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Patch notes 2026-01-12 (Experimental) - New map, tutorial updates, and more!

[p]Hello, everyone![/p][p][/p][p]We hope your new year has not begun with a… badtide. Now that we’re back from holidays, we’ve resumed our work on the Timberborn 1.0 build. Today’s patch brings a unique new map named Spillage, important changes to the in-game text and the tutorial, revision of the in-game brightness, as well as a ton of other happy little tweaks.[/p][p][/p][h2]Maps and map editor[/h2][p][/p][p]Here comes the third new map we’re adding for the full release. Thanks to the Water Seeps and other new tricks we now have at our disposal, this map plays quite differently, but… we won’t spill the beans here.[/p]
  • [p]New unconventional map: Spillage. This slope is full of small, irrigated enclaves. However, dangers abound in the region - should you not be careful, those areas will become anything but hospitable.[/p]
  • [p]Moved Blockages closer to the starting locations on the beginner-friendly maps.[/p]
  • [p]Removed the Resources category in the map editor and moved its contents to Objects.[/p][p][/p]
[h2]Visuals and camera[/h2][p][/p][p]While we are happy with the refreshed visuals, we agree that the game became a little too bright. It is now also easier to zoom all the way out if you wish![/p]
  • [p]Slightly lowered the in-game brightness, especially during the day.[/p]
  • [p]Increased the camera’s default zoom-out limit and added an “Unlimited” checkbox to the settings.[/p]
  • [p]In the settings, you can now adjust the speed of camera rotation with a mouse.[/p]
  • [p]Input speed sliders in the settings now use values between 0% and 300%, with the default being 100% instead of 40%, which should make more sense for 60% of the population.[/p]
  • [p]Revised lighting distances for all buildings.[/p]
  • [p]Wood Workshops for both factions now use fewer different materials (visually, this is not a balance change).[/p]
  • [p]Dandelions no longer rave when exposed to the wind.[/p][p][/p]
[h2]Tutorial[/h2][p][/p][p]With 1.0 around the corner, it was high time to give the tutorial a critical look. While Timberborn is a sandbox and discovering what works and what doesn’t is a huge part of the fun, the basics could be explained better - in a less linear way, while also covering more aspects of the game.[/p]
  • [p]Reworked the tutorial system to use independent tutorial paths rather than shoving them all into one linear sequence. This also makes it easier to add extra paths down the road.[/p]
  • [p]Rewritten and updated existing tutorial paths.[/p]
  • [p]Added a few new tutorial paths, for example to introduce the well-being system.[/p]
  • [p]Hovering the mouse cursor over the “Continue” button now highlights it.[/p][p][/p]
[h2]UI & in-game text[/h2][p]Following an extensive quality check, we’ve made many changes to the in-game text, aimed at increasing its consistency and clarity.[/p]
  • [p]These adjustments range from small tweaks to larger changes. For example, “energy” is now “power”, we consistently use the word “goods” instead of “resources”, Windmills are called Wind Turbines, your beavers suffer from Chipped Teeth (and not Broken Teeth) etc.[/p]
  • [p]Added a new way of changing the visible layer level by holding Alt (Options on macOS) and dragging the mouse up or down.[/p]
  • [p]Added several new keybindings.[/p]
  • [p]Added missing tooltips to in-game buttons.
    [/p]
[h2]Audio[/h2][p]Ding-dong-whoosh![/p]
  • [p]Added selection sounds to the new buildings.[/p]
  • [p]Added the snooze button sound toggle to the Bell.[/p]
  • [p]Added some missing ambient sounds to the mechanical buildings.
    [/p]
[h2]Modding corner[/h2]
  • [p]The "Spec" postfix was removed from the names of non-ComponentSpec properties. This change affects BlockObjectSpec. Yes, this means the mods are broken once again.[/p]
  • [p]FactionSpec's BlueprintModifiers now reference the original and modifying BlueprintAssets.[/p]
  • [p]Unity Modding Tools’ graphic settings match the game's settings now.[/p][p][/p]
[h2]Misc.[/h2]
  • [p]Smelter’s chimney is now shorter, making it possible to use Platforms as smoking racks.[/p]
  • [p]Beavers now carry out goods from the paused District Centers and Builder's Huts.[/p]
  • [p]Bored builders aren't privileged anymore and have to help with removing unwanted stock from buildings.
    [/p]
[h2]Bug fixes[/h2]
  • [p]Beavers should no longer get stuck under stairs or inside buildings. They'll attempt to move to a nearby tile or fall back to their District Center in emergency situations. Now that’s a bugfix worthy of a 1.0 release, no?[/p]
  • [p]When using the layer tool, lights for hidden buildings are now correctly disabled.[/p]
  • [p]Mouse dragging speed is now consistent between Windows and macOS.[/p]
  • [p]Edge scrolling now works correctly for all screen edges on macOS devices with a camera notch.[/p]
  • [p]Fixed a small gap in the Pile.[/p]
  • [p]Fixed Power Shafts not connecting - visually - to the Bot Assembler.[/p]
  • [p]Power Shaft connectors are now positioned correctly.[/p]
  • [p]On the lower graphic settings, trees no longer get white edges at the bottom.[/p]
  • [p]Added the missing doorsteps to the buildings’ construction sites.[/p]
  • [p]The game no longer crashes if you linger too much when choosing your settlement’s name.[/p]
  • [p]The “Master Builder” achievements no longer check for buildings that cannot be built on some maps (such as Geothermal Engines, since not all maps feature Geothermal Fields).[/p]
  • [p]The “It Happens” achievement should now trigger consistently.[/p]
  • [p]The game no longer gets heavily confused if you rotate the camera while placing draggable buildings, such as Paths.[/p]
  • [p]Storage icons are now correctly refreshed in the map editor.[/p]
  • [p]A goods dropdown in the map editor now correctly hides when the object is deleted.[/p]
  • [p]A district's range is no longer drawn over Slopes.[/p]
  • [p]As scary as they look, Thorns no longer block building over them.[/p]
  • [p]Fixed a bug with tooltips not being positioned properly for one frame.[/p]
  • [p]The Badtide Drain now correctly lets beavers access buildings and resources placed on top of it.[/p]
  • [p]Clicking a currently selected object on a dropdown list now collapses the list.[/p]
  • [p]It is no longer possible to play the game with the Steam overlay open.[/p]
  • [p]The progress bar for healthy plants now looks correct in all languages.[/p]
  • [p]Fixed a multithreading bug related to the water sources’ current strength.[/p]
  • [p]Fixed a crash caused by the Unstable Core destroying unfinished Tunnel supports.[/p]
  • [p]The Map editor no longer crashes when you enter a stock amount that the game doesn’t like.[/p]

Timberborn 2025 Wrap-up and Golden Log Awards

[p]Hello, everyone![/p][p]
Timberborn 1.0 is coming in early 2026 - but before we take that huge leap together, let’s look back at the past twelve months with a fancy infographic. Scroll a little further, and you will also find a little event in which our players and content / map / mod creators can win some swag.[/p][p][/p]
Timberborn’s 2025 in numbers
[p]If you’ve ever wondered which map is the most popular or how many players enjoy dabbling in misery playing on Hard - we’ve got you covered. Let us know if you see anything surprising![/p][p][/p][p][/p][p]Behind all the numbers you see above, there is the best gaming community we could ever imagine. And this year, we’d like to give a nod to some of the most inspiring Timberborn players with a fun little initiative. Behold, the…[/p][p][/p]
Golden Log Awards 2025
[p][/p][p][/p][p]Now, now, before you beavers get too excited and raid our office - no, we do not have a physical log made of gold at our disposal. The Awards are meant to celebrate these past twelve months with special recognition for our community… but yes, there are rewards to be had![/p][p][/p][p]In the studio, we’ve nominated some of the content creators, map creators, and mod creators from the community whose Timberborn works we enjoyed the most in 2025. Narrowing these lists down was challenging enough, so now we need your help for the next step.[/p][p][/p][p]Here’s how this works:[/p]
  • [p]Open >>> THIS FORM <<< and choose your favourite content creator, map creator, and mod creator. We’ve included links so that you can see some of their works.[/p]
  • [p]In the optional field at the end of the form, you may describe your favourite Timberborn moment of 2025. It could be anything - it doesn’t have to be related to the creators you’re voting for.[/p]
[p]In each category, the winning creator wins 500 EUR - which, to hoomans, seems like a more universal commodity than golden logs. They also get to name an in-game beaver.[/p][p]
On top of that, everyone who votes and shares their favourite Timberborn moment in the form, gets a chance to win one of the ten 50 EUR merch vouchers, redeemable in our ever-growing merch store.[/p][p][/p][p]VOTING CLOSED[/p][p]
Voting ends on January 18, 2026. Before you participate, check out the Terms & Conditions (for the giveaway and for those nominated).[/p]

Patch notes 2025-12-11 (experimental)

[p]Hello, everyone![/p][p]A neat new update is now live on the experimental branch, featuring a mix of quality-of-life changes, modding tweaks, and bug fixes. Please keep the feedback coming![/p][p][/p][h2]Quality-of-Life[/h2][p]Why click twice when you can click once?[/p]
  • [p]It is now possible to draw L-shaped setups of Paths, Tubeways, Power Shafts, Fences, and Hedges with a single mouse drag.[/p]
  • [p]Builders and haulers are now allowed to fully empty the inventory of Builders’ Huts and District Centers.[/p]
[h2]Modding corner[/h2]
  • [p]The workshop_data.json file is now being updated before uploading it to Steam Workshop.[/p]
  • [p]It is now possible to minimize debugging panels.[/p]
  • [p]The Steam Workshop mod uploader now has an Update toggle for tags.[/p]
  • [p]Unity Engine was updated to version 6000.3.0f1.[/p]
[h2]Bug fixes[/h2]
  • [p]When playing on Low graphics settings, beaver eyes are less of a nightmare fuel.[/p]
  • [p]Impermeable Floor tiles with Platforms underneath no longer let contamination and moisture through.[/p]
  • [p]Moved the misplaced trees on the Meander map.[/p]
  • [p]Copying the Hydroponic Garden’s settings no longer resets its growth progress.[/p]
  • [p]Power Shafts no longer emit looping sounds when inactive.[/p]
  • [p]Fixed a crash caused by the lazy super-efficient beavers who connected their homes directly to the Tubeway or Zipline Stations.[/p]

Patch notes 2025-12-04 (hotfix, experimental)

[p]A wonderful new hotfix patch is now live on the experimental branch.[/p][p][/p][h2]Bug fixes[/h2]
  • [p]Beavers building a wonder no longer turn into ghosts after loading the game.[/p]
  • [p]Earth Recultivator’s balloons are now once again visible.[/p]

Patch notes 2025-12-03 (experimental) - Hot dams!

[p]Hello, everyone![/p][p][/p][p]We hope your achievement hunting is going smoothly - if not, today’s tweaks may help you a bit. We’re also making dams, levees, and waterfalls prettier. Finally, there’s now a time-sensitive challenge for the nasty players who don’t pick up after their beavers. [/p][h2]Hot dams![/h2][p][/p][p]With today’s update, we’re updating models for the most important buildings any beaver, in-game or not, knows.[/p]
  • [p]Updated models for Dams and Levees. They’re now less box-y and more beaver-y.[/p]
[h2]Visual fidelity[/h2][p]Waterfalls are prettier as well![/p]
  • [p]The recently added water transparency now also applies to waterfalls. Time to hide some treasures![/p]
[h2]Rubble changes[/h2][p]Today’s update helps with the clutter on the screen and removes the rubble that you don’t give a dam about - and, since that rubble is no longer there, this improves the game’s performance a bit. It also makes sense not to eat food that has sat at the bottom of the lake for weeks. Finally, we’re fixing an issue that sometimes occurred in the early game.[/p]
  • [p]Unpicked Rubble now disappears after 15 days. The disintegration progress is displayed on the newly added progress bar in the Rubble’s panel.[/p]
  • [p]Rubble can now be brought by builders to District Centers and Builders' Huts, and stored there in small amounts. This solves the early game soft locks happening when there are no warehouses to store a good, and no Logs to build them.[/p]
[h2]Steam Achievements[/h2][p]These are mostly bug fixes, but to keep the bug section spoiler-free, we’ve moved all changes related to Steam Achievements here.[/p]
  • [p]The achievement for unlocking the Iron Teeth is now granted retroactively if you had already unlocked them in the past.[/p]
  • [p]Injuries caused by Thorns now correctly unlock the related achievement.[/p]
  • [p]The achievement unlocked by stacking Hydroponic Gardens no longer requires them to be facing the same direction.[/p]
  • [p]Building a terrain block is no longer needed by the achievements that check whether you have built all buildings available to a faction.[/p]
  • [p]Removed an achievement involving a Large Power Wheel and a solitary beaver.[/p]
[h2]Modding corner[/h2]
  • [p]Timbermesh files won't pull their meshes into the AssetBundle anymore (unless you explicitly ask them to, using the checkbox in their inspector).[/p]
  • [p]Object Debugger now shows properties of the parent class.[/p]
  • [p]The Blueprints directory was removed. All assets it contained were moved to the Resources directory. [/p]
  • [p]Fixed a crash occurring upon loading a save with entities missing some components added by mods.[/p]
  • [p]The game no longer crashes when clicking on an object with a collider that isn’t an entity.[/p]
  • [p]Fixed Blueprint Preview throwing an error when multiple Blueprint Editors are open.[/p]
  • [p]Enums set to all ones (everything) are now represented as "All" instead of "-1" in blueprints.[/p]
[h2]Misc.[/h2]
  • [p]Large Water Wheels now allow building overhangs right above them.[/p]
  • [p]In the map editor, deleting an Aquifer that had an Ancient Aquifer Drill on top of it now deletes both structures.[/p]
[h2]Bug fixes[/h2]
  • [p]The tree planting preview now correctly disappears after you’re done copying trees with the duplication tool.[/p]
  • [p]To the dismay of all slapstick comedy lovers, it is no longer possible to place Square Banners on paths.[/p]
  • [p]Fixed clipping in drying Blueberries.[/p]
  • [p]Fixed Badtide Drains clipping with terrain.[/p]
  • [p]Dying beavers no longer make things worse by stabbing themselves with their elbows.[/p]