Timberborn 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 ↗

Patch 2026-04-23 April 23, 2026

  • New game content - mods that add new buildings, map objects, beaver factions, you name it.
  • Quality-of-Life - mods that improve the players' experience, add new ways of accessing and using in-game data, simplify common tasks, etc.
  • Tails and banners - this one is for you, artsy beavers!
  • Each winner gets 750 EUR , is added to the in-game credits , and receives a special rank on our Discord .
  • Each runner-up gets 250 EUR .
  • Upload it and make it public on Steam Workshop by May 21, 23:59 CEST .
  • Include \ in the mod's name.
  • Submit THIS FORM , once for each mod you’re entering into the competition. The deadline is the same: May 21, 23:59 CEST .
  • Open Mods from the main menu in the game and choose Create new mod on the right.
  • Click Tails and banner s.
  • Add a name and click Create mod .
View full patch notes ↗

Patch 2026-04-20 April 20, 2026

## What changed - **Steam Deck UI scale** — game now initializes with increased UI scale for better legibility on Steam Deck - **Master Builder achievements** — game now remembers all structures ever built instead of only checking currently placed structures, making these achievements easier to obtain - **Well-being calculation** — average well-being now rounds to the nearest whole number instead of being floored, making max well-being easier to reach - **Fill Valve algorithm** — replaced with improved algorithm that better reaches the desired water level - **Dams and Floodgates** — added wave dampening to significantly reduce water sloshing - **Water pump exploit** — fixed the exploit - **Folktails breeding** — extra kits no longer spawn when loading a save with sleeping beavers - **Status icon positioning** — building particles no longer affect status icon placement - **Gate status icon** — fixed blurred appearance - **Number abbreviations** — Polish, Russian, Thai, and Ukrainian now use "k" and "m" for thousands and millions instead of longer abbreviations that broke UI formatting ## Overall Timberborn received quality-of-life improvements to water physics, achievement tracking, beaver breeding logic, and UI clarity across multiple languages.
  • On Steam Deck, the game now initializes with increased UI scale to make it more legible.
  • Obtaining the Master Builder achievements should now be easier. The game now remembers all built structures, rather than only checking what’s currently on the map.
  • Average well-being is now calculated as a true average, rounded to the nearest whole number, instead of floored. Reaching max well-being for your beavers is now a little easier.
  • Replaced the Fill Valve’s algorithm with one that is better at reaching the desired level.
  • Added some wave dampening to Dams and Floodgates. This should significantly reduce sloshing.
  • Fixed the water pump exploit - hopefully, this time for good.
  • Extra Folktails’ kits are no longer born as you load a game with a bunch of sleeping beavers. Breeding Pods are acceptable in this world, but little beavers appearing out of thin air? Nah, that breaks the immersion.
  • Building particles shouldn't affect the position of status icons anymore.
  • Fixed the Gate’s blurred status icon.
  • In Polish, Russian, Thai, and Ukrainian, replaced previous abbreviations for “thousands” and “millions” with “k” and “m”, respectively. Previous ones were too long and broke the UI.
View full patch notes ↗

Patch 2026-04-16 April 16, 2026

## What changed - **Well-being calculation** — now uses true averaging rounded to nearest whole number instead of flooring, making max well-being easier to reach - **Fill Valve algorithm** — replaced with improved version that better reaches desired water levels - **Dams and Floodgates** — added wave dampening to significantly reduce water sloshing - **Folktails breeding** — fixed kits no longer spawning when loading saves with sleeping beavers - **Gate status icon** — fixed blurred appearance - **Water pump exploit** — fixed - **Master Builder achievements** — now track all structures ever built, not just currently placed ones - **Building particles** — no longer interfere with status icon positioning - **Polish, Russian, Thai, Ukrainian UI** — replaced long abbreviations with "k" for thousands and "m" for millions - **Steam Deck UI scale** — increased default scale for better legibility ## Balance - **Well-being** — slightly easier to maximize for your colony ## Bug Fixes - **Folktails kits** — no longer appear from nowhere when loading games - **Fill Valve** — improved water level targeting - **Gate icon** — corrected visual blur - **Water pumps** — exploit closed - **Master Builder achievements** — properly track historical structures - **Status icons** — building particles no longer displace them ## Localization & Accessibility - **Polish, Russian, Thai, Ukrainian** — UI text shortened with standard abbreviations - **Steam Deck** — UI now scales larger by default ## Overall Water management is more reliable, beaver well-being is easier to maintain, and several progression-blocking bugs are fixed.
  • Average well-being is now calculated as a true average, rounded to the nearest whole number, instead of floored. Reaching max well-being for your beavers is now a little easier.
  • Replaced the Fill Valve’s algorithm with one that is better at reaching the desired level.
  • Added some wave dampening to Dams and Floodgates. This should significantly reduce sloshing.
  • Fixed the Gate’s blurred status icon.
  • Extra Folktails’ kits are no longer born as you load a game with a bunch of sleeping beavers. Breeding Pods are acceptable in this world, but little beavers appearing out of thin air? Nah, that breaks the immersion.
  • In Polish, Russian, Thai, and Ukrainian, replaced previous abbreviations for “thousands” and “millions” with “k” and “m”, respectively. Previous ones were too long and broke the UI.
  • On Steam Deck, the game now initializes with increased UI scale to make it more legible.
  • Fixed the water pump exploit - hopefully, this time for good.
  • Obtaining the Master Builder achievements should now be easier. The game now remembers all built structures, rather than only checking what’s currently on the map.
  • Building particles shouldn't affect the position of status icons anymore.
View full patch notes ↗