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Timberborn News

Patch notes 2025-04-15 (hotfix #2, experimental)

[h2]Bug fixes[/h2]
  • Fixed the beaver-bot workplace toggle reverting to the district-wide setting after loading the game.

Patch notes 2025-04-15 (hotfix, experimental)

Hello, everyone!

In case you didn’t get our slightly ominous memo, the OG Natural Overhangs are back due to the overwhelming player feedback! Today, we’ve got a bunch of tweaks related to their triumphant return, plus a few other important fixes.

[h2]Bug fixes[/h2]
  • In the map editor, guidelines are now correctly displayed on Ruins and the now-returned Natural Overhangs.
  • Added the missing warning when terrain blocks block demolishing Natural Overhangs they’re on.
  • The Farmhouse no longer resets its toggle upon loading the game.
  • The map editor brushes are now displayed correctly when interacting with Natural Overhangs.
  • Fixed the crash while saving the game.
  • Fixed the crash upon deleting a settlement.
  • Fixed the crash upon uploading a map to Steam Workshop.
  • Fixed the crash occurring when hovering the path preview over an unfortunate place at an unfortunate moment.

Patch notes 2025-04-11 (experimental)

You were right. We were wrong.

The new update is now live on the experimental branch.

Update 7 - Ziplines & Tubeways launch date reveal

Hello, everyone!

We're happy to reveal that Timberborn's next major content patch, Update 7 - Ziplines & Tubeways, goes live on...

May 8, 2025!


We've just announced this as part of Triple-i Showcase, a very cool event focused on very cool indie games (that's Timberborn, apparently).

Watch our Triple-i trailer for a quick summary of what's coming and when:

[previewyoutube][/previewyoutube]

Update 7 - Key features

With the new update, tons of good stuff will be added to our beaver city-building game. Here's the non-exhaustive list of what's coming to Timberborn on May 8, 2025.

[h2]3D Terrain[/h2]

In Timberborn Update 7, in-game terrain goes 3D. You can now overhang terrain blocks and put them on any flat surfaces such as roofs or platforms. This allows you to grow fields and forests anywhere, even in the form of multi-level hanging gardens. Your beavers can now also dig tunnels and create artificial caves!

[h2]Ziplines[/h2]

Folktails, our nature-friendly faction, gets to ride ziplines! Why use the dirt paths when you can set up express zipline connections spanning the entire map? Both beavers and bots can use ziplines to travel and transport goods across different heights, high above buildings, and over the map's topography.

[h2]Tubeways[/h2]

The Iron Teeth beavers, our industrious bunch, now integrate tubeways into their cities. These modular, branching tubes speed up the travel and goods transit in all directions, even in the narrow corners of the settlement, straight upward, or underwater. And yes, you can run tubeways through tunnels.

[h2]And more![/h2]
Timberborn Update 7 - Ziplines & Tubeways also features map reworks, balance changes, and bug fixes, not to mention performance upgrades, modding improvements, and quality-of-life tweaks.

Spoiler alert: before the update launches on May 8, 2025, you can get an early look at the new features by checking out the Experimental Branch as explained here.

And if you don't own Timberborn yet, no worries. Get it below or add it to your wishlist now!

https://store.steampowered.com/app/1062090/Timberborn/

Patch notes 2025-04-10 (experimental)

Hello, everyone!

A fresh batch of tweaks of all kinds is now live on the experimental branch! Thank you for your ongoing feedback.
[h2]Balance[/h2]
We've heard rumors that some of you don't take the well-being of your beavers seriously enough. Tsk, tsk, tsk.
  • Work speed now always increases by 20% with each well-being milestone.
  • The work speed bonus at maximum well-being is now 260%, up from 170%.
  • Default work speed bonus for bots is now 65%, up from 45%.
  • Bots' Condition 1 work speed bonus is now 110%, up from 90%.
  • Bots' Condition 2 work speed bonus is now 170%, up from 120%.

[h2]Misc.[/h2]
  • Crash reports are no longer sent when the game is modded. Broken mods have always been the most common crash cause, making it harder to identify the issues broken on our end that we can actually fix.

[h2]Bug fixes[/h2]
  • In Windowed mode, the cursor's tooltip no longer clips with the cursor itself.
  • In the map editor, water should no longer magically teleport underground after making edits to submerged terrain layers with the game paused.
  • A building with terrain on its roof can no longer be deleted with the button in the building panel (when it's the only thing that supports that terrain).
  • Pressing RMB while selecting an area with a tool no longer exits that tool as it should only cancel the current action. The Demolish tool was the worst offender here, as it also broke in half when you did that.
  • It is once again possible to select the Motivatorium by clicking its bottom part.
  • With the Flexible Start unlocked, the starting district's default name is now always District 1 rather than increasing by 1 with each new start location. Just imagine what would happen after getting to "9".