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][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][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]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]
- [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]
- [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]
- [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]
- [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]
- [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]
- [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]