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Timberborn News

Timberborn limited beta starts NOW!

Timberborn Closed Beta has officially started! The first batch of beta keys is being sent out now so check your Discord inboxes. The number of keys is limited but if you don’t receive one today, don’t fret, we will be sending them in rounds over the coming weeks. And if you haven't signed up for the beta yet, you can do so here.

Our goal for the beta is to hear your honest feedback about the game in its new incarnation. Timberborn is still far from the complete experience we have in mind but we strive to make Timberborn the greatest beaver builder of all time. And that is only possible with your help, so please join the discussion on Discord and on the forums. Discord is also the best place to find the latest streams and videos.

[previewyoutube][/previewyoutube]

[h2]What has changed[/h2]
Almost every aspect of the game has been redesigned since the alpha. The game looks and plays differently.
[h3]Graphics[/h3]
Most of the graphics including the terrain and all buildings have been redone in some way. Our focus was exploring the best art style for the new architecture system. Let us know what you think!
[h3]Vertical building[/h3]
Buildings can now be stacked atop each other or built on the water. Homes and warehouses in particular can form multi-storey complexes.
[h3]Map editor[/h3]
You can create custom maps using the built-in editor. The game also features three totally new maps. Also, the maximum terrain height has been increased to 16 - check out the Canyon map for a glimpse of the possibilities that it brings.
[h3]Optimizations[/h3]
This consisted of tens of smaller changes but the biggest one by far is the new path finding algorithm which fixes a lot of the old pathing bugs and improves performance. More optimizations will come in future updates.
[h3]And more...[/h3]
...you can find the complete list here.

[h3]How do I follow the beta[/h3]
Join our Discord channel to get up-to-date development news, streams and videos and to chat with the community.

Timberborn limited beta is coming soon!

Hello, all you beavers out there!

Are you eager to get back to work? Since open alpha proved to be a huge success in developing Timberborn and your feedback has been super valuable, we would like to continue getting you involved in the further development of our game.

We decided to launch a time-limited closed beta. We have upgraded our game with a number of new features, improvements, art, and more cool beaver stuff. If you played alpha, it will be a completely different experience. You can get a sneak peek of some improvements in our short trailer.

[previewyoutube][/previewyoutube]

The closed beta will take place from June 18th to July 16th. If you wish to participate, please go over to our Discord where you will find a sign-up link. Alternatively, you can sign up here to get on the closed beta list.

The Timberborn alpha is over! Thank you for your feedback

Hi beavers!

Our open alpha stage is finished and we want to give huge thanks to everyone who participated.

During the alpha testing, we had received tons of highly valuable feedback. We have implemented so much of it, that the game is now completely different from its alpha counterpart. Virtually every core mechanic has been revamped based on player feedback including the completely redesigned art style and a much more elaborate architecture system.

Here are the most requested features (we implemented or are currently working on implementing):
  • Dams god dam it! No true beaver game can do without them, and we’re gonna make Timberborn the greatest beaver game of all.
  • Support for higher population… the more beavers the better, obviously.
  • Automated tree cutting - it’s a small thing but one of the most commonly brought up PITAs.
  • Population growth is out of control, too slow in the early stages, and too fast in the end game.
  • More warehouse management features - we’ve added a number of features during the alpha, but you asked for more.
  • More production chains, more challenges such as fires or weather conditions, more everything - alright, you ask, we code.
  • More beaverness. We kept hearing that the settlements look too human-like, we are addressing that in multiple ways.

It’s important to note that now the alpha stage is over, alpha Steam keys will no longer work and everyone who had one will find themselves unable to play the (alpha) game.

February 4th Update

A new version of Timberborn Alpha is now live! The update includes new warehouse management features, a new attraction and multiple smaller enhancements:

Warehouse constraints

You can now choose which resources are allowed in each warehouse, and in what amount. The feature was requested by almost everyone who played the alpha. Together with Hauling posts and Storage emptying that were added in December, it forms the basis of the logistics system, but you can expect more features in the future.

Temple

A place for your dwellers to contemplate their forestial lives, satisfies Spirituality.

Sounds

Most buildings now play a custom sound after being selected. The game also mutes all audio when it loses focus or gets minimized (but you can change the behavior in settings).

UI scaling

The automatic UI scaling is now a little smarter but in case you don’t like the default, you can change it in settings.

Bug fixes

An incomplete list:
  • Eager Beaver can now satisfy Comfort during sleep.
  • The game no longer crashes in rare situations shortly after loading a savegame.
  • Trees no longer spawn at random locations, the bug is hopefully gone for good this time.
  • Building animations should now properly loop, fixing a (barely noticeable) jitter in the previous versions.


Today’s update is probably the last one before we release a major overhaul of the terrain system - stay tuned!

Go ahead and add Timberborn to your wishlist: https://store.steampowered.com/app/1062090/Timberborn/

Logistics and performance update

The new build is now live!

It's taken us an unusually long three weeks but the update brings a lot of shiny new stuff:

Hauling!

The newly added Haulers carry two times more weight than a regular beaver. They assist workshops in transporting goods and by doing so they dramatically improve the performance of your production chain. Haulers also form the basis for future warehouse management features.

The underlying logistics system has also been redesigned. Most notably, beavers now collect goods directly from other buildings. For example, if there is bread in a Bakery or planks in a Carpenter, they can be picked up even before they are delivered to a warehouse.

Emptying storages!

Long overdue, you can now mark a building to be emptied.

Improved performance!

The game has been optimized on two fronts:
• Graphics - which means you should see a much better FPS than before or be able to play on lower-end GPUs.
• Processor usage - which means you can grow your population to a much higher level.

Overall the game should run smoothly up to 400 beavers or more, depending on your hardware.

New sounds!

Multiple buildings, including most workshops, now emit sounds.

New models!

A number of buildings have been redesigned: Lido, Water wheel, Shafts, Scaffoldings and Footbridges.

Home and workplace information

After selecting a beaver, you can now see where it lives and works.

Rebalancing:

• Most shafts no longer require gears or science points.
• Inventor's Hut is now 50% more efficient.
• Wheat field's yield has been increased from 70 to 100.
• Potato field's yield has been increased from 40 to 45.

Bug fixes:

• Forester no longer forgets its settings after saving, thanks @Milo#9630
• Forester now correctly plants trees on neighbouring tiles, thanks @Milo#9630
• Buildings now report the correct number of incoming beavers

[previewyoutube][/previewyoutube]