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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.

Patch notes 2022-07-06 (Experimental)

Hello!

Big thanks to everyone who shared their opinion about golems in Update 2! Today, we’re making several changes to address your feedback. We also have the second batch of the new content, this time related to the needs system. But before you order an overheated beaver…

Developer’s Minilog: Negative effects




It’s a good moment for a follow-up to our developer’s log. Let us explain why we’ve decided to torment your already miserable-at-times beavers with more negative effects.
  • It’s a tool to counterbalance overpowered mechanics, both existing ones and those that we will introduce in the future. Before, we had to shelve many cool ideas that, without any way to nerf them, could ruin the game’s difficulty curve.
  • Keeping your beavers starved or dehydrated used to be a good strategy to reduce food and water consumption - and you could fix an excessive hunger with a few carrots. It did not have any bad consequences, except perhaps on the player’s conscience.
  • Similarly, extended lack of sleep or shelter now meaningfully affects beavers’ behaviour. With overheating in place, droughts become a deeper threat that’s harder to ignore.
  • The ability to add negative effects allows us to expand existing features when it makes sense, for example by adding stinging bees to Beehives, broken teeth for lumberjacks, and work injuries of varying likelihood and severity in workplaces.
  • At the same time, we have another area where we can add more raw, lore-friendly content - such as teeth grinders, dandelions, medical beds, and healer huts.
We hope you'll like what we're adding today. Please let us know what you think!

Patch notes 2022-07-06




[h2]Temporary statuses and where to find them[/h2]
You have already seen certain temporary statuses thanks to the addition of golems. Now, we’re expanding this system to cover the post-apocalyptic fate of regular beavers, too.
  • New status: Overheated. After spending too much time in the heat of drought, beavers suffer from a heatstroke (read: -10% working speed and -10% walking speed).
  • New status: Wet fur. For some time after leaving the water, beavers gain a 5% increased walking speed as well as immunity to Overheating.
  • New status: Bee sting. Bees from Beehives will now sometimes sting nearby beavers which results in the beaver feeling unhappy, thanks to its swollen face.
  • New status: Broken teeth. Lumberjacks will now occasionally break teeth, reducing their effectiveness. The more trees they cut, the more likely it is to happen.
  • Every few hours, all beavers working in factories have a chance of receiving an Injury (a temporary status that had already been inflicted by exploding golems). Injuries decrease walking speed by 50% and cause the beaver to refuse to work until healed. The chance of receiving and the duration of a received injury differ between workplaces.

[h2]Temporary statuses - countermeasures[/h2]
Alright, alright, we don’t want your beavers to just suffer!
  • New building: Shower (Folktails-only, 1 slot). Thanks to its long pipe submerged in water, this thing makes your beavers wet even if they’re working well above the water surface. ( ͡° ͜ʖ ͡°)
  • New building: Water Jet (Iron Teeth-only, 1 slot). Installed directly in water, this compact attraction ensures your beavers stay in water for a longer period of time.
  • New building: Teeth Grindstone (1 slot). Beavers visit this to sharpen their broken teeth while hoomans squirm at a thought of how this torture device works.
  • New building: Medical Bed (1 slot). Injured beavers go here to be healed. And if you have an access to Medicine, it is super effective!
  • New building: Healer (1 worker). A good doctor working here produces and distributes Medicine to beavers resting on Medical Beds.
  • New resource: Dandelion. Found in the wild or grown by Foresters, and cut by Gatherers. Used as the primary Medicine ingredient.


[h2]Needs system rework - cont’d[/h2]
Food and Water (previously: Thirst and Hunger) were updated in the initial Update 2 release, now Sleep and Shelter get a similar treatment.
  • Sleep and Shelter can now also reach negative values.
  • Sleep-deprived beavers fall unconscious when the bar reaches its minimum value. (It works the same as it used to, but it’s now consistent with other “bidirectional” needs).
  • Shelter no longer provides any stat boost when fulfilled.
  • With Shelter below 0, beavers suffer from -20% Life Expectancy. Base life expectancy has been increased, so if Shelter is above 0, the average lifespan remains the same.
  • Beaver needs that had a boring “no effect” tooltip have received short descriptions.
  • Needs are no longer equal in the wellbeing scores - harder-to-fulfil needs give more wellbeing.
  • Wellbeing score required to unlock the Iron Teeth has been adjusted but still requires a similar amount of progress.
  • Need bars now have a small area that’s always displayed to better communicate that the need has a non-zero value.


[h2]Control Tower[/h2]
Yeah, the first Control Tower turned out pretty bland. We’re giving it an ability to add a specific AoE boost instead of being a simple SP sink and a “do Cogheads in this area suck” check.
  • Control Towers now allow you to pick a specific work speed boost (to Construction, Cooking, Woodworking, Metalworking, Assembly, Farming, and Forestry). The boost applies to all Cogheads operating in range (on top of the Tower’s regular bonus).
  • Activating that secondary boost costs between 1 and 2 extra SP per hour, depending on the boost.


[h2]Balance[/h2]
Everybody loves playing with numbers!
  • Workplaces now only consume energy while actually operating.
  • Engine will no longer consume logs while there’s a zero need for energy in the connected power grid.
  • Disposal Facility’s capacity is now 5 times larger.
  • Broken golems will no longer leave the Disposal Facility or the Maintenance Station when these buildings become unoperational.
  • Changed Barrelbots’ lifespan to 70 days.
  • Broken golems now wander for 2 days instead of 1, which should lower the rate of spontaneous explosions.
  • Golem wreckage now disappears faster.
  • Lowered base Control Tower cost from 2 to 1 Science Points per hour.
  • Adjusted Inventor and Observatory output numbers slightly to get rid of decimals.
  • Engine now uses 0.2 logs per hour, down from 1, and its internal storage has been lowered to 10 logs. (Translation: the full storage now sustains the engine for 2 days, up from 1).
  • Increased the weight of Scrap Metal from 9 to 11.
  • Increased the weight of Golem Chassis from 10 to 11.


[h2]Iron Teeth science production changes[/h2]
Costs related to the Numbercruncher were too high so we’re tweaking them… but we’re taking it one step further. To further differentiate the factions, we’ve removed the Observatory from the Iron Teeth building pool and pushed the more-effective and worker-less Numbercruncher to be available at a similar stage.
  • Observatory can no longer be built by Iron Teeth.
  • Numbercruncher now uses 500 HP, down from 1000,
  • Numbercruncher’s SP unlock costs is now 1500, down from 10000.
  • Numbercruncher’s building cost has been reduced to 30 planks, 100 gears, and 25 metal blocks.
  • Numbercruncher’s SP output has been lowered from 12 to 10 per hour.


[h2]Model changes[/h2]
When creating the new buildings, we missed our chance to add more stackability to the game. We’re making some fixes today, and we’ll be more mindful of that in the future. Also, you can now better see how the wasteland life treats your beavers.
  • Golem Part Factory (both factions) received a new, stackable model.
  • Golem Factory models (both factions) have been updated to allow easier clustering and shaft connecting.
  • Added some heart-wrenching visuals to beavers suffering from pollution, injuries, broken teeth, or those stung by bees. Yes, more than one effect can apply. F


[h2]Misc.[/h2]
  • All included maps have been updated to feature wild dandelions.
  • Beavers and golems are now always able to carry at least one good, even if it exceeds their maximum carrying capacity. If it does, they will move slower.
  • Implemented several new sounds for golems and their buildings.
  • Cleaned up the order of ingredients displayed in buildings.
  • Added a new “Swimming speed” bonus, currently provided by Lido.
  • “Water handling speed” is no longer used when calculating swimming speed.
  • “Advanced production” has been renamed “Assembly”.
  • Each “X efficiency” bonus has been renamed “X speed” (for example: “Cooking efficiency” became “Cooking speed”) to be consistent with the universal “Work speed” bonus.
  • “Strength” bonus has been renamed “Carrying capacity”.
  • Some older tooltips, notifications, and status texts have been cleaned up.
  • Added an additional tooltip to better explain why it’s impossible to migrate the population.
  • Updated the Beaver/Golem switch and several other elements across the UI.
  • ISpecificationService has been added. If you’re a modder, you may know what this means.


[h2]Bug fixes[/h2]
  • Fixed framerate drops caused by marking tress for cutting.
  • Fixed several weird golem behaviours.
  • Floodgates can now be synchronized in the Construction site stage.
  • It is now possible to pause the Numbercruncher without pulling the plug.
  • The productivity of paused buildings is now correctly calculated.
  • After you dispose of all your golems in the settlement, you can now switch back to beavers on buildings that used to be set to golems.
  • Fixed a bug with trees getting their preview and regular models blended together, as well as some other minor visual bugs.
  • Fixed a broken animation of a broken golem.
  • The farming speed bonus no longer applies to kits.
  • Fixed an incorrect warning on flooded Breeding Pods.
  • Fixed a rare game crash.
  • Charging Station now correctly appears in the Population Panel.
  • Fixed a bug with golem wreckage resetting its remaining duration upon saving and loading the game.

Patch notes 2022-06-09 (Experimental)

Hello everyone!

Starting today, you get to test the next big thing in Timberborn - the mechanized beavers, a.k.a. golems. If you want to know more about how they came to be, why we’re adding them, and what else is coming with Update 2, read Developer’s Log #5: Golems first.

If you need a refresher on how to play on Experimental Branch, check this thread.

Patch notes 2022-06-09 (Experimental)




Update 2 adds an entirely new in-game system and with the reworked needs, this might turn the balance upside down (hi, Vecna). Please start a new game and share your opinion! During the Update's experimental phase, expect us to make numerous changes based on feedback from players.

[h2]Golems - general notes[/h2]
Golems are super-efficient mechanized beavers that perform most duties of regular beavers. Faction-specific features and buildings are described further below.
  • New dweller type: golem. Golems work at all available workplaces with an exception of Inventor, Observatory, and Power Wheel. Golems are not affected by working hours and regular needs but they need to be manufactured and taken care of.
  • Only select workplaces are available to golems right from the start. The rest needs to be unlocked with Science Points.
  • Windows and entrances of buildings where golems are employed light up in light blue rather than normal yellow.
  • New building: Golem Parts Factory (1 worker, powered). It uses faction-specific recipes to produce Limbs, Chassis, and Heads. Iron Teeth also have access to a Golem Repair Kit recipe.
  • New building: Golem Factory (2 workers, powered). Assembles a golem from 4 Limbs, 1 Chassis, and 1 Head.
  • New hazard: if golems are not properly maintained or disposed of, they will explode and leave behind wreckage that negatively affects beavers and other golems walking by.


[h2]Golems - Folktails[/h2]
Barrelbots are limited-lifespan golems that help Folktails with their favourite jobs so that their chonky overlords can spend more time enjoying life in the wasteland.
  • New golem type: Barrelbot (+25% Farming efficiency, +25% Cooking efficiency; +25% walking speed when wet and for some time after leaving water).
  • When a Barrelbot’s durability drops to zero, it starts wandering around before exploding and leaving dangerous wreckage.
  • New building: Biofuel Refinery (2 workers). Creates Biofuel from Carrots, Sunflower seeds, Potatoes, or Spadderdock seeds.
  • New building: Biofuel Tank (unmanned). Barrelbots stop here to refuel.
  • New building: Disposal Facility (1 worker, powered). Recycles expiring Barrelbots before they explode. You regain some resources in the process.


[h2]Golems - Iron Teeth[/h2]
Cogheads aid the Iron Teeth in hard industrial labour. Properly maintained, they will do that indefinitely, but their delicate metal parts require carefully planned out areas of operation.
  • New golem type: Coghead (+25% Woodworking efficiency, +25% Metalworking efficiency; -25% walking speed when in water and for some time after leaving water).
  • When a Coghead’s durability drops to zero, it starts wandering around before exploding and leaving dangerous wreckage.
  • New building: Control Tower (unmanned, uses SP to operate). Allows Cogheads in range to operate efficiently. Outside of the Tower’s range, Cogheads suffer from -75% Working speed and -75% Walking speed.
  • New building: Charging Station (1 slot, powered). Cogheads need to visit this building to be wound up.
  • New building: Maintenance Station (1 worker, powered). Using repair kits produced at Golem Parts Factory, Stations restore Cogheads’ durability and prevent them from exploding.


[h2]Science Points[/h2]
In addition to implementing multiple Science Points consuming unlocks, we’re adding new ways of generating SP.
  • New building: Numbercruncher (Iron Teeth-only; unmanned, powered). Running endless calculations to predict all 14,000,605 post-apocalyptic beaver futures, this automated structure generates SP for everyone to enjoy.
  • New recipe in the Mine (Folktails-only). Instead of digging up hooman junk, Folktails can search for underground traces of human civilization, learning a lot and earning SP.


[h2]Needs rework, part 1[/h2]
As explained in the Developer’s Log, what you see below is just a part of a larger update. We’ll deploy further changes, new statuses, and related buildings onto the experimental branch later. Also, we’re aware that today’s changes may result in a difficulty spike, especially if you load a pre-patch game in progress, so be prepared, start a new game, and share your feedback!
  • Hunger and Thirst needs have been renamed Food and Water, respectively.
  • Food and Water needs can now reach negative values which are displayed on the new bidirectional status bars. The longer a need remains unsatisfied, the longer it takes to recover.
  • When Food and Water needs are below 0, negative effects kick in. Hungry beavers suffer from lower carrying capacity and work speed, and thirsty beavers both work and walk slowly. Extensive periods of hunger and thirst still result in death.
  • The “Work Speed” bonus is now split into general Work Speed (increasing all work speed) and separate “X Efficiency” bonuses, applying only to a certain group of jobs (for example, Woodworking).
  • Building panels now contain information about which effect (for example: Cooking efficiency increased by Roofs) affects that building’s operations.


[h2]Balance[/h2]
We’ve tweaked some numbers, and we’ll tweak more after we hear your golem- and needs-related feedback.
  • Gear Workshop: Gears now take 3 hours to make, instead of 6; storage space for Gears and Planks has been expanded from 8 to 10 to compensate for the larger output.
  • Large Metal Platform: now costs 1000 SP to unlock.


[h2]QoL and UI[/h2]
  • All workers and dwellers assigned to a building are now highlighted on the map after selecting it (and vice versa).
  • Range lines are now always displayed outwards from the District Center.
  • Added “blocked entrance” warnings.
  • Updated several status and building icons.
  • Unavailable workplaces and dwellings are no longer counted in the free slot numbers.
  • It is no longer possible to build dynamite at the map’s lowest possible level. A beaver is not a mole, m'kay?


[h2]Misc.[/h2]
  • Updated smaller buildings (Bench, Beaver Statues, Scarecrow, Bell) so that they can be built under platforms.
  • Fixed the Observatory’s erroneously huge hadron collider.
  • Iron Teeth Haulers now also provide nutrient delivery services as part of their already exhausting jobs.
  • Left-handed mouses are now supported.


[h2]Bug fixes[/h2]
  • Engine no longer burns logs when paused.
  • A Certain Building We Tried To Rework But Failed (For Now) no longer uses water when paused.
  • Fixed a bug that caused stairs to limit ranges.
  • Tribute to Ingenuity no longer works at full efficiency when not fully powered.
  • Construction sites can no longer reach over 100% progress. No, not even the Iron Teeth ones.
  • The number of vacancies can no longer reach negative values.
  • Removed the flame from Shrine’s construction site preview.
  • Fixed a visual bug in the Distribution Post’s model.
  • Fixed a bug with the “Migrate” button getting blocked in the District Center panel.
  • Fixed a bug with shafts not rotating.
  • Fixed a bug with the “Paused” status icon not appearing immediately.
  • Status icons no longer appear above beavers’ heads after clicking them while they’re inside buildings.
  • You can no longer catch your beavers in inappropriate positions after loading the game.

Timberborn Developer’s Log #5: Golems

Hello everyone!

It’s finally time to unveil that big (and futuristic) thing coming to Timberborn in the next patch. In Update 2, we will add a new category of advanced beaver dwellers, collectively called golems. These artificial beavers are mechanically unique for each faction, they use new buildings, and change how Timberborn is played, especially closer to the endgame. Dive in to learn more!

What are golems?

Golems are mechanized beavers that perform most duties of regular beavers. They’re very efficient and don’t worry about mundane things such as food or sleep. On the other hand, they need to be assembled, powered and maintained in special buildings. Golems of each faction have unique strengths and life cycles, and if not cared for, they pose a danger to their masters.
  • Golems made by Folktails are called Barrelbots. They run on biofuel, a new resource created from spare food. They cook, plant and harvest crops at higher rates, and they move faster when wet. After reaching their lifespan, they start rotting and spilling toxic waste (*). You will need to dispose of (and recycle) the old golems fast. And yes, you’ll get some materials back.
Concept arts for Folktails' golems

  • The Iron Teeth counterpart is a Coghead. It’s a clockwork contraption that works faster when placed in a factory but you should avoid exposing its metal body to water. To keep it operating efficiently, you also need to create a grid of Control Towers. Properly maintained, Cogheads work indefinitely, but neglected, they may break down and explode violently (*).
Concept arts for the Iron Teeth's golems

(*) We are still working on the end-of-life mechanics, and they're subject to change. We'll need your feedback on what works best here when the update hits the Experimental Branch.

Why golems?

We’ve heard your requests for a more engaging and branching endgame. Golems and related buildings are just that. We expect them to come into play in mid to late game. With their superior performance, golems are invaluable in the largest cities and during the harshest of droughts.

At the same time, they make Timberborn more sandbox-y. Want to build a dedicated district that specializes in metal production? Send your golem crews to the mines and see the production skyrocket. Do you feel like building a beaver utopia with maxed out well-being numbers? Let the golems do the hard work 24/7 while their beaver overlords just chill in the mud bath.

Concept arts for (left to right): Maintenance Station, Disposal Facility, Golem Factory

We’ve had a rough idea for golems for a long time now but their current form was shaped after the Update 1 release in December. In the end, golems turned out to be a larger feature than originally anticipated but it was made possible by gradually expanding our team. For context, while we shipped Update 1 as a team of six, Mechanistry is now a team of twelve.

A larger team means we could try many different concepts for this feature. We brainstormed and scrapped multiple ideas for golem-related features, such as the Tree-D Printer that would manufacture all types of resources (too OP), a farm where Barrelbot parts grew in garden-like vats (too elvish), or the mechanic with golem buildings draining the surrounding areas (too easy to avoid). What we have gone forward with feels much more coherent and fits the gameplay.

An early prototype for Folktails' Chassis Farm, later replaced with a Golem Parts Factory

What do the golems bring to the game?

You’ll learn more about the new buildings and golem mechanics when Update 2 comes to the experimental branch, but here’s a quick rundown of what to expect.

The main building additions are related to the golems’ life cycles.
  • To assemble a golem, you need Limbs, a Chassis and a Head. All parts are made in a Golem Part Factory (using different recipes) and turn into a golem in a Golem Factory.


Golem Factory and Golem Parts Factories for the Iron Teeth

  • You will need to take care of the power for your golem. Barrelbots are refuelled at Biofuel Tanks, smelling of a new resource produced from spare food at the Biofuel Refinery. Cogheads need to be wound up in Charging Stations.


Biofuel Refineries and a Biofuel Tank

  • Barrelbots have a finite lifespan, and you need to recycle the worn-down ones at the Disposal Facility before they poison your beavers. And to prevent Cogheads from blowing up, ensure they can visit the Maintenance Station every now and then.


Disposal Facilities at work. Look how happy the Barrelbots are to be recycled!

Golems allowed us to add multiple new Science Point sinks to Timberborn. You need to unlock the new buildings (duh) but also only select workplaces are available to golems right away. Assignment slots in other buildings need to be unlocked first. Also, Control Towers – the buildings that allow Cogheads in range to operate quickly and efficiently – constantly consume the SP.

As soon as a Coghead enters the range of a Control Tower, its efficiency gets a huge boost

Golems themselves cannot work at the Inventor and the Observatory, which makes sense lore-wise. We’re giving each faction a new, golem-friendly way of generating the SP, though.

Needs rework, new effects, and more

We have mentioned that rotting Barrelbots spill toxic waste, making beavers sick. That’s yet another big thing coming with Update 2. We’re reworking some of the existing needs and expanding our system to include more temporary effects as well as ways to interact with them.

Multiple new beaver statuses are coming, and since Timberborn is a post-apo game, guess what, most of them are negative! For example, lumberjacks will break their teeth, bees from beehives will sting, and during a drought, overheating will become a real risk. Yay!

Broken teeth? Nothing a bit of grinding wouldn't solve!

Of course, there will be countermeasures to that… but if you think you can handle these new hurdles easily, think again. We’re also changing how basic needs (food, water, shelter, sleep) work. They will now hit negative values. No longer can you keep your workers hungry for extended periods of time and then magically fix that by tossing them a few leftover carrots.

The basic needs rework will go live on the experimental branch alongside the golem content. Additional statuses and related buildings will be added a little later.

When can I play this?

As always, we don't want to give any dates until we're sure the new stuff works but Update 2 is coming to the experimental branch soon. No, really, you’ve waited long enough. In the meantime, feel free to ask your questions on our Discord.

~Team Timberborn