1. Timberborn
  2. News

Timberborn News

Patch notes 2025-11-20 (experimental)

[p]Hello everyone![/p][p][/p][p]A small patch is now live, including several bug fixes and improvements.[/p][p][/p][h2]Misc.[/h2]
  • [p]Slight performance improvement when lots of light sources are on the screen.[/p]
  • [p]We have changed how mods' enabled state is stored. This change will reset your local settings and all installed mods will be enabled again.[/p]
[p][/p][h2]Bug fixes[/h2]
  • [p]Rubble no longer shows unreachable status when it is moved, but remains in range.[/p]
  • [p]Fixed rounding for distance to district.[/p]
  • [p]Dynamite explosion sounds are no longer global.[/p]
  • [p]The gravity battery properly adjusts the weight position after loading the game.[/p]
  • [p]Fixed an issue with the duplication tool not copying construction priority.[/p]
  • [p]The Mechanical Pump's fluid settings can now be copied.[/p]
  • [p]Fixed occasional light flickering when lots of light sources are on the screen.[/p]

Patch notes 2025-11-18 (experimental)

[p]Good day, everyone![/p][p][/p][p]It’s time for another tasty patch to the experimental Timberborn 1.0 build. Today, we’re happy to unveil our post-apocalyptic solution to the Aquifer woes: the Badtide Drains. We’re also making further tweaks to the game’s visuals, improving the modding pipeline, and more.[/p][p][/p][h2]Aquifers and Badtide Drains[/h2][p][/p][p]We agree that Aquifers spilling out badwater were not an ideal situation, but we felt that simply disabling them would be rather boring. So, how about adding an extra map object that acts as a counterpart to the no-longer-deadly Aquifers?[/p]
  • [p]New map object: Badtide Drain. This rusty pipe can be placed on flat terrain or integrated into the side of a cliff. It discharges badwater, but only during badtides. Map creators are kindly requested not to place them directly above the starting locations.[/p]
  • [p]Aquifers now only produce water, and only do so during temperate weather. This also means that Drills no longer consume power during droughts or badtides.[/p]
  • [p]Updated Ancient Aquifer Drill’s model to have smaller supports.[/p]
  • [p]Updated selection colliders for Ancient, Folktails', and Iron Teeth Aquifer Drills. This allows you to select the Aquifer beneath and check its strength (only possible when editing maps or using certain cheat-ish tools).[/p]
[h2]Visual fidelity[/h2][p][/p][p]With this update, clean water becomes, well, clean! And in the spirit of transparency, you now also have more control over the graphics settings.[/p]
  • [p]Added water transparency to the game, enabled on Medium, High, and Ultra quality presets. Water Quality has its own setting, too.[/p]
  • [p]Added anti-aliasing selection to the graphics settings. By default, MSAA is used on Windows, and SMAA is used on macOS. If you choose MSAA on macOS, a warning is displayed.[/p]
  • [p]Added a brightness slider to the graphics settings.[/p]
  • [p]Added animations to beavers removing Thorns (previously known as Brambles - see below). Ouchie![/p]
  • [p]Improved visuals for leaves on crops and trees.[/p]
  • [p]Tweaked water particles and water visuals in tanks.[/p]
  • [p]Wet beavers' fur is now visibly wet (this was actually added last week).[/p]
[h2]Unstable Cores[/h2][p]As it turns out, it was sometimes too difficult to notice a huge explosion, resulting in unexpected pain and suffering for your beavers.[/p]
  • [p]The sound cue is now once again played 3 hours before the explosion. After that, the alert continuously blinks until the big bang happens.[/p]
  • [p]The explosion can now be heard across the entire map.[/p]
[h2]Decorations[/h2][p]It’s not much, but it’s honest work.[/p]
  • [p]Shrub is now unlocked by default.[/p]
  • [p]The Wind Gauge and the Bell now have their own needs attached.[/p]
  • [p]On the toolbar, moved the Bench and the Hammock behind decorations that fulfill needs.[/p]
  • [p]On the toolbar, moved the Bulletin Pole to the end of the decorations that fulfill needs.[/p]
[h2]Maps[/h2]
  • [p]Added Badtide Drains to Oasis, Canyon, Meander, and Craters.[/p]
  • [p]Made minor visual adjustments to the terrain on Pressure.[/p]
  • [p]Updated all map thumbnails now that we have the fancy new skyboxes in the game.[/p]
[h2]Balance[/h2]
  • [p]Lowered logs' usage in Steam Engines to 0.1/h. [/p]
[h2]Misc.[/h2]
  • [p]The difficulty selection now uses a vertical design. This is particularly helpful when using custom difficulty modes, which are now easier to create as a mod (see the Modding section below).[/p]
  • [p]The duplication tool now works on crops and trees (default key binding: B).[/p]
  • [p]Banners are no longer flippable. However, you can flip the pattern itself now, using a brand new toggle in the building's panel.[/p]
  • [p]Brambles were renamed to Thorns.[/p]
  • [p]Added missing translations.[/p]
  • [p]Re-enabled bloom on macOS now that highlighted trees no longer sparkle.
    [/p]
[h2]Modding[/h2]
  • [p]Creating mods with new game modes (difficulty presets) is now easier. Two examples already available in the Workshop are the Apocalyptic and the Utopian modes.[/p]
  • [p]Added multiple new tags to Steam Workshop. The tags are selectable in the mod uploader.[/p]
  • [p]Blueprint Preview now warns about missing Timbermesh models instead of showing an error.[/p]
  • [p]BlueprintEditor’s draggable field and preview no longer ignore assets located outside the Resources directory (for example, those in the Data directory). [/p]
  • [p]Fixed BlueprintEditor throwing an error when a NestedBlueprint wasn’t found in the project. [/p]
  • [p]Blueprint Preview should now respect the parent's position when drawing models and colliders. [/p]
  • [p]Object Debugger no longer crashes for an uninitialized ImmutableArray.[/p]
  • [p]Object Debugger no longer shows events and delegates fields.
    [/p]
[h2]Bug fixes[/h2]
  • [p]Fixed issues with terrain selection and highlighting.[/p]
  • [p]Removed an unnecessary empty line on the duplicate key binding warning.[/p]
  • [p]Fixed the incorrect text in the settlement deletion pop-up.[/p]
  • [p]Stumps left after cutting trees now correctly disappear after marking them for demolition.[/p]
  • [p]Inactive liquid sources no longer leak when their strength is changed.[/p]
  • [p]It’s no longer possible to trespass on Natural Dams.[/p]
  • [p]Reduced bloom in the Dance Hall.[/p]
  • [p]Fixed misaligned map description for maps with single-line descriptions.[/p]
  • [p]It is now possible to select dead trees once again.[/p]
  • [p]The game no longer auto-saves when the player quits after a load with backward compatibility issues.[/p]
  • [p]The game no longer crashes upon removing an Aquifer from underneath a Drill.[/p]
  • [p]The game no longer crashes if you try to duplicate a paused Terrain Block.[/p]

Patch notes 2025-11-07 (experimental)

[p]Hello everyone![/p][p][/p][p]As always, thank you for your feedback! Don't be shy and let us know your thoughts. Not all of them, just on the game.[/p][p][/p][p]Bug fixes[/p]
  • [p]Fixed haulers not supplying Steam Engines.[/p]
  • [p]The Copy settings tool no longer copies an empty recipe to buildings where you can't change it.[/p]

Patch notes 2025-11-06 (experimental)

[p]Hello, everyone![/p][p][/p][p]Thank you for your feedback after yesterday's visual changes. Please keep it coming! We can never get enough of your screenshots.
  • [p]Disabled the bloom on macOS to prevent sparkling effects on highlighted trees. Christmas isn't here yet.[/p]
  • [p]All granular graphics settings are now consistently ordered. Your OCD can sleep tight.[/p]
  • [h2]Bug fixes[/h2]
    • [p]Game no longer crashes upon loading due to the tutorial being saved at the wrong time.[/p]
    • [p]Fixed a crash that occurred when the eager beavers demolished newly grown trees marked for demolition by their (trees', not beavers') parent.[/p]

    Patch notes 2025-11-05 (Experimental)

    [p]Hello, everyone![/p][p]As promised, the content of last week’s 1.0 experimental build was not everything that we prepared for you ahead of Timberborn’s full release.[/p][p]Today’s update features huge visual tweaks. This includes the addition of clouds and stars, as well as the movement of plants and trees (think: RTX mode ON). We’re also introducing Badwater Seeps and making some other changes to the new content based on your feedback. Please keep it coming, folks![/p][p](By the way, yes, there are some Aquifer changes on the way. Stay tuned.)[/p][h2]Visual fidelity[/h2][previewyoutube][/previewyoutube][p]The first batch of visual tweaks went live last week. While we’re still gathering your feedback, today we’re rolling out some heavy hitters. Please let us know how you like these changes - when discussing them, don’t forget to mention what graphical settings (Low, Ultra etc.) you’re playing on.[/p]
    • [p]Added clouds to the skybox.[/p]
    • [p]Added stars to the game’s night skybox.[/p]
    • [p]Added bloom to the game. Hopefully, we haven’t overdone the effect, but if we have, let us know! Plus, you can always turn it off.[/p]
    • [p]Speaking of turning things off, we’ve added granular graphics settings. You can now control the quality of various elements of the game and switch off some of the more controversial or performance-heavy effects.[/p]
    • [p]Tweaked Bramble’s model to make it look better in large quantities.[/p]
    [h2]Moving plant life[/h2][p][/p][p]GIFs do not give effects like this justice - watch the video above or better yet, check it in-game.[/p][p]By implementing moving plant life, we also aim to enhance the game’s visuals and make the world more vibrant - but since it's a significant change, it deserves a separate section.[/p]
    • [p]Added ents to the game.[/p]
    • [p]Added swaying movement to all in-game plants - from crops to hedges to trees. You may notice that on a very windy day, the swaying becomes slightly more noticeable.[/p]
    [h2]Water and Badwater Seeps[/h2][p][/p][p]After reading all your feedback, it made sense to implement a separate counterpart to the Water Seep that spews out the less desired of the in-game fluids.[/p]
    • [p]New map object: Badwater Seep.[/p]
    • [p]Added extra effects to the water surface over Water (and Badwater) Seeps to make them easier to spot.[/p]
    [h2]Modding corner[/h2]
    • [p]Added the object debugging panel, letting you inspect values stored by singletons and components of the selected entity. This feature is available in the Debug mode.[/p]
    [h2]Misc.[/h2]
    • [p]Updated tutorial’s visuals to better match the new style of alerts and notifications.[/p]
    • [p]Tree stumps are now deleted immediately after marking them for demolition.[/p]
    • [p]Updated icons for the "Unspecified recipe" and "Unspecified goods" warnings.[/p]
    [h2]Balance[/h2]
    • [p]Changed the default Unstable Core’s explosion countdown to 10.5 days. Why ruin a perfect morning with some explosion-induced chaos?[/p]
    • [p]Implemented the above change to the Cores found on the Pressure map.[/p]
    • [p]Added Water to Steam Engine’s recipe (0.3 units per hour). Now that we’ve added “Steam” to the building’s name, it makes perfect sense.[/p]
    [h2]Bug fixes[/h2]
    • [p]Fixed map category tooltips that sometimes became covered by other tooltips.[/p]
    • [p]Covering a large area with buildings - for example, placing down a lot of dynamite - no longer automatically removes the rubble beneath.[/p]
    • [p]Unstable Core’s warning sound no longer plays when entering the starting settlement’s name - even if the map’s evil creator intended the Core to explode soon after start.[/p]
    • [p]On a related note, Unstable Core now correctly explodes at the start of the game if its countdown was set to zero.[/p]
    • [p]Fixed Unstable Core's panel not wrapping correctly.[/p]
    • [p]Underground buildings, such as the Badwater Rig, now have the same depth as the sources they cover.[/p]
    • [p]Fixed shadows not rendering properly after loading a game.[/p]
    • [p]Fixed a crash caused by entering some dangerous characters in settlement names.[/p]
    • [p]Fixed a crash upon loading caused by modded animated buildings found in the savefile (read: when loading a modded game without mods).[/p]
    • [p]Fixed a crash caused by trying to route a zipline in a way that could result in a fatal collision with the Gravity Battery’s cable.[/p]