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Community Showcase: Timberborn Mods

Hello everyone!

There are many ways to play Timberborn but for some crafty beavers, that’s not enough. Even though we don’t officially support mods (yet), quite a few have been made. Today, we want to showcase seven of our favourites – perfect to spice things up while you’re waiting for Update 2.

But first, some fine print. Right now, Timberborn Early Access is meant to be played without any mods. We appreciate all the hard work behind them but mods are 100% player-made and may break your game. Use them at your own risk and, at the very least, back up your regular saves.

[h2]The magnificent seven[/h2]
Here are some cool mods to consider, ranging from nifty QoL features to true game-changers! To install a mod, follow the instructions available on its page. We suggest you take things slow and not install all interesting mods at once.

[h3]Creative Mode by hawkfalcon[/h3]



While regular Timberborn gameplay allows you to build truly great cities, fair progress takes time and even at the easiest difficulty, things may get out of hand. This mod unlocks all structures right away and makes building instant and free. It also copies some Map Editor features into the regular game, which allows you to spawn ruins and resources, and even re-shape the terrain.

[h3]Employment Priority by Hectare[/h3]



The ability to prioritize jobs is, well, one of the priority player requests for us. This mod helps with that already. It allows you to control which jobs the beavers pick up (or switch to), for example when you need rapid redeployment ahead of the drought. It also integrates with the in-game building priority tool so you can select priorities for multiple buildings at once.

[h3]Draggable Utils by KyProject[/h3]



This one also assists in running large settlements, especially if you tend to group specialized buildings together. Draggable Utils adds a selection tool that pauses/unpauses buildings en masse. You can also use it to order emptying storage and to pick the top targets for your haulers.

[h3]Extended Architecture by Elec[/h3]



When we were adding Platforms to the game, another option we considered was something similar to what Elec prepared here. With this mod, two unlockable variants of a new structure are added, allowing you to place Arch (4x1, 5x1). It is a bridge-like Solid building that can be built over other objects, which means you can create more condensed multi-level structures.

[h3]District Extender by PB_Ozai[/h3]



In-game districts have several advantages, one of them being the significant performance gain. However, if you’re confident in your rig’s capabilities (lucky you!), you may increase the district’s effective range with this mod. While changing numbers in the config file, you may also adjust pathfinding and resource gathering ranges. You can even cover the entire map with a single district.

[h3]Quadruple Terrain Height by Ximsa[/h3]



Despite its name, this mod not only increases the maximum height available in the Map Editor but also allows you to make your creations larger. With the map measurements increased up to 1024x1024x64, you can craft king-sized lands with mighty mountains and green valleys where beavers thrive. Just know that such maps also require the mod to play.

[h3]Unified Factions by hawkfalcon[/h3]



This mod unlocks all available buildings, regardless of the faction picked. The eco-friendly Iron Teeth that use Windmills? Sure. Some unorthodox Folktails with Breeding Pods? Why not! With this mod, the initial faction choice mostly dictates which beavers will spawn because the author obviously favours Folktails here - by default, shared buildings use the Folktails variants.

There are more community mods to pick from so make sure you check the list from time to time. And if you want to break Timberborn open, make sure you join our Discord. The #modding-and-whatnot channel is there for you and it’s full of the beaver disruptors like yourself.

Until next time,
Team Timberborn

Timberborn Developer’s Log #4: Thank you for 2021!

Hello, everyone!

We hope you’ve enjoyed your holidays and the new content from Update 1.

Before we head into 2022, we thought it was a good moment to look back at the most important (and wild) year for Timberborn so far… and maybe catch a cryptic glimpse into the future?

[h3]The first drought (December 17, 2020)[/h3]
As weird as it sounds, twelve months ago Timberborn was still in the invite-only closed beta that began in June 2020. Exactly a year before Update 1, we added the last missing puzzle to the game’s core gameplay: irrigation mechanics and droughts.



[h3]Timberborn gets a demo (January 26, 2021)[/h3]
With the patch well received, we officially entered the planned release window of Q1 2021 (heh). The final test and push for Timberborn’s pre-launch visibility were about to happen at Steam Game Festival, the indie-friendly Steam event now known as Steam Next Fest.

To participate, we replaced the closed beta with a publicly available Timberborn Demo. The player’s goal was to survive two droughts. Also, we finally updated the beaver models.

[previewyoutube][/previewyoutube]

[h3]The great flood (February 3 - 9, 2021)[/h3]
We were not prepared for what would happen at the Festival. Timberborn Demo stayed among the top three played demos, was downloaded close to 100.000 times, and at one point, about 28.000 viewers were watching the beavers on Twitch. Our Discord exploded, and so did our heads.

With the massive amount of feedback and the sudden spike of high profile coverage, we realized that Timberborn had a chance to become the Next Big Thing. We needed more time for that, though, so we decided to postpone the release to “later in 2021” as we wanted more good stuff in.



[h3]Work, work, work! (March - May 2021)[/h3]
As the said “good stuff” grew behind the scenes, we updated the demo with better visuals, more music, improved performance, and some QoL features such as the build priorities.

We also added the first in-game translations - sadly, the Asian languages were blocked by a nasty bug in the engine. Back then, we hoped this would be a brief inconvenience. Little did we know - it wasn’t fixed until months later, almost jeopardizing the release.



[h3]Folktails enter the chat (June 2, 2021)[/h3]
In the demo, we only had a single temporary faction called Beavers of Demoria. However, unique factions were going to be among Timberborn's key features, and since we felt the game was nearing a shippable Early Access state, it was time to reveal the first faction. Hi, Folktails!

[previewyoutube][/previewyoutube]

[h3]Districts are in (July 14, 2021)[/h3]
We also wanted to prepare our players for the addition of the districts system. Compared to the beta and demo, districts eliminated many problems often encountered in the early game, made managing large settlements easier, and brought Timberborn a huge performance boost.

By the way, we know that there are areas we can improve here. We’ll be gradually rolling out updates that should make district-wide operations smoother and require less micromanaging.



[h3]Iron Teeth! Release date! Oh my! (August 26, 2021)[/h3]
Bracing for more delays, we kept telling our players that Timberborn was coming “later in 2021”. This finally changed on one hot, crazy August night, at the peak of summer gaming festivals.

Within two hours, at two different Gamescom shows (Future Games Show by GamesRadar and Awesome Indies Show by IGN), we introduced the second playable beaver faction AND announced that the game was releasing… in three weeks. There was no turning back.

[previewyoutube][/previewyoutube]

[h3]The big day (September 15, 2021)[/h3]
Mechanistry is a fully remote team but for the launch week, we all gathered in Gdansk, Poland, to work in one place for the first time. On September 15, at 5 PM, our lead designer Bartek hit the “release” button… and fifteen minutes of horror began. For some reason, the game didn’t go live as expected, and it wasn’t until 5:15 PM that it did (with Steam’s timely intervention). It was probably the most terrifying quarter of an hour in the game’s history.

What followed was a blurred mess of sleepless nights, reading feedback, and rapid hotfixing. Fortunately, players kept flowing in, and we closed the launch week with over 130.000 copies sold. The “Overwhelmingly Positive” rating came right after that. We couldn’t be happier.

[previewyoutube][/previewyoutube]

[h3]Work, work, work… again! (October - November 2021)[/h3]
After the launch madness and the initial surge of tweaks, we took turns taking some time off, but the work on Timberborn is now an ongoing process. We even squeezed in a little new content patch (yay, fences!) but we were mostly focused on preparing for the first large update.



[h3]Update 1 drops (December 17, 2021)[/h3]
This is where we are now. Having tested the new content on the newly launched Experimental Branch, we deployed our first major post-launch update. We added infinite metal production, mechanical water pumps, new resources, new attractions, and more - and your feedback made it all better.

[previewyoutube][/previewyoutube]

[h3]What’s next?[/h3]
The last-minute delay in February, Iron Teeth breeding woes, the bug with Asian localizations, multiple water physics tweaks - this year alone showed that in game development, things happen. Because of that, we’re hesitant to talk big, post roadmaps, and risk breaking promises.

But we understand that many of you came here for this, and we want to let you know that our current plan is to continue bundling changes into large patches that first land onto Experimental Branch, similarly to Update 1. We’re already working on Update 2 which will use Timberborn’s post-apocalyptic setting to make our beavers more futuristic. No spoilers yet but we’ve had this idea for a while now, and we believe it may also result in an interesting late game with a twist.

Other than that, we’re constantly keeping an eye on what the community desires (pro tip: our tracker helps your voices be heard). This applies both to new content ideas and quality of life requests, so keep them coming. We’ll evaluate them and do our best to include as much as possible as the game grows. Update 1 was just the beginning.

Alright, enough with the teasers. We thank you for your amazing support this year, and we’re looking forward to showing you what we have in store for 2022. It’s going to be awesome!



Happy New Year!
Team Timberborn

Patch notes 2021-12-22 (hotfix)

[h3]Balance[/h3]
  • Decreased Shrine's Working Speed bonus from 30% to 5% and Temple's Working Speed bonus from 30% to 25%.

[h3]Fixes[/h3]
  • If the user previously denied access to the Documents folder on macOS, the game exits and opens privacy settings instead of crashing.

Beaver city builder Timberborn adds human ruins and mud baths, but breaks old saves

Beaver city builder Timberborn has just gotten its first major content update in Early Access, which gives those adorable semiaquatic rodents a chance to wade deeper into the dregs of humanity's remains, and some more literal dregs in the form of mud baths. The update also breaks compatibility with old saves, so you'll want to be careful before bringing in your old saves.


"Once you update the game on the main branch, existing saves become largely incompatible, as indicated by a warning," the devs explain. "Please start a new game! If you want to continue building pre-patch settlements without the new content and changes, we have added a pre-patch branch called 'Old version 0.0'. You can access it the same way you enable the experimental branch, as explained here."


Underground ruins aren't the first remnant of human civilisation we've seen in Timberborn, but they'll provide an infinite source of scrap metal, as long as you're able to build mines to claim it. Then there are the mud baths, which will help your beavers enjoy a little R&R.


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Giant beaver city builder Timberborn has its first big update out since an Early Access launch in September, and the city building game all about the cool cities beavers will build after we're all dead has some neat new stuff going on.



In the big update launched just this week, Timberborn's beavers got the power to make mechanical water pumps, big suckers designed to move large amounts of water vertically upwards. Previously a bit stuck on moving water horizontally or downwards, your beavers can now, with the right science, pump water to irrigate high places or make reservoirs atop mountain peaks. Perhaps even add a new waterfall to the world...
Read more.