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Timberborn News

Path notes 2020-07-16 (hotfix)

The latest patch fixes a minor bug causing the new resource list to disappear in certain situations.

All other changes from earlier today, including the new features are listed in the previous announcement.

Patch notes 2020-07-16

To kick off the new incarnation of Timberborn Closed Beta, we have just released an updated build! Even though it focuses on quality of life, we are sure many of you will appreciate it.

The good stuff
  • The resource list has been revamped as per your suggestions. Resources are now grouped in collapsible panels at the top of the screen. Importantly, water is now in a separate category than food, the previous grouping was misleading for many of you. Thanks for the feedback!
  • The status icons above hungry and thirsty beavers have been replaced with ones which correspond to the new resource categories and better communicate what is going on.
  • The Map Editor allows you to zoom out much further than before, giving you an overview of a large area.
  • Minor performance optimizations.


The fixes
  • We have fixed a bug causing status icons above buildings to sometimes intersect with them.
  • One of the previous updates added a warning when you tried to place a building with an obstructed entrance. This did not work in certain edge cases which have now been resolved.


The build is already live on Steam! Don't forget to share your feedback - that's what keeps us going, it's the butter of our bread, the cherry of our cake, the nuts of our bolts, the... the... chlorophyll of our trees (?) You get the idea, we need you!

Also, if you're more of a TL;DR kind of person: https://twitter.com/timberborn

Timberborn Beta has been extended!

Yes, you read that right! What it means in practice:

[h3]More content[/h3]
We will continue to update the beta builds with new content, new mechanics and bug fixes.

[h3]More time to play[/h3]
While the beta will eventually end, we do not have a specific end date yet, our only goal is to make the best possible game and we'll do what it takes to deliver.

[h3]More keys[/h3]
Those of you who already have a key - you can keep playing! Those who don't - you still have a chance to get one! We will distribute new keys on a regular basis to selected players. If you haven't signed up yet for a chance to play the game, you can do so here.

Above all, the extension will allow us to continue developing Timberborn with your help. You sent us a tremendous amount of feedback and suggestions. You helped us realize what works and what doesn’t in the current design of the game. You pointed out bugs and told us which parts of Timberborn you enjoyed the most. Community-led development is a tradition that started with Timberborn Open Alpha last year and it just repeatedly proves to be working well for the project.

Thank you, you are awesome! (by human standards)

https://www.youtube.com/watch?v=dgm92Uhh17o

Patch notes

We have just released a patch to Timberborn Closed Beta. Features:

  • You can now change the names of individual beavers to whatever you like. Such as the names of your favorite football players. Or your favorite species of microlepidoptera if that is your thing.
  • Jobless beavers automatically move to a different home if that allows them to get a job.
  • Critically hungry or thirsty beavers now search for food and water sources within the range of their current location, including ones that are outside the range of their homes.


Bug fixes:

  • Building descriptions now correctly report their power requirements. Additionally, buildings that need power but are not connected to a power source now have a warning icon above them.
  • We have fixed a bug which resulted in negative jobless numbers.

Beta changelog

For those of you curious about what's changed since alpha, here's a list:

  • Most of the graphics including the terrain and all buildings have been redone.

  • Buildings can now be stacked atop each other or built on the water, forming multi-storey complexes.
  • You can create custom maps using the built-in map editor.
  • The game features three totally new maps.
  • The path finding algorithm has been replaced, which fixed a lot of the old pathing bugs and improved performance.
  • We significantly increased the tempo of the early game, most stats have been rebalanced.
  • Laborers now work in Labor houses and Labor flags, unemployed beavers do nothing.
  • Forester can now automatically mark mature trees for cutting.
  • Homeless beavers set up sleeping mats on the street.
  • Laborers and Haulers automatically distribute goods throughout the settlement. The process can be controlled by setting “desired amounts” in warehouses which replaces “stockpile limits”.
  • Paper can be used to produce Books which satisfy Knowledge.
  • Wooden paths are replaced with free dirt paths.
  • Workplaces and homes now have a limited range that can be extended by building paths.
  • Power can be connected to a building from (almost) any direction. Adjacent buildings form clusters which share power.
  • Scaffolding can be walked on and can support almost any building.
  • Twigs from Birches have been replaced with Berries produced by the newly added Blueberry bush.
  • The load save and load map screens feature a handy “Browse directory” button which opens the File Explorer.
  • Most warning icons are now grouped in an alert panel in the bottom left corner.
  • You can locate unemployed beavers using one of the new alerts.
  • After selecting a house, you can assign a dweller to move in.
  • Homes can be paused, causing dwellers to move out and seek new shelter.
  • The maximum height of a map has been increased from 9 to 16.
  • The map file format has changed, but it should be relatively easy to convert any existing map generators or editors. Talk to our team if you need help.
  • Finishing a building requires a small amount of a Laborer’s time in addition to materials.
  • We’ve added a lot of new sounds.

  • Many, many bug fixes and performance optimizations.


And here's a couple of features that have been added during the beta:
  • We added Preview Building Mode: When you place a new building or select a construction site, you see gray previews of the unfinished structures. You can now place a new construction on top of unfinished buildings. That effectively allows you to design whole complexes of buildings before you spend any materials or your beavers' precious time.
  • We added a Population wellbeing panel which gives you a high-level overview of how you're doing in terms of satisfying your beavers' needs. You can access the panel by clicking the average wellbeing counter in the top-left corner.
  • The game now warns you if something is obstructing the entrance of the building that you are placing or if the building will obstruct another building's entrance.
  • Added a welcome popup explaining the current status of the game.
  • The walking range of all buildings has been increased by 10%.
  • Stairs now extend the walking range by the same amount as flat paths. That makes vertical structures more efficient space-wise.
  • Also many, many bug fixes.


Thank you to all our wonderful beta players for the invaluable feedback. We couldn't have done it without you!