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Timberborn gets a 1.0 release date and new 'lore trailer' showing some very thirsty beavers




We've known that Timberborn has been approaching the end of its early access journey for some time, but developer Mechanistry had yet to pin down a specific 1.0 launch date for its popular beaver-themed city builder. Now though, as the developer gnaws through the last few items on its to-do list, it has formally revealed when the game will depart early access, and it's happening in March...
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Beaver city-builder Timberborn confirmed for launch on March 5

Easily one of the best city-builders around, Timberborn is set to leave Early Access on March 5th with a big update to the game.

Read the full article here: https://www.gamingonlinux.com/2026/02/beaver-city-builder-timberborn-confirmed-for-launch-on-march-5/

Timberborn lore trailer and 1.0 release date

[p]Hello, everyone![/p][p][/p][p]You knew Timberborn 1.0 was coming… but you didn’t know when. Today, we can finally reveal the date, and we’d like to do that in a pretty cinematic way - with the official Timberborn lore trailer narrated by none other than Shaun Dooley. Starting with 1.0, the video will also be the game's intro. Enjoy![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]That’s right, Timberborn 1.0 goes live on…[/p][p][/p][h2]March 5, 2026![/h2][p]Wrapping up the Early Access journey - after over 4 years! - is huge for us. With seven major updates done, Timberborn has evolved a lot. If you’re a returning player, here’s just a glimpse at what changed during that time.[/p]
  • [p]The nature-loving Folktails and the industrious Iron Teeth are now vastly different beaver factions, with separate food production chains, unique buildings, and technology.[/p]
  • [p]We implemented 3D water physics, 3D terrain, and expanded Timberborn’s hallmark vertical architecture and terraforming.[/p]
  • [p]We added badwater and a new dangerous season, badtides.[/p]
  • [p]We added bots and broadened the building roster across the board, from workshops to decorations.[/p]
  • [p]Faction-specific wonders now complement the game’s sandbox loop as end-game goals.[/p]
  • [p]We now have mass transportation systems in place: speedy Ziplines for Folktails and cutting-edge Tubeway tech for the Iron Teeth.[/p]
  • [p]The game now features 16 built-in maps, and the map editor is better than ever, with our super-active, super-friendly community adding more maps each day.[/p]
  • [p]Speaking of which, the game now has official mod and Steam Workshop support.[/p]
  • [p]There are also huge performance gains, UI improvements, and much, much more![/p]
[p]The list above doesn’t even mention what the actual 1.0 update brings to the table - but that, fortunately, is just a month away. (If you don’t want to wait, you can always jump onto the experimental branch and try the new stuff early.)[/p][p]Whether you’re a new or returning player, we can’t wait for you to join us on March 5, 2026![/p][p][/p][h2]Timberborn Creator Program[/h2][p]The upcoming launch of Timberborn 1.0 is a big deal for us, and we want to get the word out as wide as possible - so please consider letting your favourite content creators know that the beavers are coming for them.[/p][p]
[/p][p][/p][p]And if you’re a content creator yourself, we’ve prepared something special. To celebrate the 1.0 release, we’re launching the official content creator program on Lurkit.[/p][p]Timberborn Creator Program[/p][p]Click the button above to apply. Join the program to participate in missions for an added challenge and to grab neat rewards as you cover the game on March 5 and beyond![/p]

Patch notes 2026-02-05 (experimental) - Intro

[p]Hello, everyone![/p][p][/p][p]Just in case you haven't noticed, we have just announced the Timberborn 1.0 release date - we did that with a cinematic lore trailer that you can watch here. That video - without the English voice-over and the end slate - is now also in the game, serving as the intro cinematic. Enjoy![/p][p][/p][p]Misc.[/p]
  • [p]Added intro to the game.[/p]
  • [p]Added new beaver names, courtesy of our Golden Log Awards 2025 winners.[/p]
  • [p]Added missing translations.[/p]

Patch notes 2026-02-03 (experimental)

[p]Hello, everyone![/p][p][/p][p]As the release of Timberborn 1.0 draws near (really!), we have another batch of tweaks for your improved enjoyment.[/p][p][/p][h2]Misc.[/h2]
  • [p]Brought back the "It is too far from a district and cannot be reached" warning when placing a building.[/p]
  • [p]Added prettier icons for worker counters in the top bar and in building descriptions.[/p]
  • [p]Added new sounds for the Unstable Core and objects such as Water Sources and Water Seeps that are about to activate.[/p]
  • [p]Updated and slightly reordered in-game credits.[/p]
  • [p]Unified the layer tool's in-game capitalization to "Layer tool".[/p]
[h2]Modding corner[/h2]
  • [p]Fixed BlueprintEditor's Spec dropdown not working on the version of Unity used by the game.[/p]
  • [p]UnderstructureConstraint no longer hides a building if the understructure can be built by the player, which only matters for mods, for now.[/p]
[h2]Bug fixes[/h2]
  • [p]Moved the Science tutorial step to open after completing the working hours tutorial, as originally intended.[/p]
  • [p]Fixed a bug causing power consumers to report power demand after game load until unpausing, even if they did not need power.[/p]
  • [p]Fully charged batteries no longer consume surplus power, which means that the remaining batteries can now charge faster.[/p]
  • [p]The daytime skybox no longer shows for a single frame at dusk.[/p]
  • [p]Fixed a bug that resulted in batteries not working in the first tick after game load or after new buildings were added to, or removed from, the power network.[/p]
  • [p]Fixed some buildings not animating immediately after loading a game.[/p]