Timberborn Patch Notes

Patch 2026-06-22 June 22, 2026

  • Added the winners of our first-ever mod contest to the in-game credits.
  • Added the "Update 1.1" tag to the mod uploader.
  • The duplication tool no longer breaks automation settings for synchronizable buildings.
  • It is now possible to automate Double and Triple Dynamites with the Detonator again.
  • The Compact Mechanical Pump and the Massager can now be placed on the Impermeable Floor.
  • A Campfire built during the day no longer appears malformed and with its fire lit.
  • Fixed the Compact Mechanical Pump spawning water particles when the water on the output side was overflowing.
  • The Compact Mechanical Pump will no longer pump water into a full, closed reservoir, resulting in wasted water - a serious crime punishable by pastry and coffee deprivation for up to three months.
  • In a similar vein, the Compact Mechanical Pump no longer magically generates new water while under pressure.
  • The Throttling Valve no longer leaks contamination in the opposite direction.
  • 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 dead beaver bodies sometimes being hungry or thirsty. Zombeavers might be an intriguing concept, but this was just an issue with the status icons.
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Patch 2026-06-11 June 11, 2026

## What changed ## Bug Fixes - **Arch of Progress** — now correctly allows placing overhangs directly above its arch - **Observatory recipe** — updated to match recent rebalancing changes - **Tutorial checkboxes** — fixed text overflow causing them to get squeezed - **Lumberjack task persistence** — beavers now retrieve all logs from fallen trees even after save/load cycles - **Storage delivery crash** — fixed crash when beavers attempted to deliver items to incompatible storage buildings - **Settlement Panel crash** — fixed crash from rapidly switching between tabs ## Other - **Relay panel explanations** — updated to reflect that it now accepts more than two inputs ## Overall This patch fixes several crashes and gameplay issues while updating tooltips and recipes to match current game balance.
  • Arch of Progress now correctly allows placing overhangs right above its, well, arch.
  • Updated the explanations in the Relay’s panel now that it accepts more than two inputs.
  • Updated Observatory’s recipe to actually match its recent rebalancing.
  • Fixed the tutorial’s checkboxes getting squeezed when the text is too long.
  • 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.
  • 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 a crash caused by badly-timed switching between the Settlement Panel's tabs.
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Patch 1.1 June 10, 2026

## What changed **Statistics and Tracking** - **Goods statistics tab** added to Settlement Panel showing stock, production, and consumption changes - **Population statistics tab** added to Settlement Panel tracking population evolution, well-being, housing, and employment - **Goods tooltips** now display a mini chart of stock levels over the last 10 days - **New statistics feature** for goods and population with time range and global/district view options (tracking begins after loading saves on 1.1 build) **New Buildings** - **Airlock** (Folktails/Iron Teeth) — integrated tunnel in levee allowing beavers to traverse water reservoirs without climbing stairs - **Impermeable Power Shaft** — seals energy network next to water reservoirs - **Compact Mechanical Pump** — pumps water directly through walls, enables new canal setups - **Hall of Abundance** (Folktails-only) — major attraction - **Arch of Progress** (Iron Teeth-only) — major attraction - **Sauna** (Folktails-only) — well-being attraction - **Domed Garden** (Folktails-only) — shade and respite building - **Massager** (Iron Teeth-only) — well-being attraction - **Dance Pit** (Iron Teeth-only) — well-being attraction **Updated Buildings** - **(Deep) Mechanical Pump** — reduced unlock cost to 2000 SP, build cost to 50x Gear and 15x Treated Plank, and power consumption to 500 HP - **Wind Tunnel** — increased costs to 100x Plank, 50x Gear, 50x Metal Block and unlock cost to 800
  • More faction-specific attractions
  • Added the Goods statistics tab to the Settlement Panel. Use it to see how the stock, production, and consumption for particular goods changes.
  • 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 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.
  • 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; 600 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.
  • New building: Massager (150 SP; 10x Plank, 5x Gear; Iron Teeth-only). After a hard workday, even the Iron Teeth are ready to show their gentler side.
  • 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.
  • 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.
  • Gifted helmets to scavengers and miners.
  • Gifted caps to foresters.
  • Gifted bags to gatherers.
  • Gifted lederhosen suspenders to lumberjacks.
  • 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.
  • 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 hour.
  • Several commonly used 1x1 buildings, such as the Small Pile and the Breeding Pod, can now be placed in a line, similar to how Paths work as of 1.0.
  • Reduced Dance Hall’s height so that it fits neatly under Overhangs.
  • 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”.
  • Tooltips are now shown one frame earlier.
  • Updated the name of Agora in Simplified Chinese to make more sense.
  • In the map editor, the Delayed activation checkbox is now properly copied when using Copy Settings .
  • 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.
  • 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.
  • 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.
  • Contaminated beaver status was reworded to Beaver is contaminated - to be similar to other statuses. Consistency is everything.
  • The construction guidelines toggle now correctly switches its tooltip between hide and show states.
  • Fixed some microstuttering on macOS.
  • Fixed random crashes when loading the game.
  • Fixed the visuals on the Reserve Tank.
  • Mangrove trees no longer levitate.
  • Fixed a crash that had 0.0000000002% chance to occur when spawning a new object in the game. Yes, we did calculate that.
  • 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.
  • 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.
  • 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.
  • 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).
  • Fixed clipping visible upon selecting the Bot Part Factory being built on top of a finished Bot Part Factory.
View full patch notes ↗

Patch 2026-05-06 May 6, 2026

## What changed - **Reserve storage buildings** — must now be emptied before deletion to prevent unintended loss of resources - **Water simulation** — further tweaks applied to reduce excessive sloshing behavior - **Earth Recultivator** — construction site can now be correctly selected when placed on Impermeable Floor - **Flow Sensors** — improved precision to correctly recognize zero values - **Flag building workers** — no longer attempt to gather resources blocked by closed Gates - **Farmers and foresters** — no longer attempt to plant and harvest in areas blocked by closed Gates - **District Center deletion** — fixed crash that occurred after removing a District Center ## Modding Tools - **Blend file example models** — now included in StreamingAssets directory and automatically imported by the Modding Tools' assets import feature ## Overall This patch improves resource management, water physics accuracy, worker pathfinding intelligence, and stability while expanding modding tool functionality.
  • Reserve storage buildings must now be emptied before they can be deleted.
  • Made further tweaks to the water simulation to prevent excessive sloshing.
  • The Earth Recultivator’s construction site can now be correctly selected when placed on Impermeable Floor.
  • Flow Sensors are now more precise and no longer claim that zero does not equal zero.
  • Workers of Flag buildings no longer try to gather resources blocked by a closed Gate.
  • Farmers and foresters no longer try to plant and harvest in areas blocked by a closed Gate.
  • Fixed a crash that sometimes occurred after deleting a District Center.
  • The blend file with example models that we shared some time ago is now included in the game's StreamingAssets directory and will be automatically imported by the Modding Tools' assets import feature.
View full patch notes ↗

Patch 2026-05-04 May 4, 2026

## What changed - **Reserve storage buildings** — must now be emptied before deletion - **Water simulation** — tweaked to reduce excessive sloshing - **Flow Sensors** — now correctly recognize that zero equals zero - **Flag buildings** — workers no longer attempt to gather resources behind closed Gates - **Farmers and foresters** — no longer attempt to plant and harvest in areas blocked by closed Gates - **District Center** — fixed crash that occurred after deletion - **Earth Recultivator** — construction site can now be selected when placed on Impermeable Floor ## Bug Fixes - **Reserve storage deletion workflow** — now requires emptying contents first to prevent unintended data loss - **Water physics precision** — reduced oscillation behavior in water flow calculations - **Flow Sensor logic** — corrected boolean comparison error affecting sensor accuracy - **Gate blocking mechanics** — extended to prevent resource gathering and farming activities in blocked zones - **District Center deletion** — eliminated crash condition - **Earth Recultivator placement** — resolved selection conflict with Impermeable Floor tiles ## Overall Seven bugs were fixed addressing storage deletion, water physics, sensor logic, worker pathfinding around gates, crashes, and construction site selection.
  • Reserve storage buildings must now be emptied before they can be deleted.
  • Made further tweaks to the water simulation to prevent excessive sloshing.
  • Flow Sensors are now more precise and no longer claim that zero does not equal zero.
  • Workers of Flag buildings no longer try to gather resources blocked by a closed Gate.
  • Farmers and foresters no longer try to plant and harvest in areas blocked by a closed Gate.
  • Fixed a crash that sometimes occurred after deleting a District Center.
  • The Earth Recultivator’s construction site can now be correctly selected when placed on Impermeable Floor.
View full patch notes ↗