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Patch notes 2025-11-26 (experimental) - STEAM ACHIEVEMENTS

[p]Hello, everyone![/p][p]There are many achievement hunters on our team, and just like you, we really wanted to see that feature in Timberborn’s full release. And lo and behold - today’s experimental update adds sixty Steam achievements. Here’s a little teaser.[/p][p]
[/p][p]Can you guess what achievements hide behind these icons? The collection we prepared ranges from classics like “Reach a population of 100 beavers” to some less obvious and more devious, like the ones aptly named Quadfecta of Misery or Castor Posthumus.[/p][p][/p][p]If you’d like to check the achievements out before Timberborn officially hits 1.0, you can. As a reminder, here’s how to switch to the experimental branch on Steam.[/p][p][/p][p]After you have played with the achievements, please share your thoughts with us. Are they too easy? Too difficult? Do they even work?[/p][p][/p]
Patch notes 2025-11-26 (experimental)
[p][/p][h2]Steam Achievements[/h2][p]The 1.0 release deserved the addition of Steam Achievements - some of them simple, some not. We hope you have lots of fun hunting and discovering them all. Good luck![/p]
  • [p]Added support for Steam Achievements.[/p]
  • [p]Added 60 Steam Achievements to unlock.[/p]

The new Timberborn Merch Store is live!

[p]Hello, everyone!
[/p][p]Today, we’re proud to unveil our all-new merch store. Have you ever wanted to wear something Timberborn-y? Do you have a friend or a family member who would enjoy some beaver-approved swag? Now is the time![/p][p][/p][p][/p][p]Featuring both familiar and never-before-seen designs, visit our store today to find:[/p]
  • [p]Organic cotton T-shirts and hoodies - available in women’s, men’s, and kids' sizes[/p]
  • [p]Vertical and horizontal posters with official Timberborn artwork[/p]
  • [p]Water bottles, notebooks, caps, and bags - everything you need to wander the post-apocalyptic wasteland[/p]
  • [p]Puzzles, stickers, iPhone cases, and even cushion covers[/p]
[p][/p][p]Visit the store here:[/p][p][/p][p]To kick things off, we’re running a 10% discount on everything - just enter TAKE10 at checkout. The offer is valid until the end of the day (GMT) on December 2, 2025![/p][p]More designs and merchandise types are coming in the future. Our new store ships worldwide, with some usual exceptions.[/p][p]Go to the store using the link above or click the huge new button that is now available in the game, whether you’re on the main branch or the experimental 1.0 branch. This calls for the patch notes, no?[/p][p][/p]
Patch notes 2025-11-25 (main branch and experimental branch)
[p][/p][h2]Misc.[/h2]
  • [p]Added microtransactions the merch store button to the main menu.[/p]
[p][/p][p]Alright, now go and buy something, or we will not release the 1.0 files.[/p]

Patch notes 2025-11-20 (experimental)

[p]Hello everyone![/p][p][/p][p]A small patch is now live, including several bug fixes and improvements.[/p][p][/p][h2]Misc.[/h2]
  • [p]Slight performance improvement when lots of light sources are on the screen.[/p]
  • [p]We have changed how mods' enabled state is stored. This change will reset your local settings and all installed mods will be enabled again.[/p]
[p][/p][h2]Bug fixes[/h2]
  • [p]Rubble no longer shows unreachable status when it is moved, but remains in range.[/p]
  • [p]Fixed rounding for distance to district.[/p]
  • [p]Dynamite explosion sounds are no longer global.[/p]
  • [p]The gravity battery properly adjusts the weight position after loading the game.[/p]
  • [p]Fixed an issue with the duplication tool not copying construction priority.[/p]
  • [p]The Mechanical Pump's fluid settings can now be copied.[/p]
  • [p]Fixed occasional light flickering when lots of light sources are on the screen.[/p]

Patch notes 2025-11-18 (experimental)

[p]Good day, everyone![/p][p][/p][p]It’s time for another tasty patch to the experimental Timberborn 1.0 build. Today, we’re happy to unveil our post-apocalyptic solution to the Aquifer woes: the Badtide Drains. We’re also making further tweaks to the game’s visuals, improving the modding pipeline, and more.[/p][p][/p][h2]Aquifers and Badtide Drains[/h2][p][/p][p]We agree that Aquifers spilling out badwater were not an ideal situation, but we felt that simply disabling them would be rather boring. So, how about adding an extra map object that acts as a counterpart to the no-longer-deadly Aquifers?[/p]
  • [p]New map object: Badtide Drain. This rusty pipe can be placed on flat terrain or integrated into the side of a cliff. It discharges badwater, but only during badtides. Map creators are kindly requested not to place them directly above the starting locations.[/p]
  • [p]Aquifers now only produce water, and only do so during temperate weather. This also means that Drills no longer consume power during droughts or badtides.[/p]
  • [p]Updated Ancient Aquifer Drill’s model to have smaller supports.[/p]
  • [p]Updated selection colliders for Ancient, Folktails', and Iron Teeth Aquifer Drills. This allows you to select the Aquifer beneath and check its strength (only possible when editing maps or using certain cheat-ish tools).[/p]
[h2]Visual fidelity[/h2][p][/p][p]With this update, clean water becomes, well, clean! And in the spirit of transparency, you now also have more control over the graphics settings.[/p]
  • [p]Added water transparency to the game, enabled on Medium, High, and Ultra quality presets. Water Quality has its own setting, too.[/p]
  • [p]Added anti-aliasing selection to the graphics settings. By default, MSAA is used on Windows, and SMAA is used on macOS. If you choose MSAA on macOS, a warning is displayed.[/p]
  • [p]Added a brightness slider to the graphics settings.[/p]
  • [p]Added animations to beavers removing Thorns (previously known as Brambles - see below). Ouchie![/p]
  • [p]Improved visuals for leaves on crops and trees.[/p]
  • [p]Tweaked water particles and water visuals in tanks.[/p]
  • [p]Wet beavers' fur is now visibly wet (this was actually added last week).[/p]
[h2]Unstable Cores[/h2][p]As it turns out, it was sometimes too difficult to notice a huge explosion, resulting in unexpected pain and suffering for your beavers.[/p]
  • [p]The sound cue is now once again played 3 hours before the explosion. After that, the alert continuously blinks until the big bang happens.[/p]
  • [p]The explosion can now be heard across the entire map.[/p]
[h2]Decorations[/h2][p]It’s not much, but it’s honest work.[/p]
  • [p]Shrub is now unlocked by default.[/p]
  • [p]The Wind Gauge and the Bell now have their own needs attached.[/p]
  • [p]On the toolbar, moved the Bench and the Hammock behind decorations that fulfill needs.[/p]
  • [p]On the toolbar, moved the Bulletin Pole to the end of the decorations that fulfill needs.[/p]
[h2]Maps[/h2]
  • [p]Added Badtide Drains to Oasis, Canyon, Meander, and Craters.[/p]
  • [p]Made minor visual adjustments to the terrain on Pressure.[/p]
  • [p]Updated all map thumbnails now that we have the fancy new skyboxes in the game.[/p]
[h2]Balance[/h2]
  • [p]Lowered logs' usage in Steam Engines to 0.1/h. [/p]
[h2]Misc.[/h2]
  • [p]The difficulty selection now uses a vertical design. This is particularly helpful when using custom difficulty modes, which are now easier to create as a mod (see the Modding section below).[/p]
  • [p]The duplication tool now works on crops and trees (default key binding: B).[/p]
  • [p]Banners are no longer flippable. However, you can flip the pattern itself now, using a brand new toggle in the building's panel.[/p]
  • [p]Brambles were renamed to Thorns.[/p]
  • [p]Added missing translations.[/p]
  • [p]Re-enabled bloom on macOS now that highlighted trees no longer sparkle.
    [/p]
[h2]Modding[/h2]
  • [p]Creating mods with new game modes (difficulty presets) is now easier. Two examples already available in the Workshop are the Apocalyptic and the Utopian modes.[/p]
  • [p]Added multiple new tags to Steam Workshop. The tags are selectable in the mod uploader.[/p]
  • [p]Blueprint Preview now warns about missing Timbermesh models instead of showing an error.[/p]
  • [p]BlueprintEditor’s draggable field and preview no longer ignore assets located outside the Resources directory (for example, those in the Data directory). [/p]
  • [p]Fixed BlueprintEditor throwing an error when a NestedBlueprint wasn’t found in the project. [/p]
  • [p]Blueprint Preview should now respect the parent's position when drawing models and colliders. [/p]
  • [p]Object Debugger no longer crashes for an uninitialized ImmutableArray.[/p]
  • [p]Object Debugger no longer shows events and delegates fields.
    [/p]
[h2]Bug fixes[/h2]
  • [p]Fixed issues with terrain selection and highlighting.[/p]
  • [p]Removed an unnecessary empty line on the duplicate key binding warning.[/p]
  • [p]Fixed the incorrect text in the settlement deletion pop-up.[/p]
  • [p]Stumps left after cutting trees now correctly disappear after marking them for demolition.[/p]
  • [p]Inactive liquid sources no longer leak when their strength is changed.[/p]
  • [p]It’s no longer possible to trespass on Natural Dams.[/p]
  • [p]Reduced bloom in the Dance Hall.[/p]
  • [p]Fixed misaligned map description for maps with single-line descriptions.[/p]
  • [p]It is now possible to select dead trees once again.[/p]
  • [p]The game no longer auto-saves when the player quits after a load with backward compatibility issues.[/p]
  • [p]The game no longer crashes upon removing an Aquifer from underneath a Drill.[/p]
  • [p]The game no longer crashes if you try to duplicate a paused Terrain Block.[/p]

Patch notes 2025-11-07 (experimental)

[p]Hello everyone![/p][p][/p][p]As always, thank you for your feedback! Don't be shy and let us know your thoughts. Not all of them, just on the game.[/p][p][/p][p]Bug fixes[/p]
  • [p]Fixed haulers not supplying Steam Engines.[/p]
  • [p]The Copy settings tool no longer copies an empty recipe to buildings where you can't change it.[/p]