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Timberborn News

Patch notes 2022-08-12 (hotfix, experimental)

Bug fixes:
  • Fixed a crash after disconnecting Healer from a district where they distributed meds.
  • Fixed a crash after deleting one of two districts with the Migration panel open.
  • Fixed a rare crash after loading a large, old savefile.

Patch notes 2022-08-11 (Experimental), The Riftbreaker bundle

Hello everyone!

It's time for a big one. Today, we’re updating the experimental branch with a highly demanded ability to excavate earth and put up new terrain blocks. This way, your beavers can reshape entire maps to your liking. Yes, you can even rebuild that hill you blew up by mistake!

But first, a PSA: everyone who owns Timberborn can play on the Experimental Branch! Here’s a reminder on how to play Experimental on Steam. And if you want to get even more experimental, build a space base, and blow up some aliens - now you can get Timberborn bundled and discounted with The Riftbreaker! Yes, that gorgeous, face-melting game by our friends from EXOR Studios!


Patch notes 2022-08-11 (Experimental)


[h2]Terraforming[/h2]
Unlocking golems now has an extra perk - you get the workers that handle the terraforming business, a.k.a. excavating dirt and putting up new land blocks. It is an entirely new in-game system so please keep an eye for sand bugs and share your feedback about this initial iteration!
  • New building: Dirt Excavator (2000 SP; 100 Treated Planks, 100 Gears, 50 Metal; 4 workers - Golems only; requires 200 HP to operate). This metal monstrosity excavates a new resource, Dirt, from below, drilling deeper and deeper. Once it reaches the map’s bottom it will continue mining without destroying terrain.
  • New building: Dirt Pile (500 SP; 100 Planks, 25 Metal). Guess what, this is where you keep all your precious Dirt.
  • New building: Terraforming Station (750 SP; 200 Treated Planks, 30 Metal; 4 workers - Golems only). Golems employed here take on the dangerous job of putting up new terrain blocks.
  • New “building”: Terrain Block (6 Dirt). Once you have gathered enough Dirt, you can start placing new blocks. Even though they’re cubes, it is crucial to rotate them correctly - golems from the Terraforming Station build them in the order indicated by arrows. Use this mechanism to stop golems from blocking access to planned construction sites and to prevent cutting off the builders.

[h2]Balance[/h2]
The arbitrary number sky is the limit!
  • To accommodate terraforming, the maximum in-game terrain height was increased to 22 tiles. The maximum terrain height in the map editor is still 16 tiles.
  • The maximum building height remains set to “10 tiles above the maximum terrain height” which effectively increased the maximum in-game building height to 32 tiles.

[h2]Misc.[/h2]
  • Added flavour texts to all Update 2 buildings and objects.

[h2]Bug fixes[/h2]
  • Mine’s door now displays a correct range indicator.
  • The “Population Wellbeing” panel now correctly scales down on larger-scale UIs.
  • Out of respect for the dead, beaver and golem bodies will now be transported to the closest available tile after you remove a platform they were on.
  • Fixed a bug with a Power Shaft Intersection not rotating properly.
  • Fixed a bug with Mechanical Water Pumps (both factions) wasting water by pumping it out without available space on the other side.
  • Showers no longer work without water. :O

Patch notes 2022-08-04 (experimental)

The Experimental Branch is generating lots of feedback, and we thank you for that. Please keep it coming! Today, we’re fixing several bugs reported by our players while also making some other minor changes.



[h2]Misc.[/h2]
  • Gravity Battery’s model was updated. It is no longer stackable as it allowed for some slightly too funky setups.
  • Water Dump can now be placed under platforms.
  • When saving the game, you can now browse earlier saves, for example to overwrite them easily.
  • Settlement Panel icons are now highlighted when under the cursor.
  • Need tooltips now update real-time.
  • Added and updated several golem animations.

[h2]Bug fixes[/h2]
  • Engine now correctly charges up Gravity Batteries when there’s no energy consumption in the network.
  • Shrine’s flame no longer disappears after clicking the building.
  • When trying to place an attraction in an unavailable area, AoE for all other attractions of that type is now still displayed.
  • Fixed a bug with status icons always appearing in front of fire particle effects regardless of the actual distance from the camera.
  • Updated the Numbercruncher’s model to lower the poly count.
  • Fixed the not-so-great beaver colliders, making it easier to click them for example in a Medical Bed.
  • Golem Haulers no longer misplace their backpacks.
  • A beaver’s overall well-being is now correctly calculated.
  • Fixed a bug that resulted in incorrectly calculated swimming speed.
  • Medical Beds can no longer be prioritized by haulers.
  • Injured beavers that are already resting in a Medical Bed no longer display the “Injured” status icon.
  • Fixed a bug with the migration panel not updating correctly.
  • A pop-up window used to rename a unit or a district now allows typing right away.
  • Sliders in Settings no longer reset their position after clicking a different button.
  • Switching a recipe in a building no longer causes its panels to temporarily break.
  • Fixed several other minor visual issues across the UI.
  • Fixed the visual bug with the water shader.

Patch notes 2022-07-21 (hotfix, experimental)

  • Fixed a crash after load caused by having a Gravity Battery in the construction stage.
  • Added the "Delete map" button to the map browser.

Patch notes 2022-07-21 (Experimental)

Hello everyone!

Today, we’re addressing two popular requests - to add the in-game batteries (with a lumberpunk twist!) and to make migrations between districts easier to handle. We are also tweaking some of the Update 2 content you already know. You’ll find the patch notes below, right after a little musical treat.

Music for Post-apocalyptic Beavers


If you missed our special segment at the Save & Sound music festival, fret not. Here it is - a behind-the-scenes look at the creation of Timberborn’s soundtrack and the world premiere of “The Shores of Beaver Bay”, a lumberpunk sea shanty recorded by Timberborn players and devs.

Spoiler: we like the song so much we’ll add it to the in-game credits (no ETA yet).

[previewyoutube][/previewyoutube]

Patch notes 2022-07-21 (Experimental)


[h2]Gravity batteries[/h2]
Wouldn’t it be cool to store the excess energy your settlement produces and then release it once the power consumption reaches its peak? Our beavers thought just that and after tinkering with the solutions for a moment, they borrowed came up with the idea for gravity batteries.
  • New building: Gravity Battery (40 planks, 40 gears, 10 metal blocks; Solid; capacity depends on how high it is above the ground). The battery’s load automatically lifts using energy surplus and then lowers to release its stored energy back to the network.

[h2]Migration Panel[/h2]
We want to make districts easier to use, and the new tab in the Settlement Panel helps a lot in that area.
  • New tool: Migration Panel. This panel allows you to manipulate population numbers for adult beavers, kits, and golems in all (or some) districts. You can set desired minimums as well as manually change the current numbers, all in one place.
  • The game will try to keep the desired balance without you having to make manual adjustments.
  • District Center button for migration now redirects to the Migration Panel.

[h2]Building changes[/h2]
The Water Jet’s role was not very intuitive, so we’re replacing it with a turbocharged version of a Shower. Also, Numbercruncher’s model should now be more appealing.
  • New building: Double Shower (10 logs, 1 plank; 2 slots; Iron Teeth-exclusive). Not only does this version fit two beavers at once but also its pipe is 6-tiles long.
  • Water Jet was removed from the game.
  • Numbercruncher has a new look that’s also more appropriate to its current role.
  • Power-generating buildings no longer animate based on the power grid’s efficiency (which was the most visually jarring in Power Wheels turning slooowly).

[h2]New player experience[/h2]
Here’s a small batch of tweaks to make the beginnings a little easier.
  • Increased the number of carrots required in the “Plant some carrots” tutorial step from 70 to 100.
  • Changed the default Farmhouse action to planting.
  • Broken Teeth status now starts to trigger after an increased number of cut trees.
  • Updated several tutorial tips.
  • Updated the presentation of effects granted by satisfied needs.

[h2]Balance[/h2]
Injuries are fun until they are not.
  • Medicine now only takes 1 hour to create, requires 1 Dandelion, and the recipe has an output of 2 units.
  • Increased Healer's storage capacity.
  • Lowered the chance of receiving an Injury by 50% across all workplaces.

[h2]Misc.[/h2]
  • Updated the presentation of resource consumption in buildings.
  • It is now possible to empty a Medical Bed’s storage to free up some Medicine.
  • Updated the Builders’ Hut description.
  • Updated Control Tower's description.
  • Added maximum depth information to Shower descriptions.

[h2]Bug fixes[/h2]
  • Icons for buildings that are flooded and in need of water are now different.
  • It is now possible to choose the Control Tower’s bonus boost by clicking anywhere in the boost’s line, not just on the button.
  • Fixed a bug with attractions (including Charging Stations) connected to the Engine that wouldn’t accept visitors.
  • Golems in the Settlement Panel are now correctly sorted alphabetically.
  • Fixed a rare crash.
  • Fixed the Medical Bed’s lights.
  • Fixed the Medical Bed’s construction preview.
  • Fixed a bug with beavers not distributing the Medicine to Medical Beds.
  • Fixed a bug with the Beaver Statue and Roof 2x3 not providing their bonuses.
  • It is no longer possible to ascend to the state of over 100% Adulthood.
  • An animation of a beaver sleeping or resting in a Medical Bed is no longer PEGI-18 while the game is sped up.