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Update 7 First Look: 3D Terrain and Tubeways

Hello, everyone!

We hear you like to know what’s happening behind the scenes at our studio. So, as an early Christmas gift - on top of our largest discount so far, going live later today - we’d like to give you a sneak peek of some of the features coming to the game with Timberborn Update 7. Today, we’re proud to reveal the 3D terrain and the new transportation method, the Tubeways.

Please remember that what you’re about to see is still an early work in progress and only a part of the new content we’re working on. That means things will be added and changed before and after Update 7 goes live on the experimental branch.

The terrain also goes 3D

Thanks to your overwhelmingly positive reaction to 3D water physics, we follow up with a truly three-dimensional terrain. “Wasn’t the terrain always 3D?”, you may ask. Well, yes and no. While the in-game terrain has always been made of the little 3D cubes, they could only be placed one atop another. This applied to both the map creation in the editor and the in-game terraforming. With Update 7, terrain blocks go on all Solid surfaces - natural and beaver-made overhangs, platforms, and building roofs.

In Update 7, your builders can place terrain blocks on all Solid surfaces. So efficient!

This change gives you much more flexibility in reshaping maps and choosing where to grow your fields and forests. You will finally be able to cultivate crops on top of lodges and warehouses. You could create extra-compact hanging gardens where plants grow on multiple levels. And if the underwater cities of Update 6 were not enough, you might hide your beavers’ settlement in an artificial cave, with a river irrigating its green dome.

Work progresses on what will eventually become an underground shelter. Image courtesy of Beaver-tec.

When placed on beaver-made objects, the new terrain blocks act like regular terrain, transferring irrigation and contamination. And just like before, to put them up, you need to spin up your Dirt Excavators to gather Dirt. Then, you send in your building crews.

According to Ma' Ngonel, compact hanging gardens will revolutionize the farming industry. "I don't like that", she says.

We are looking into other possibilities the 3D terrain opens up. As long as it doesn’t break the game, we want to give you as much building freedom as possible.

Get into the Tubeway

What if there was a way to make long-distance travel far more effective for your beavers? In Update 7, there is. Your population will soon be able to cover the map with a modular network consisting of Tubeways and Tubeway Stations. Like in modern transport, you must decide where you want your Stations (the network’s end-points) to be. Then, you connect them with Tubeways. Beavers and bots treat them just like paths, but moving through them is much faster. Extra benefits include being water-sealed - even submerged in badwater, Tubeways ensure your beavers travel safely.

Beavers and bots go in, beavers and bots emerge. Wait, where's the guy with the log?

Tubeways are adaptive instead of using fixed shapes. If you attach a new line to an existing line, you don’t need to demolish an old module first and break pathing. Instead, the connected module simply becomes T-shaped.

Your beavers will quickly learn how to find the way home during late-night commutes, right?

In addition to the regular modules, there are also Solid Tubeways. By stacking them, you can make the routes go straight up and even cross vertically. You could also place some buildings directly over the line… or maybe even use the new 3D terrain to turn parts of the route into a subway!

There's more than one way to connect... a Tubeway.

Similarly to 3D terrain, the “better transport” feature is a work in progress. Most notably, we’re still exploring if and how we could make the feature more distinct between the two factions.

When can I play this?

As usual, we won’t share any dates until we feel the new features are ready for public testing. Keep an eye on the Steam page and our socials (including BlueSky) to be the first to know when Update 7 goes live on the experimental branch!

In the meantime, remember to participate in Build-A-Map Contest 4! You still have time - until December 29 - to submit your custom map. Three 1000 EUR prizes and Timberborn merch await.

https://store.steampowered.com/news/app/1062090/view/4488495635124716402

And finally, from all of us at Mechanistry: we wish you all happy holidays!

Build-a-Map Contest 4 is here - win merch and one of the three 1000 EUR prizes!

Hello, everyone!

Update 6 - Wonders of Water has been out for over a month now, and it seems everyone loves the new water physics, expanded verticality, and the official mod support. So why not combine all that in a new map contest? Three 1000 EUR prizes and Timberborn swag are on the line!

Build-a-Map Contest 4

The goal of the contest is simple. You need to create an original, playable, and pretty map that makes good use of Update 6 features. As always, that’s open to your interpretation. Whether you stack layers of water thanks to 3D water physics, expand the initial verticality with Natural Overhangs, prepare extra flexible start options, or do something entirely different - it’s up to you.

The only formal requirement is that the map features at least one Natural Overhang of any size.

Once finished, add a description to your map and back it up with at least three screenshots, including one showing the entire map. This helps both us and the other players who will check out your creation.

Prizes

There are three size categories in the contest:
  • 128x128 and lower
  • 129x129 through 255x255
  • 256x256 and higher

In each map category, the winner gets 1000 EUR and merch (Timberborn mug and T-Shirt). Winners will also be added to in-game credits and granted an exclusive rank on our Discord.

The three honorable mentions in each category also get the merch.

How to participate?

First, check out the Terms & Conditions and make sure you understand and accept them.

Then, upload the map onto our Mod.io hub by December 29, 2024, and tag it with the Build-a-Map Contest 4 tag.

We strongly encourage you to also submit your maps onto Steam Workshop. This way, your submissions will reach the largest possible audience, helping you gather valuable feedback before the deadline.

We’ll announce the winners by January 29, 2025.

Questions?

Again, please check out the updated Terms & Conditions before participating in the contest.

For a list of commonly asked questions, check out the FAQ on Steam or on Mod.io.

If you have further questions or want to talk with fellow participants, join us on our Discord!

GL HF

Patch notes 2024-11-21 (main branch)

Hi, everyone!

The recent experimental patch is now live on the main branch for everyone to enjoy.

[h2]Bugs[/h2]
  • Upon starting a new game, the camera is now correctly focused on the District Center.
  • Upon starting the game, the tutorial window is no longer visible while entering the settlement’s name.
  • Fixed freezing caused by an unusually high number of power shaft intersections.
  • Fixed some crashes related to water, moisture, and contamination simulations.



Patch notes 2024-11-18 (Experimental)

Hi, everyone!

Thank you for your ongoing feedback and reports. Here’s the new experimental patch, addressing several outstanding issues.

[h2]Bugs[/h2]
  • Upon starting a new game, the camera is now correctly focused on the District Center.
  • Upon starting the game, the tutorial window is no longer visible while entering the settlement’s name.
  • Fixed freezing caused by an unusually high number of power shaft intersections.
  • Fixed some crashes related to water, moisture, and contamination simulations.



Patch notes 2024-10-30 (Main branch)

Hi everyone,
After getting battle-tested on the experimental branch, another batch of bugfixes is now live!

[h2]Misc.[/h2]
  • Added our new Discord Eager Beavers to the credits. Thanks again for your hard work!


[h2]Bug fixes[/h2]
  • Fixed waterfalls being rendered around Sluice where they should not be.
  • Fixed badwater appearing out of nowhere in pressurized pipes.
  • Pumps no longer flicker when their pipe depth is changed manually.
  • Fixed a crash in the map editor while placing Badwater Source.
  • Version number no longer jumps up by 2 pixels after the game starts.
  • Writing in text fields no longer triggers an action bound to the particular key combination.
  • Fixed that one block blocking other buildings around Earth Repopulator.
  • Fixed a wrong save name being picked in Save game dialog box.
  • Fixed a rare pathfinding-based crash.
  • Fixed beavers ignoring Lido under certain conditions.
  • Fixed a bug in the mod versioning system.