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Golden Log Awards 2025 Winners

[p]Hello, everyone![/p][p]Right before 2025 wrapped, we announced a little contest - our first-ever Golden Log Awards, celebrating these past twelve months with special recognition for our community and some of the most prolific creators. While we chose the nominations, you - the players - voted for their favourite content, map, and mod creators.[/p][p][/p][p]Surpassing our wildest expectations, over 10.000 players (!!!) filled the voting form. The competition was fierce, with very close vote numbers in all categories and different creators taking the lead over the three weeks. But now that the dust has settled, we can announce...[/p][p][/p]
Winners of Golden Log Awards 2025
[p]And the winners are...[/p][h2]The Beaverest YouTube Content Creator of the Year:[/h2][h3]Real Civil Engineer[/h3][previewyoutube][/previewyoutube][h2]The Beaverest Twitch Content Creator of the Year:[/h2][h3]Chratos Gameplay[/h3][previewyoutube][/previewyoutube][p][/p][h2]The Beaverest Modder of the Year:[/h2][h3]Bobingabout[/h3][p][/p][h2]The Beaverest Map Creator of the Year:[/h2][h3]Thunderbloom[/h3][p][/p][p]As a reminder, every winning creator receives 500 EUR and can name an in-game beaver before the 1.0 release. Congratulations to the winners and big thanks to all the nominees - the Timberborn community is honored to have such creative members like you.[/p][p][/p]
Winners of the giveaway
[p]In the voting form, we also asked for your cool Timberborn stories and memories from 2025... and boy, did you deliver. We received over 2000 (!) responses from you. Reading them made us contemplate, laugh, and even - just ask Miriam - cry.[/p]
  • [p]Beriel[/p]
  • [p]Cynnabun[/p]
  • [p]dpottie[/p]
  • [p]Krzys12319[/p]
  • [p]Nycblackout[/p]
  • [p]Pfsm999[/p]
  • [p]Scott[/p]
  • [p]Smooth Brain[/p]
  • [p]Sowgard[/p]
  • [p]Tom Crosland[/p]
[p]Above are the ten authors of the stories that we liked the most, listed in alphabetical order. Each author receives a 50 EUR merch voucher to our store - but trust us, choosing from so many great stories was just nigh impossible. We thank you for each and every one of them.[/p]

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]

Patch notes 2026-01-13 (hotfix, experimental)

[p]Hello, everyone![/p][p][/p][p]Thank you for your feedback and reports after yesterday’s experimental update. Here comes a bunch of follow-up fixes.[/p][p][/p][h2]Bug fixes[/h2]
  • [p]The “Castor Posthumus” achievement is no longer triggered by having the beaver population of exactly 1 and producing a bot.[/p]
  • [p]Unstable Cores’ and Bot Assemblers' lights are now correctly disabled and enabled.[/p]
  • [p]Restored the previous background color to tooltips and updated the background color for key bindings shown across the UI.[/p]
  • [p]Cleaned up the incorrect ordering in some buildings’ panels.[/p]
  • [p]Closing Steam Overlay no longer crashes the game.[/p]

Patch notes 2026-01-12 (Experimental) - New map, tutorial updates, and more!

[p]Hello, everyone![/p][p][/p][p]We hope your new year has not begun with a… badtide. Now that we’re back from holidays, we’ve resumed our work on the Timberborn 1.0 build. Today’s patch brings a unique new map named Spillage, important changes to the in-game text and the tutorial, revision of the in-game brightness, as well as a ton of other happy little tweaks.[/p][p][/p][h2]Maps and map editor[/h2][p][/p][p]Here comes the third new map we’re adding for the full release. Thanks to the Water Seeps and other new tricks we now have at our disposal, this map plays quite differently, but… we won’t spill the beans here.[/p]
  • [p]New unconventional map: Spillage. This slope is full of small, irrigated enclaves. However, dangers abound in the region - should you not be careful, those areas will become anything but hospitable.[/p]
  • [p]Moved Blockages closer to the starting locations on the beginner-friendly maps.[/p]
  • [p]Removed the Resources category in the map editor and moved its contents to Objects.[/p][p][/p]
[h2]Visuals and camera[/h2][p][/p][p]While we are happy with the refreshed visuals, we agree that the game became a little too bright. It is now also easier to zoom all the way out if you wish![/p]
  • [p]Slightly lowered the in-game brightness, especially during the day.[/p]
  • [p]Increased the camera’s default zoom-out limit and added an “Unlimited” checkbox to the settings.[/p]
  • [p]In the settings, you can now adjust the speed of camera rotation with a mouse.[/p]
  • [p]Input speed sliders in the settings now use values between 0% and 300%, with the default being 100% instead of 40%, which should make more sense for 60% of the population.[/p]
  • [p]Revised lighting distances for all buildings.[/p]
  • [p]Wood Workshops for both factions now use fewer different materials (visually, this is not a balance change).[/p]
  • [p]Dandelions no longer rave when exposed to the wind.[/p][p][/p]
[h2]Tutorial[/h2][p][/p][p]With 1.0 around the corner, it was high time to give the tutorial a critical look. While Timberborn is a sandbox and discovering what works and what doesn’t is a huge part of the fun, the basics could be explained better - in a less linear way, while also covering more aspects of the game.[/p]
  • [p]Reworked the tutorial system to use independent tutorial paths rather than shoving them all into one linear sequence. This also makes it easier to add extra paths down the road.[/p]
  • [p]Rewritten and updated existing tutorial paths.[/p]
  • [p]Added a few new tutorial paths, for example to introduce the well-being system.[/p]
  • [p]Hovering the mouse cursor over the “Continue” button now highlights it.[/p][p][/p]
[h2]UI & in-game text[/h2][p]Following an extensive quality check, we’ve made many changes to the in-game text, aimed at increasing its consistency and clarity.[/p]
  • [p]These adjustments range from small tweaks to larger changes. For example, “energy” is now “power”, we consistently use the word “goods” instead of “resources”, Windmills are called Wind Turbines, your beavers suffer from Chipped Teeth (and not Broken Teeth) etc.[/p]
  • [p]Added a new way of changing the visible layer level by holding Alt (Options on macOS) and dragging the mouse up or down.[/p]
  • [p]Added several new keybindings.[/p]
  • [p]Added missing tooltips to in-game buttons.
    [/p]
[h2]Audio[/h2][p]Ding-dong-whoosh![/p]
  • [p]Added selection sounds to the new buildings.[/p]
  • [p]Added the snooze button sound toggle to the Bell.[/p]
  • [p]Added some missing ambient sounds to the mechanical buildings.
    [/p]
[h2]Modding corner[/h2]
  • [p]The "Spec" postfix was removed from the names of non-ComponentSpec properties. This change affects BlockObjectSpec. Yes, this means the mods are broken once again.[/p]
  • [p]FactionSpec's BlueprintModifiers now reference the original and modifying BlueprintAssets.[/p]
  • [p]Unity Modding Tools’ graphic settings match the game's settings now.[/p][p][/p]
[h2]Misc.[/h2]
  • [p]Smelter’s chimney is now shorter, making it possible to use Platforms as smoking racks.[/p]
  • [p]Beavers now carry out goods from the paused District Centers and Builder's Huts.[/p]
  • [p]Bored builders aren't privileged anymore and have to help with removing unwanted stock from buildings.
    [/p]
[h2]Bug fixes[/h2]
  • [p]Beavers should no longer get stuck under stairs or inside buildings. They'll attempt to move to a nearby tile or fall back to their District Center in emergency situations. Now that’s a bugfix worthy of a 1.0 release, no?[/p]
  • [p]When using the layer tool, lights for hidden buildings are now correctly disabled.[/p]
  • [p]Mouse dragging speed is now consistent between Windows and macOS.[/p]
  • [p]Edge scrolling now works correctly for all screen edges on macOS devices with a camera notch.[/p]
  • [p]Fixed a small gap in the Pile.[/p]
  • [p]Fixed Power Shafts not connecting - visually - to the Bot Assembler.[/p]
  • [p]Power Shaft connectors are now positioned correctly.[/p]
  • [p]On the lower graphic settings, trees no longer get white edges at the bottom.[/p]
  • [p]Added the missing doorsteps to the buildings’ construction sites.[/p]
  • [p]The game no longer crashes if you linger too much when choosing your settlement’s name.[/p]
  • [p]The “Master Builder” achievements no longer check for buildings that cannot be built on some maps (such as Geothermal Engines, since not all maps feature Geothermal Fields).[/p]
  • [p]The “It Happens” achievement should now trigger consistently.[/p]
  • [p]The game no longer gets heavily confused if you rotate the camera while placing draggable buildings, such as Paths.[/p]
  • [p]Storage icons are now correctly refreshed in the map editor.[/p]
  • [p]A goods dropdown in the map editor now correctly hides when the object is deleted.[/p]
  • [p]A district's range is no longer drawn over Slopes.[/p]
  • [p]As scary as they look, Thorns no longer block building over them.[/p]
  • [p]Fixed a bug with tooltips not being positioned properly for one frame.[/p]
  • [p]The Badtide Drain now correctly lets beavers access buildings and resources placed on top of it.[/p]
  • [p]Clicking a currently selected object on a dropdown list now collapses the list.[/p]
  • [p]It is no longer possible to play the game with the Steam overlay open.[/p]
  • [p]The progress bar for healthy plants now looks correct in all languages.[/p]
  • [p]Fixed a multithreading bug related to the water sources’ current strength.[/p]
  • [p]Fixed a crash caused by the Unstable Core destroying unfinished Tunnel supports.[/p]
  • [p]The Map editor no longer crashes when you enter a stock amount that the game doesn’t like.[/p]

Timberborn 2025 Wrap-up and Golden Log Awards

[p]Hello, everyone![/p][p]
Timberborn 1.0 is coming in early 2026 - but before we take that huge leap together, let’s look back at the past twelve months with a fancy infographic. Scroll a little further, and you will also find a little event in which our players and content / map / mod creators can win some swag.[/p][p][/p]
Timberborn’s 2025 in numbers
[p]If you’ve ever wondered which map is the most popular or how many players enjoy dabbling in misery playing on Hard - we’ve got you covered. Let us know if you see anything surprising![/p][p][/p][p][/p][p]Behind all the numbers you see above, there is the best gaming community we could ever imagine. And this year, we’d like to give a nod to some of the most inspiring Timberborn players with a fun little initiative. Behold, the…[/p][p][/p]
Golden Log Awards 2025
[p][/p][p][/p][p]Now, now, before you beavers get too excited and raid our office - no, we do not have a physical log made of gold at our disposal. The Awards are meant to celebrate these past twelve months with special recognition for our community… but yes, there are rewards to be had![/p][p][/p][p]In the studio, we’ve nominated some of the content creators, map creators, and mod creators from the community whose Timberborn works we enjoyed the most in 2025. Narrowing these lists down was challenging enough, so now we need your help for the next step.[/p][p][/p][p]Here’s how this works:[/p]
  • [p]Open >>> THIS FORM <<< and choose your favourite content creator, map creator, and mod creator. We’ve included links so that you can see some of their works.[/p]
  • [p]In the optional field at the end of the form, you may describe your favourite Timberborn moment of 2025. It could be anything - it doesn’t have to be related to the creators you’re voting for.[/p]
[p]In each category, the winning creator wins 500 EUR - which, to hoomans, seems like a more universal commodity than golden logs. They also get to name an in-game beaver.[/p][p]
On top of that, everyone who votes and shares their favourite Timberborn moment in the form, gets a chance to win one of the ten 50 EUR merch vouchers, redeemable in our ever-growing merch store.[/p][p][/p][p]VOTE IN GOLDEN LOG AWARDS 2025[/p][p]
Voting ends on January 18, 2026. Before you participate, check out the Terms & Conditions (for the giveaway and for those nominated).[/p]