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  3. Patch notes 2026-01-26 (experimental)

Patch notes 2026-01-26 (experimental)

[p]Hello, everyone![/p][p][/p][p]Thanks so much for your feedback on recent changes and additions. Today, we’re expanding the updated tutorial further, while also giving you slightly more manpower beaverpower at the start, adding new tips to the loading screen, and backpedaling on the new layer switching method.[/p][p][/p][h2]Tutorial[/h2][p]As we mentioned in the previous patch notes, the new tutorial makes it easier to add new tutorial paths as needed. And today, we’re doing just that.[/p]
  • [p]Added new tutorial paths: Working hours, Droughts, Badtides, Dams, More beavers, Layer tool, Vertical architecture, Haulers and workforce.[/p]
  • [p]New tutorial paths are blinking for a few seconds after they appear.[/p]
[h2]Balance[/h2]
  • [p]Increased the starting adult beaver count to 9 on all difficulty levels.[/p]
[h2]Modding corner[/h2]
  • [p]Blueprint Editor now shows a simplified version of a spec with a missing type instead of removing it straight away.[/p]
  • [p]Mods with asset bundle names that end with an OS suffix but also contain a dot are now correctly associated with that OS.[/p]
[h2]Misc.[/h2]
  • [p]Having gathered the player feedback, we've removed the new way of changing the visible level by holding Alt (Options on Mac) and dragging the mouse up/down.[/p]
  • [p]The game now displays multiple tips on the loading screen. Yes, it took us a while.[/p]
  • [p]Added flavor texts to the new buildings.[/p]
  • [p]Updated the Polish description of the Badtide Drain.[/p]
  • [p]Dormant Dynamite has slightly lower performance overhead.[/p]
  • [p]The in-game day is now longer by 0.8 real-life seconds. While this may look cosmetic, it means that 1 in-game hour is now exactly 32 ticks, and 1 in-game day is now exactly 768 ticks, without any fractions.[/p]
  • [p]Removed the colon from dropdowns and switches.
  • insert anatomical joke* [/p]
[h2]Bug fixes[/h2]
  • [p]The game no longer pretends you’re renaming a district when you change a beaver’s name.[/p]
  • [p]Fixed a bug causing the tutorial highlight to stay visible if the tutorial was closed at a very specific moment.[/p]
  • [p]Fixed beavers that wouldn’t sit down on benches.[/p]
  • [p]Beavers no longer get permanently stuck after their District Center is moved.[/p]
  • [p]Fixed delayed water and badwater sources sometimes loading as inactive despite already having been active when the game was saved.[/p]
  • [p]Fixed active delayed water and badwater sources reporting their status as dormant in the GUI.[/p]
  • [p]Replaced the "Default worker type for new buildings" label in District Centers with a shorter one that fits in one line.[/p]
  • [p]Plants brought back with undo no longer become dead regardless of terrain's irrigation.[/p]