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Timberborn News

Patch notes 2026-02-05 (experimental) - Intro

[p]Hello, everyone![/p][p][/p][p]Just in case you haven't noticed, we have just announced the Timberborn 1.0 release date - we did that with a cinematic lore trailer that you can watch here. That video - without the English voice-over and the end slate - is now also in the game, serving as the intro cinematic. Enjoy![/p][p][/p][p]Misc.[/p]
  • [p]Added intro to the game.[/p]
  • [p]Added new beaver names, courtesy of our Golden Log Awards 2025 winners.[/p]
  • [p]Added missing translations.[/p]

Patch notes 2026-02-03 (experimental)

[p]Hello, everyone![/p][p][/p][p]As the release of Timberborn 1.0 draws near (really!), we have another batch of tweaks for your improved enjoyment.[/p][p][/p][h2]Misc.[/h2]
  • [p]Brought back the "It is too far from a district and cannot be reached" warning when placing a building.[/p]
  • [p]Added prettier icons for worker counters in the top bar and in building descriptions.[/p]
  • [p]Added new sounds for the Unstable Core and objects such as Water Sources and Water Seeps that are about to activate.[/p]
  • [p]Updated and slightly reordered in-game credits.[/p]
  • [p]Unified the layer tool's in-game capitalization to "Layer tool".[/p]
[h2]Modding corner[/h2]
  • [p]Fixed BlueprintEditor's Spec dropdown not working on the version of Unity used by the game.[/p]
  • [p]UnderstructureConstraint no longer hides a building if the understructure can be built by the player, which only matters for mods, for now.[/p]
[h2]Bug fixes[/h2]
  • [p]Moved the Science tutorial step to open after completing the working hours tutorial, as originally intended.[/p]
  • [p]Fixed a bug causing power consumers to report power demand after game load until unpausing, even if they did not need power.[/p]
  • [p]Fully charged batteries no longer consume surplus power, which means that the remaining batteries can now charge faster.[/p]
  • [p]The daytime skybox no longer shows for a single frame at dusk.[/p]
  • [p]Fixed a bug that resulted in batteries not working in the first tick after game load or after new buildings were added to, or removed from, the power network.[/p]
  • [p]Fixed some buildings not animating immediately after loading a game.[/p]

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]