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Timberborn News

Patch notes 2022-04-19 (experimental)

[h2]New decorations[/h2]
Surprise! We have added two new faction-specific decorations.
  • New building: Wind Gauge (Folktails) helps you measure wind speed.
  • New building: Bell (Iron Teeth) signals the start and end of the workday.

[h2]Irrigation changes[/h2]
Having reviewed the player feedback, we realized that the experimental irrigation changes, while helpful, created a different set of issues. We’re working on another iteration of the fix but for now, we’ve reverted the irrigation mechanics to the pre-Experimental state.
  • Reverted changes to irrigation mechanics.
  • Reverted changes to Irrigation Tower. One Tile, One Dump is back on the menu, boys.

[h2]Misc.[/h2]
  • Builders now use the Working Speed bonus to put up constructions faster.
  • Added the names of new team members to in-game credits.

Patch notes 2022-04-08 (hotfix, experimental)

[h2]Bug fixes[/h2]
  • Fixed the mismatched Harvesting and Planting icons.

Timberborn in Ukrainian, sunflowers

Hello everyone!

This update is a little different. The war is raging in Ukraine – that’s right behind the borders of our studio’s country of Poland. Everyone deserves life in peace, and we’re still shocked by the horror happening right there, in the heart of 21st century Europe.

We’re just a studio making a game about beavers but we want to stress the fact that Ukraine is a sovereign country with its own rich culture. That’s why today, we’re adding Ukrainian to the pool of available in-game languages, along with a little nod to our neighbours’ beautiful folklore.

Ukraine needs more than gestures, though. To support victims of the Russian invasion, at the end of February we donated $50.000 to Polska Akcja Humanitarna (Polish Humanitarian Action). We encourage you to contribute too.

[h2]Patch notes: 2022-04-07[/h2]


While this update is now live on the main branch, the new content such as the settlement panel and the new day/night cycle remains on Experimental Branch only as we continue iterating on it.

[h3](Main Branch) In-game languages[/h3]
Timberborn is now officially supported in 12 languages. You can change the language in the game’s settings.
  • Timberborn is now available in Ukrainian.

[h3](Main Branch and Experimental Branch) Resources[/h3]
We’ve added an additional crop your farmers can grow.
  • New crop: Sunflowers. Sunflowers yield seeds that are eaten raw.

[h3](Experimental Branch) Visual[/h3]
  • Updated the skybox to reduce banding.

[h3](Experimental Branch) Bug fixes[/h3]
  • Removing trees (High priority) is now correctly prioritized over building (Low priority).
  • Fixed a crash on macOS.

Community Showcase: Custom Maps

Hello everyone!

Timberborn comes with 9 maps (with two more already on the Experimental Branch) but with the magic of Map Editor, there’s always more to get. Until we add Steam Workshop support, it requires a few additional clicks but getting the new map is as simple as downloading a file.

Right now, the go-to place for all Timberborn cartographers is this player-made collection of maps big and small (and medium). Other than that, you can check the Map section of the mod repository you already know, browse our forums, subreddit, and/or the dedicated channel on Timberborn Discord.

How to use custom maps?

Download the map file from the repository of your choice and copy it to the Maps folder located in C:\Documents\Timberborn\Maps. Start a new game and pick the map normally – it will have a [Custom] prefix in its name. You can use both new (.timber) and old (.json) custom map files.

Beaver new world

For this showcase, we chose 10+1 amazing maps. Each uses a very different layout and was designed around a specific experience. All maps we picked were created or adjusted after the release of Update 1 in December, which means they feature Undergrounds Ruins and are Mine-compatible.

[h2]Quest for the Ancient Aquifer (32x256) by Mulien [/h2]



Mulien’s creation tasks the player with reaching the source of life-giving water located at the end of a very narrow map. This challenge is not for the faint of heart: your starving colony has to beat several “stages” before getting there. “Quest…” is one of the coolest challenge maps we’ve seen created for Timberborn, and Mulien has recently modified it to add Update 1 content.

[h2]Jagged Islands (128x128) by Oombalol[/h2]



Creating this map took Oombalol a lot of time – not just because of all the small details but also due to the carefully planned out water flow. Here, it changes direction back and forth over the course of the game, so account for it as you make plans for a drought. By the way, if you enjoy the intricate map design like this, check the author’s pre-Update 1 creation, Pinewood Hills.

[h2]Trapeze Gorge (40x80) by billyocracy[/h2]



At a first glance, surviving on this map may seem like an impossible task – your beavers begin trapped in a small area cut off by high walls. Can you get them out before the resources run out? And once you do, will it even get easier? The margin for error is small in the beginning but once your beavers put their paws on the upper level, you’ll find some relief… for a moment.

[h2]The Valley of the Breeze (250x250) by SweetButter[/h2]



Timberborn’s water physics is put to a good test here as the map was designed to mimic how real-life ecosystems form. Water sources are located at higher elevations, surrounded by thick forests, and the cascading waters spread out, “eroding” the terrain to create a large riverbed in the map’s centre. Just be careful – the metal sources are scarce in the wilderness like this!

[h2]Horseshoe Bend (256x256) by exvalidus[/h2]



This is just one of the many maps our players have crafted based on real-life locations - in this case, a famous canyon on the Colorado River. For dramatization purposes, we took the screenshot during drought but when the river is there, the large flat areas make for well-irrigated future fields where early power management is easier thanks to strong water currents.

[h2]Chess Board Artificial River Trainer (256x256) by delirium[/h2]



We love all these wacky, unpredictable maps… but why not create an in-game chessboard that serves as a training tool? This flat creation allows you to experiment with the concept of artificial rivers that can keep the drought at bay even in Hard Mode. When this unique setup is properly adapted, you get a bidirectional river that continuously powers up water wheels and even makes the water management semi-automatic. Now, that’s the clever use of game mechanics.

[h2]Wonderlust (128x128) by heyitshatty[/h2]



Wonderlust’s author calls it a beginner-friendly map, and having several water sources right behind the hill helps indeed. The challenge is still there, however, as you need to be careful about where you put your first fields and water wheels. The starting area’s elevation results in tighter green areas and limits the access to the riverbank, at least until Stairs™ are discovered.

[h2]Apollo Island (256x256) by sukunabikona[/h2]



Can you tell which rather popular game served as a base for this map? By the way, it was really difficult to pick a creation from sukunabikona to feature. This author’s other amazing maps include areas from The Legend of Zelda: Breath of the Wild, renditions of real-life areas such as Hiroshima City and Taipei Basin, or even a “reversed” version of the basic Plains map. Respect!

[h2]Rising Tides (196x196) by dpqxo[/h2]



Beavers who land on this walled-off map sit on a ticking time bomb – except that bomb is actually the ever-increasing water level. This leads to a great twist – you are actually looking forward to the upcoming droughts as they give you some breathing room. Just don’t even think of blowing up a hole in the outer wall to escape. We’re not in a certain critically acclaimed Jim Carrey movie.

[h2]Paradise Lost (256x256) by dpqxo[/h2]



The paradise in question is waiting at the hill looming above the town - and if you get your beavers up there, the reward will be grand. We love the simple premise behind this map – and even though the goal is clear, each player may come up with a different approach.

[h2]Bonus: The Mad King (196x196) by TempMud[/h2]



The final creation is more of a save-map hybrid because the area has some structures prebuilt. Your beavers (Folktails only!) begin stranded in a dry wasteland where the only water sources belong to the titular mad King Ludwig. While he’s chilling there in his mud bath behind the ruin-filled moat, your colony desperately searches the desert for leftover resources and abandoned workshops. If you’re quick enough, you’ll build bridges over the moat to put an end to Ludwig’s tyrannical reign.

As you can see, there’s a lot our players can do with the map editor and Timberborn’s mechanics – and there are so many maps deserving a spotlight. After you go through the entire repository, let us know about the best maps you’ve found… or made!

PS Don't miss out on the previous Community Showcase where we focused on player-made mods for the game!

Until next time!
~Team Timberborn

Patch notes 2022-03-23 (experimental)

Hello everyone!

We’ve been keeping an eye on your feedback and today, we’ve got an update for the experimental branch to address that... and to change everyone's favourite Folktails building. Thank you for all the suggestions!

[h3]Settlement panel[/h3]

The new panel has received both functional and visual updates.
  • Added a new tab that allows you to monitor the popularity of your settlement’s attractions. This data is also displayed in the attraction’s individual panel.
  • Added workplace productivity indicators in the Workplaces tab.
  • Updated and reorganized some of the panel’s buttons and icons.
  • The panel now allows you to switch between districts and the global view.
  • As part of panel related updates, we added clickable district indicators in individual building and beaver panels.
  • Added a panel hotkey – G.

[h3]New day/night visuals[/h3]
We think we’ve fixed the issue with drought being too hard on the eyes but please tell us how you find the new effects.
  • Changed color of the “drought fog” to improve image clarity during drought, especially at dusk and dawn.
  • Changed colors of the night during drought.

[h3]Irrigation mechanics[/h3]
We’ve made some changes to make Irrigation Tower less of a meme. These changes also affect how irrigation works on the maps. While the built-in maps have been tested for that and work fine under the new behaviour, custom maps may be affected more.
  • The evaporation rate now becomes faster depending on the number of tiles surrounding the water tile, maxing out at four tiles. This includes both the ground tiles and levees.
  • The water consumption of the Irrigation Tower has been dramatically reduced.

[h3]Model updates[/h3]
We’re doing the below just for consistency’s sake. Totally.
  • Updated all flag models with cute little lamps.

[h3]Flavour texts[/h3]
This actually went live with the initial experimental release but we’ve never mentioned that.
  • Added missing flavor texts to buildings and resources.

[h3]Bug fixes[/h3]
  • Fixed a bug with range lines disappearing at certain camera angles.
  • Fixed a bug with water not being hidden after selecting a construction site.
  • Fixed some panels not being visible in entity panel during the construction stage.

Let us know what you think!