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Timberborn News

Patch notes 2026-02-18 (experimental)

[p]Hello, everyone![/p][p][/p][p]It's time for more tweaks, including the map changes originally planned for earlier this week.[/p][p][/p][h2]Maps[/h2][p]We are going through your feedback on the reworked Waterfalls map - thank you for sending that over! Today, we’re tweaking Craters and Lakes with the changes that we originally planned to deploy on Monday.[/p]
  • [p]Craters: Increased the upper Badwater Sources' strength.[/p]
  • [p]Craters: Raised Badtide Drains and added Thorns to make them more complex to block.[/p]
  • [p]Craters: Made small fixes to terrain.[/p]
  • [p]Lakes: Moved Ruins closer to the starting location.[/p]
[h2]Misc.[/h2]
  • [p]Made slight performance improvements related to buildings' lighting.[/p]
  • [p]Bot pilots' goggles now have the correct blue color.[/p]
[h2]Bug fixes[/h2]
  • [p]Removed invisible wings that allowed some beavers to float in the air.[/p]
  • [p]Beavers no longer teleport to the District Center as a failsafe mechanic.[/p]
  • [p]Fixed the crash caused by removing a tree or other natural resource while it was reserved by a beaver.[/p]
  • [p]Fixed the crash upon saving the game if a building was removed at the wrong time.[/p]

Patch notes 2026-02-16 (hotfix, experimental)

[p]We've just deployed a small hotfix.[/p]
  • [p]Fixed a crash occurring when you delete a construction site or rubble while the beaver is going to them. Please don't make them angry like that. Let them do their job.[/p]

Patch notes 2026-02-16 (experimental)

[p]Hello, everyone![/p][p][/p][p]Timberborn 1.0 is around the corner, so it's time for another batch of experimental tweaks![/p][p][/p][h2]Memory usage[/h2]
  • [p]Reduced memory usage by over 1 GB on 256x256 maps.[/p]
  • [p]Fixed a major memory leak that caused RAM usage to keep increasing when loading saved games multiple times in the same session.[/p]
[h2]Maps[/h2][p]\[We have removed the content of this section - as it turns out, the changes to Craters and Lakes described here didn't make it into this build.][/p][p][/p][h2]Modding corner[/h2]
  • [p]Fixed BlueprintImporter recreating meta files for Blueprints after every DLLs import.[/p]
[h2]Bug fixes[/h2]
  • [p]Lumberjacks are now slightly less eager. If the tree they were about to cut becomes unmarked for cutting, they will obey that order and give up.[/p]
  • [p]Goods in the buildings’ inventories are now correctly included in their total per-district amount.[/p]

Patch notes 2026-02-11 (Experimental)

[p]Hello, everyone!
[/p][p]The release date news is out (March 5, remember?), but we are not done yet. Today’s update features a major revision to the Waterfalls map, the addition of a very useful key binding, and the usual batch of tweaks and fixes.
[/p][h2]Waterfalls Revisited[/h2][p][/p][p]Today, we’re happy to unveil the massive changes to the Waterfalls map - it has evolved so much that renaming it to Waterfalls 2.0 wouldn’t be overkill. Please share your feedback after you have had a chance to play on the new version.[/p]
  • [p]Revised Waterfalls to make it more beginner-friendly, modern, and on par with other built-in maps.[/p]
[h2]Misc.[/h2]
  • [p]Added the “Unique building action” key binding (default: U). Use it to activate the unique feature of the currently selected building - for example, to launch a Wonder.[/p]
  • [p]Added yellow highlight to tool names on loading screen tips.[/p]
  • [p]When renaming a beaver, a bot, or a district, the text field is now prepopulated with the old name.[/p]
  • [p]Well-being notifications no longer have exclamation marks![/p]
[h2]Performance[/h2]
  • [p]Slightly improved performance, reducing the number of micro stutters.[/p]
[h2]Modding corner[/h2]
  • [p]Fixed the rendering of the hovered blocks in Blueprint Preview.[/p]
[h2]Bug fixes[/h2]
  • [p]Water and building animations should now smoothly adjust when you change in-game speed.[/p]
  • [p]Fixed a crash triggered by loading an older save with triggered dynamite in it.[/p]

Timberborn gets a 1.0 release date and new 'lore trailer' showing some very thirsty beavers




We've known that Timberborn has been approaching the end of its early access journey for some time, but developer Mechanistry had yet to pin down a specific 1.0 launch date for its popular beaver-themed city builder. Now though, as the developer gnaws through the last few items on its to-do list, it has formally revealed when the game will depart early access, and it's happening in March...
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