Timberborn Patch Notes

Patch 2026-09-22 September 22, 2026

  • Replaced the "Random maturity" checkbox in the Map Editor with a "Gatherable" slider, which controls how many plants placed by the brush are fully grown and ready for gathering. This is related to one of the fixes listed below.
  • Remember when we changed Succulents to store 2 units of water instead of 1? We have just hacked updated all custom maps to reflect this change, too.
  • Water and Badwater Sources with high strength will now scale it properly before the upcoming drought.
  • In the map editor, plant growth and yield are now properly preserved when a dead plant is restored.
  • Added a main menu warning for Intel 13th/14th Gen CPUs affected by known stability issues.
  • Updated the Unity Engine version to 6000.5.11f1.
  • The mod manager displayed when launching the game should now render non-Latin fonts properly. (The in-game manager had already been fine).
  • The game should now render non-built-in fonts properly.
View full patch notes ↗

Patch 2026-09-03 September 3, 2026

  • Fixed the Berries on Pillars all having 0% yield growth at the start of a new game.
View full patch notes ↗

Patch 1.1 September 3, 2026

  • Desert plant: Succulent
  • New and updated maps
  • Statistics for goods and population
  • New watertight buildings
  • Tier 4 monuments
  • More faction-specific attractions
  • New beaver workwear and more.
  • New feature: statistics for goods and population . You can select the time range and switch between global and district views. The numbers are not available retroactively - the game begins tracking them after you open your save on the 1.1 build and start playing.
  • Added the Goods statistics tab to the Settlement Panel. Use it to see how the stock, production, and consumption for particular goods change.
  • Goods’ tooltips now include a mini chart showing their stock levels over the last 10 days.
  • Added the Population statistics tab to the Settlement Panel. Use it to see the evolution of your population or parts of it, for example only bots. Here, you will also find information on changes in well-being, housing, and employment.
  • New building: Airlock (300 SP; 15x Log, 8x Gear, 4x Metal Block). It’s like a tunnel but integrated in a levee. Your beavers no longer need to climb stairs to traverse a water reservoir - just let them cut through!
  • New building: Impermeable Tubeway (800 SP; 4 planks, 2 gears, 2 metal blocks; Iron Teeth only). Similar to the Airlock, this horizontal-only Tubeway variant can be integrated into a Levee wall, and the water will not leak on the sides. Gotta go fast!
  • New building: Impermeable Power Shaft (300 SP; 12x Log, 6x Gear, 10x Metal Block). Integrating the energy network next to water reservoirs - for example to connect a Mechanical Pump at the top - could sometimes get clunky. Now it’s easy to seal the deal.
  • New building: Compact Mechanical Pump (4000 SP; 50x Gear, 25x Treated Plank, 25x Metal Block; 700 HP). With this mechanical wonder, you may pump water directly from one side of the wall to the other, creating an advanced canal system in no time. Its shape and stackability also unlock some previously impossible setups such as pressurized pipes.
  • Updated building: (Deep) Mechanical Pump . In light of the addition above, we’ve updated the existing Mechanical Pump’s model. It now only costs 2000 SP to unlock and 50x Gear, 15x Treated Plank to build. It also consumes less power, down to 500 HP.
  • New building: Hall of Abundance (15 000 SP; 700x Plank, 300x Treated Plank, 500x Metal Block; Folktails-only). Now that’s an animal crossing.
  • New building: Arch of Progress (15 000 SP; 600x Plank, 300x Treated Plank, 600x Metal Block; Iron Teeth-only). Iron Teeth may not be a subtle bunch, but hey, their triumphs deserve a properly sized tribute.
  • New building: Sauna (300 SP; 10x Log, 10x Plank, 5x Gear; Folktails-only). It is hot in the wasteland, sure, but nights get cold, and there’s no better place for some friendly gossip.
  • New building: Domed Garden (60x Plank, 40x Gear; Folktails-only). When there’s no shade and respite, you need to create some on your own. Thanks to the included sprinkler, this building also satisfies the Wet Fur need.
  • New building: Massager (150 SP; 10x Plank, 5x Gear; Iron Teeth-only). After a hard workday comes an even harder, bone-twisting relaxation session.
  • New building: Dance Pit (1800 SP; 60x Plank, 20x Gear, 30x Metal Part; Iron Teeth-only). Alternatively, playing some beaver bangers at full volume and letting off steam also works. And, you get your fur wet as a bonus!
  • New unconventional map: Nomads (256x256). Here, your beavers may need to migrate because as cycles change on the map, so does the water flow across this vast, arid land.
  • New unconventional map: Pillars (192x192). On top of surviving the usual wasteland dangers, you will need to figure out how to best use the limited, fractured space on the upper level, with the lower area being… far from hospitable.
  • New plant: Succulent . This plant grows only on dry land and will die if overwatered. It can be added through the map editor as well as grown in-game by the Forester.
  • Succulents store water, which can be harvested after Lumberjacks cut them. Warning: due to all these spikes, injuries may occur.
  • Added Succulents to all built-in maps.
  • Scavengers and miners now wear helmets. Safety first!
  • Foresters now don fancy feathered caps.
  • Gatherers now carry bags on their backs.
  • Lumberjacks now wear lederhosen suspenders.
  • Relays now support more than two inputs.
  • Water particles are now more complex and three-dimensional.
  • The death status icon is now shown at the top of the Alerts section - this only applies to deaths not caused by old age. The alert blinks dramatically as the counter increases.
  • Dead bodies now stay visible until they decompose for 24 hours.
  • Death status icons were updated to stand out more. They are now also displayed over the dead bodies, serving as a grim reminder of the player’s possible wrongdoings. (Similar to the alert, they do not appear over beavers who died of natural causes).
  • Updated the wonders’ description panel with map completion details.
  • On the map selection screen, incomplete maps now display an empty box. For complete maps, the map unlock status tooltip was updated.
  • Well-being gained from the following attractions now doesn’t drop as fast: Contemplation Spot, Lido, Scratcher, Swimming Pool, Rooftop Terrace, and - especially - the Campfire.
  • Carousel: reduced SP unlock cost from 700 to 600 SP.
  • Wind Tunnel now costs 100x Plank, 50x Gear, 50x Metal Block, up from 75x Plank, 30x Gear, 50x Metal Block. Also increased the unlock cost from 700 to 800 SP.
  • The Observatory now produces 12 SP per hour, down from 10 SP per 0.75 hours.
  • Removed Sluice, this time for good. Yes, we removed it in 1.0 when we added automation to the game, but the pre-existing Sluices would still appear in saves loaded on a 1.0 build. When you load such an old save on 1.1, Sluices are replaced with Fill Valves. This means you will likely want to adjust the Valves’ configuration, and in some setups, consider adding Contamination Sensors.
  • Several commonly used 1x1 buildings, such as the Small Pile and the Breeding Pod, can now be placed in a line, similar to how Valves work as of 1.0.
  • Reduced Dance Hall’s height so that it fits neatly under Overhangs.
  • Tooltips are now shown one frame earlier.
  • Badwater Discharge has been renamed to Badwater Pressurizer, which better reflects what the building does.
  • (Deep) Mechanical Fluid Pump has been renamed to simply (Deep) Mechanical Pump. The shorter naming is more practical with the addition of Compact Pumps.
  • Fluid Dump has been renamed to Discharge, removing the last remaining use of the term “fluid”.
  • Updated the name of Agora in Simplified Chinese to make more sense.
  • Corrected the sometimes misleading translations of "Wonder", "Monument”, and "Awe" in Simplified Chinese.
  • Added the winners of our first-ever mod contest to the in-game credits.
  • Added the "Update 1.1" tag to the mod uploader.
  • Updated the Unity version to 6000.5. As a result, the game’s minimum required macOS version is now 13.0.
  • Fixed the incorrect counting of goods consumed by some buildings, like the Steam Engine or the Mud Bath.
  • Goods stored in Breeding Pods, Firework Launchers, and wonders are now correctly included in the district's total resource count.
  • Fixed clipping visible upon selecting the Bot Part Factory being built on top of a finished Bot Part Factory.
  • Lodge's roof no longer clips with AoE tiles.
  • Tunnel's construction base no longer clips with the Shower's floor.
  • Water no longer clips with one side of the Throttling Valve.
  • Fixed a visual issue with the Vertical Power Shaft’s upper frame.
  • Fixed lights lighting up incorrectly in Agora and Motivatorium right after placing them.
  • Fixed a gap in the Power Shaft-to-Barrack connection.
  • Fixed Food Factory’s incorrect model block object.
  • Fixed the visuals on the Reserve Tank.
  • You should now have an easier time selecting oddly-shaped buildings to demolish.
  • Mangrove trees no longer levitate.
  • Fixed an issue where dead potatoes were refusing to disappear under the gray preview of the fresh batch you’re planning to plant.
  • The Throttling Valve no longer leaks contamination in the opposite direction.
  • Fixed the issue with weather vanes on Weather Station pointing in the wrong direction and making the game completely unplayable.
  • Reminded the lazy beaver lumberjacks that all logs from a fallen tree must be retrieved, even if the player saves and loads the game in the middle of the process.
  • The construction guidelines toggle now correctly switches its tooltip between hide and show states.
  • Contaminated beaver status was reworded to Beaver is contaminated - to be similar to other statuses. Consistency is everything.
  • Revised Pine’s icon.
  • The Aquatic keyword is now correctly formatted in the buildings’ descriptions.
  • Icons for Iron Teeth’s goods are now always rotated the same way across the UI.
  • The settlement panel no longer shows the “Prioritize by haulers” toggle for the Inventor. How would they even fit all these SPs in their tiny little backpacks?
  • Fixed the tutorial’s checkboxes getting squeezed when the text is too long.
  • Fixed a typo in Triple Dynamite’s description.
  • The duplication tool no longer breaks automation settings for synchronizable buildings.
  • In the map editor, the Delayed activation checkbox is now properly copied when using Copy Settings.
  • The layer tool no longer breaks in the map editor.
  • It is no longer possible to be rude and cover a water part of a Lido or a Swimming Pool with Terrain Blocks.
  • In the map editor, the Natural Overhang no longer uses the "uncovered" model.
  • Fixed a crash caused by a beaver getting confused while trying to deliver an item to a storage building that wouldn’t accept it.
  • Fixed some microstuttering on macOS.
  • Fixed random crashes when loading the game.
  • Fixed a crash that had a 0.0000000002% chance to occur when spawning a new object in the game. Yes, we did calculate that.
View full patch notes ↗

Patch 2026-09-01 September 1, 2026

  • Domed Garden can now be built on Impermeable Floor.
View full patch notes ↗

Patch 2026-08-31 August 31, 2026

  • Reorganized Thorns' placement to make it more natural.
  • Added Thorns around the starting location to make dams harder to set up.
  • Increased external Water Seeps' strength.
  • The patch notes link in the main menu is now broken. This probably means nothing.
  • When copying settings for a Compact Pump, the Flow Rate is correctly copied.
  • Pre-existing Succulents that were on a map before we buffed them have finally received the memo and will now have their yield correctly increased.
View full patch notes ↗