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Holiday Developer Stream

As promised in the patch notes for the new update, we would like to show you the magic of Droughts in Irrigation live on stream!

Need a hint on how to keep your beaver settlement alive after the changes? Want a beta key? Or maybe you're interested in a sneak-peek of what’s coming in 2021?

Join us on December 22nd, 2 PM GMT, for a special holiday developer stream! You can also tune in on our Twitch or on YouTube.

Update at 5:20 PM GMT +1: the stream has concluded but we have left the rebroadcast running for a moment after a request from our players. Later today, we'll put it down and put it back up later (tomorrow?) with the "waiting" part removed and the "rebroadcast" label added.

Update on Dec. 23rd: You can rewatch the stream below. Thanks to everyone who joined us!

[previewyoutube][/previewyoutube]

Patch notes 2020-12-18 (hotfix)

We've fixed the most annoying bugs reported by players. Another batch of fixes is coming next week.

  • Fixed a problem causing the game to use 2-4x more memory (RAM and VRAM) than needed. The game should no longer crash on machines with less RAM.
  • Fixed a bug causing the game to crash after flooding a settlement.
  • Fixed a crash when emptying certain buildings.
  • Bush seedlings no longer provide berries.
  • Science point counter now correctly updates after unlocking a building during pause.
  • Fixed Water Wheel sound not stopping when the wheel stops turning
  • Added missing sounds to Water, Power and Landscaping buildings


If you do experience a crash after this update, please send us an error report via the post-crash screen. We review them all and it makes it easier to identify and solve the problem quickly. You may also post the report on our forums.

Patch notes 2020-12-17 – Droughts and Irrigation

Hello everyone!

The previous patch added dynamic water that can be rerouted and controlled with dams. Let's put that to good use! With this update, we’re implementing two mechanics that dramatically affect Timberborn’s gameplay: droughts and irrigation.

Before we get into details, a PSA. Droughts, famine and lack of drinking water are very real issues across the world. It’s a Holiday season, and we would like to encourage you to support a charity of your choice helping the drought-stricken regions. For example, Polish Humanitarian Action is a respected entity that works with such issues, and there’s the United Nations’ World Food Programme. You could also check GiveWell for a list of other trustworthy charities. Thanks!

NOTE: All maps have been rebalanced with droughts and irrigation in mind, and the old saves may break. We strongly recommend you start a new game!



[h3]Irrigation[/h3]
The post-apocalypse continues! Crops and forests can now only grow if they have water – from rivers, artificial lakes and canals, the new irrigation towers. Without water, desert creeps in and plants begin to wither. If you don’t fix the problem, they die. We are also introducing Small Water Tank, to be paired with a rebalanced Water Pump that now stores less water.
  • Plant life can now only be sustained in the vicinity of a water source. The time before a plant on unwatered ground dies depends on the plant’s type.
  • New building: Irrigation Tower (200 SP to unlock; 15x log, 20x plank to build; uses 2x water per hour; employs 1 worker) – waters a surrounding area.
  • New building: Small Water Tank (no unlock cost; 15x log to build; stores 30x water).
  • Water Pump now only stores 15x water.
  • Water Wheel now stops when the water current is not strong enough. In the future, the power output will depend on the current’s strength.


[h3]Droughts[/h3]
The world now cycles between wet and dry seasons. You will always begin in the wet season, and you will be warned ahead of the dry season. Dry seasons are semi-random and become longer over time. When a dry season comes, water on the map begins to disappear. Deeper water sources take longer to dry up, so artificial reservoirs will help you store water for a longer period.
  • New mechanic: cyclical wet and dry seasons. Dry season causes open water sources (rivers, canals, reservoirs) to dry up gradually.
  • Added new UI elements informing you about the progress of the wet/dry cycle and warning about upcoming droughts.

[h3]Ruins & metal[/h3]
Human ruins will now provide your beavers with a finite amount of metal. Metal is a new resource used to build some of the existing high-end buildings (check the next section).
  • Added a new resource, metal, collected from ruins. Amount of metal depends on the size of a ruins block. Depleted blocks disappear.
  • New building: Scavenger’s Hut (75 SP to unlock; 20x log, 15x plank, 5x gear to build; employs 2 workers) – used to acquire metal from ruins in range.

[h3]Metal-related changes[/h3]
To account for the addition of metal, we have changed the resources needed to build some structures. At the moment, metal comes only from ruins, which may be hard to reach and are limited. We'll be closely monitoring feedback on the game's balance here.
  • Triple Platform: now costs 4x log, 4x plank, 2x metal. Single and Double Platforms have not been changed.
  • Printing Press: now costs 50x plank, 30x gear, 30x metal.
  • Engine: now costs 20x log, 5x gear, 10x gear.
  • Carousel: now costs 50x plank, 50x gear, 40x metal.
  • Tribute to Ingenuity: now costs 400x plank, 200x gear, 300x metal.

[h3]Explosives[/h3]
It’s not very safe to task your ordinary Joe Beaver with preparing explosives, so we have added a dedicated building that handles the hazardous production.
  • New building: Explosives Factory (150 SP to unlock; 10x log, 30x plank, 10x gear to build; requires 150 HP to operate; employs 1 worker); crafts 1x explosive from 3x paper.
  • Dynamite: now requires 1x explosive to build.
  • Added a new Dynamite model.

[h3]Maps[/h3]
Droughts and the need for irrigation required changing existing maps once again. We’re sorry if your beaver paradise suddenly turns into a wasteland. Time to build a new one!
  • Redesigned all maps to work better with the wet/dry seasons and encourage playing with irrigation.
  • Added “natural dams” called Barriers that can be demolished to unlock additional water areas without Dynamite.
  • Plains (256x256) is now a recommended map when starting a new game. Really, start a new game.

[h3]Visual changes[/h3]
We know the new visuals are a major shift in the game’s esthetics, especially when you open an older save. However, the contrast between post-apocalyptic feel and life brought by beavers has always been our goal.
  • Made major changes to the look of the land, now split into desert areas and the living, irrigated ground.
  • Replaced water shaders.
  • Added models of withering and dead flora (including ivy on ruins found in the desert!).
  • Made minor tweaks to textures of trees, slopes, and some buildings.

[h3]Keywords[/h3]
Stackable buildings are now referred to as “Solid”. We’re doing this in anticipation of the future. Over time, buildings in Timberborn will receive different keywords making it easier to understand their role.

[h3]Bug fixes[/h3]
  • Fixed a bug that caused haulers not to deliver logs to the Engine.
  • Fixed a few bugs and exceptions causing the game to crash.
  • Fixed an issue with Energy Shafts attaching to a Mirrored Lodge on the wrong side.
  • Fixed an issue with the Options panel re-opening after closing the Save game panel with Esc.
  • Fixed an issue with trees aggressively spreading onto field areas.
  • Right-clicking while marking resources will now correctly turn the tool off.

[h3]Holiday stream[/h3]
Need a hint on how to keep your settlement alive after the changes? Want a beta key? Or maybe you're interested in a sneak-peek of what’s coming in 2021? On December 22nd, 2 PM GMT, we’re going live on our Twitch! We’ll be streaming simultaneously here on Steam and on our YouTube channel. 🤩

[previewyoutube][/previewyoutube]

[h3]Request from the team[/h3]
Thanks to our awesome players' votes, Timberborn made it to the top 100 games in the Indie of the Year 2020 contest! You rule! Your votes put us in the second and final round, and we're now reaching for the “Best upcoming” title. If you think Timberborn deserves this, please vote for us! No registration required. It’s the first time we participate in a contest like this and your support means a lot for us. Thank you!



That's it for today. Do you like the changes? How difficult is the game with droughts and irrigation? Tell us either on Steam forums or on our Discord server! 🙏

PS If you're not in the beta yet, check your inbox – we've just added quite a few testers to our pool! And check our Twitter – starting on December 24th we'll have a week of daily mini-giveaways.

Upcoming patch & fresh beta opportunities (one expires today)

Wood day, everyone!

Here's what to expect from Team Timberborn in December. In short: there are more ways of snapping a closed beta key and the game will receive an update with droughts! 👇

[h3]IndieDB giveaway and voting[/h3]

The first opportunity to grab a beta key is a flash giveaway on IndieDB, the go-to source of information on indie games. To participate, go here. Important note: the giveaway lasts until 23:59 GMT December 7th. That means there are about 8 hours left to participate!

While there, we have a request. IndieDB is running Indie of the Year 2020 Awards. Timberborn isn’t released yet, but we do have a shot in the “Best upcoming” category. We haven’t participated in any similar contests yet, so your vote would mean a world to us. The voting is open until December 10th, it requires a single click here and no registration.



[h3]Upcoming patch & regular beta wave[/h3]

Of course, we will also have a regular wave of beta invitations sent to those signed up via our sign-up form. We want to match it with the next important update to the closed beta – which should be deployed before Holidays. Here's what's coming:
  • You’ll notice there is a timer warning you about an upcoming drought that causes rivers to disappear for a while. You need to prepare for that by stockpiling food and water. It's a recurring event, and further droughts may be longer or more frequent.
  • Droughts are a danger because starting with the new update, forests and crops will need to be on the watered ground to survive (duh). You will have to dig canals!
  • While it's still an early iteration of the system, you will also be able to build a Scavenger’s Hut and extract metal from ruins (that are often scarce and remote). You need metal to build an engine, a carousel, the most advanced monument etc.
  • Allowing all beavers to play with dynamite isn’t safe, so we're also adding an Explosives Factory, a new building that handles the hazardous production (below).
  • There are other tweaks coming, including new desert visuals. Yay, post-apocalypse!




[h3]Developer stream (and a bonus video)[/h3]

We're still working on the update, and we'll let you know as soon as we have an exact release date. There will also be a short developer stream on Twitch beforehand! By the way, our debut stream held on November 2nd didn't record properly. However, we have prepared a separate gameplay video with developer commentary. You can find it here.

[previewyoutube][/previewyoutube]
[h3]Twitter beta key shenanigans[/h3]

Before the patch hits, you'll be able to grab a beta key via our second Twitter giveaway. It will go live this Friday, December 11th, and last through the weekend. It's a matter of simple “retweet & follow” – so you could already fulfil the second condition and follow us there. When the giveaway post goes up, you’ll be the first to know!

Finally, each day from December 25th through December 31st, we'll have a little Twitter challenge where you can get a closed beta key if you're quick and nimble as a beaver!

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That's it for today! Thanks for reading and until next time – we'll be even closer to the Early Access launch planned for Q1 2021. We should have some exciting news! 🤩

Patch notes 2020-11-06 (hotfix)

We have deployed a small patch to fix a few bugs related to the new features of the November 3 update (Dam & Blast). Thanks for the reports, everyone, keep 'em coming!

  • Fixed a crash due to an error in the water physics logic.
  • Corrected ruins buttons in the map editor.
  • Fixed a bug causing farmers to plant crops outside the range of a Farmhouse.