]
  • [p]The layer tool no longer hides plane pilots if you click them first.[/p]
  • [p]Fixed the indicator's color customization showing up upon disabling color replication.[/p]
  • [p]Fixed the duplication tool overwriting the color replicated by the Indicator.[/p]
  • [p]Buildings that are stopped by automation no longer have their inputs carried out.[/p]
  • [p]Fixed a rare crash occurring while disabling the Steam overlay.[/p]
  • [p]Fixed reacting to keys pressed during the game load (for example, changing the game speed or selecting an object after a save loads).[/p]
  • [p]Beavers no longer drop goods if their workplace is paused and there is no other place to deliver them.[/p]
  • [p]Birch's occupation was lowered to 2 tiles to match the height of its model.[/p]

Patch notes 2026-03-17 (experimental)

[p]Hello, everyone![/p][p]The 1.0 launch weekend was crazy - at some point, over 25,000 people were playing the game at the same time on Steam alone. We thank you so much for your support. It means a lot to us.[/p][p]The bugs will not fix themselves, though, so here comes our first post-release experimental patch![/p][p]By the way, if you're new to Timberborn and would like to learn more about how to participate in the experimental branch shenanigans, check out this thread.[/p][p][/p][h2]Bug fixes[/h2]
  • [p]The layer tool no longer hides plane pilots if you click them first.[/p]
  • [p]Fixed the indicator's color customization showing up upon disabling color replication.[/p]
  • [p]Fixed the duplication tool overwriting the color replicated by the Indicator.[/p]
  • [p]Buildings that are stopped by automation no longer have their inputs carried out.[/p]
  • [p]Fixed a rare crash occurring while disabling the Steam overlay.[/p]
  • [p]Fixed reacting to keys pressed during the game load (for example, changing the game speed or selecting an object after a save loads).[/p]
  • [p]Beavers no longer drop goods if their workplace is paused and there is no other place to deliver them.[/p]
  • [p]Birch's occupation was lowered to 2 tiles to match the height of its model.[/p]

Beaver-themed city-builder Timberborn has gnawed its way out of early access, and surprise! It has Factorio-style automation now




I thought Timberborn's early access journey was more or less done and (saw)dusted when I last checked in on it in February. The city-builder that has you oversee a colony of industrious beavers had confirmed its release date for March, and seemingly shared everything that was coming to the launch version. But it turns out Mechanistry had one final feature arriving alongside its new environment objects, maps and so forth, and it's arguably the most significant addition of them all—automation...
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Beavers are ready to replace humanity, and Timberborn proves it

Beavers are having a moment. Not content with hitting the big screen in Disney Pixar's Hoppers, the Timberborn 1.0 launch drops you into a beaver society where the lovable, tree-gnawing rodents rule. The world was torn apart by humanity, who met their own demise as widespread droughts and the spread of toxic waste claimed the land. In their absence, it's up to your squad of 'lumberpunk' experts to rebuild society. Combining the terraforming of Terraria, the automation systems of Factorio and Satisfactory, and a satisfying building loop that lands somewhere between Cities Skylines and Rimworld, Timberborn has overwhelmingly won the support of its audience so far, and now is the time to start playing.


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