Timberborn — Patch 1.0

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Released: 3/12/2026, 3:56:48 PM

Source: https://store.steampowered.com/news/app/1062090/view/526491913334818795


Summary (AI)
Timberborn 1.0 introduces extensive automation features with over 20 new buildings such as Sensors, Relays, Timers, and Gates, enabling complex settlement management. The update adds new interactive world objects including Unstable Cores, Aquifers, and Geothermal Fields, alongside three unconventional new maps: Oasis, Pressure, and Spillage. Visuals have been overhauled with improved water effects, lighting, and animations, complemented by a reworked tutorial system. The modding pipeline has been significantly enhanced for easier content creation, and Steam Achievements are now supported. Additionally, several buildings have been rebalanced, some replaced, and overall game performance and UI have been improved.
Tip: expand all for quick scanning.
  • Upgraded modding pipeline - modding the game has never been easier!
  • Steam Achievements for ultimate bragging rights.
  • For the Iron Teeth, the Scavenger Flag is now unlocked right from the start.
  • Updated Explosives Factory’s cost from 30x Plank, 30x Gear, 30x Metal Block to 30x Plank, 30x Gear, 60x Metal Part.
  • Updated Oil Press’ cost from 20x Log, 20x Plank, 20x Gear to 40x Log, 10x Metal Part.
  • Updated Hydroponic Garden’s cost from 20x Plank, 10x Gear, 5x Metal Block to 20x Plank, 10x Gear, 5x Metal Part.
  • Updated Numbercruncher’s cost from 30x Plank, 100x Gear, 25x Metal Block to 30x Plank, 100x Gear, 50x Metal Part.
  • Updated Charging Station’s cost from 5x Plank, 15x Gear, 5x Metal Block to 5x Plank, 15x Gear, 10x Metal Part.
  • Updated Steam Engine’s cost from 20x Log, 25x Gear, 20x Metal Block to 20x Log, 25x Gear, 40x Metal Part.
  • Updated Exercise Plaza’s cost from 50x Log, 50x Plank, 10x Metal Block to 50x Log, 50x Plank, 20x Metal Part.
  • Updated Brazier’s cost from 12x Plank 2x Metal Block to 12x Plank, 4x Scrap Metal.
  • Updated Beaver Bust’s cost from 5x Metal Block to 4x Scrap Metal, 2x Metal Part.
  • Updated Metal Fence’s cost from 3x Metal Block to 6x Metal Part.
  • Updated Flame of Unity’s cost from 300x Plank, 50x Metal Block to 300x Plank, 100x Metal Part.
  • Craters: Made small fixes to terrain.
  • Following an embarrassing accident involving a speeding beaver, we removed that single living tree that somehow survived in the desert on Lakes.
  • Renamed Wooden Stairs to Stairs.
  • Updated the skyboxes. The sunny day’s sky is now indeed blue, and we now have clouds and stars in the game!
  • Wet beavers' fur is now visibly wet.
  • Tweaked water particles and water visuals in tanks.
  • Tweaked the terrain’s gradient.
  • Improved visuals for leaves on crops and trees.
  • Input speed sliders in the settings now use values between 0% and 300%, with the default being 100% instead of 40%, which should make more sense for 60% of the population.
  • Water spilling through dams and floodgates is now displayed at its actual height limit.
  • Smoke particles now properly respond to environmental lighting. Praise the sun!
  • Made some minor tweaks to plants’ textures.
  • Updated models for Dams and Levees. They’re now less box-y and more beaver-y.
  • Reworked the tutorial system to use independent tutorial paths rather than shoving them all into one linear sequence. This also makes it easier to add extra paths down the road.
  • Rewritten and updated existing tutorial paths.
  • Moved the notifications (“22-2 Rotsack was born” etc.) up on the left side of the screen and made them collapsible.
  • Tweaked the visuals for the alerts (“Beaver is Injured (3)” etc.), giving them a lighter, more modern style which takes less screen space.
  • Opening the well-being panel from an alert now has an extra visual effect.
  • Removed the waterfall flow limitations, allowing water to move more naturally and without simulation restrictions. No more odd-looking waterfalls.
  • Shrub is now unlocked by default.
  • The Wind Gauge and the Bell now have their own needs attached.
  • On the toolbar, moved the Bench and the Hammock behind decorations that fulfill needs.
  • On the toolbar, moved the Bulletin Pole to the end of the decorations that fulfill needs.
  • Now that we have Chronometers in the game, we’ve renamed Iron Teeth’s Clock to Decorative Clock.
  • Stream Gauge is now found in Decorations.
  • The game now displays anticipated energy output for Water Wheels while in the preview mode. Guessing games end here.
  • Updated the view toggles (such as the water visibility toggle) to better communicate if a particular view is toggled on or off.
  • Goods are now ordered based on when they usually appear in the game instead of alphabetically. Also, badwater now has its own category on the top toolbar.
  • We standardized water sources' strength units. Don’t be surprised that a water source with strength 1 now has the same strength as a source with strength 2 used to have.
  • The game now displays a warning for non-functional pumps, for example if you place dynamite underneath, limiting the pipe’s length.
  • The Load/Save screens now support the long-forgotten art of double-clicking.
  • The #append JSON keyword now ignores duplicates.
  • Updated icons for Forester and Gravity Battery.
  • The “Prioritize by haulers” checkbox is now displayed during the construction stage. Also, we’ve moved it up a bit.
  • On the wonder launch screen, the Big Numbers are now separated with spaces every three digits.
  • Terrain Block now costs (and produces) 4 Dirt, down from 6.
  • Dirt unit now weighs 7, up from 5.
  • Demolishing crops is now faster. Go crazy with these hammers!
  • Lowered logs' usage in Steam Engines to 0.1/h.
  • Decontamination Pods now consume 50 HP, down from 100 HP, and heal the beavers twice as fast.
  • Improved loading times by about 25%.
  • Translation. This helps you translate the game to the language of your choice.
  • Tails and banners. Use it to add templates for images used by Detailer and Banners.
  • Empty. Guess what, this one simply waits to be filled with your own ideas.
  • You can now see the Blueprint of any in-game object by selecting it in dev mode and clicking the Show Blueprint button.
  • A JSON file is considered a Blueprint only if it has the .blueprint.json extension.
  • The Blueprints directory was removed. All assets contained were moved to the Resources directory.
  • The modding documentation was rewritten and moved to our modding tools repository Wiki: https://github.com/mechanistry/timberborn-modding/wiki
  • HelloWorld and OverwritesExample samples were expanded to cover more cases.
  • Timbermesh files won't pull their meshes into the AssetBundle anymore (unless you explicitly ask them to, using the checkbox in their inspector).
  • Modding tools` graphic settings match the game's settings now.
  • FBX Exporter is now installed by default.
  • The macOS warning about Rosetta being off was no longer needed and removed, as Harmony officially started supporting Apple Silicon processors.
  • BaseComponent no longer inherits from MonoBehaviour, so keep in mind that for Awake, Start, or Update methods to work, your class must now implement the appropriate interface (for example, IAwakableComponent).
  • Mods with duplicate names now include the root folder name in the mod manager.
  • The obsolete StartMod method was removed from the IModStarter interface.
  • The workshop_data.json file is now being updated before uploading it to Steam Workshop.
  • We have changed how mods' enabled state is stored. This change will reset your local settings. All installed mods will be enabled again.
  • Mods with asset bundle names that end with an OS suffix but also contain a dot are now correctly associated with that OS.
  • Unity Engine was updated to version 6000.3.6f1.
  • It is now possible to draw L-shaped setups of Paths, Tubeways, Power Shafts, Fences, and Hedges with a single mouse drag.
  • The difficulty selection now uses a vertical design. This is particularly helpful when using custom difficulty modes, which are now easier to create as a mod (see the Modding section above).
  • The game now displays multiple tips on the loading screen. Yes, it took us a while.
  • Saplings spawned by plants marked for demolition are now also marked as such.
  • Hydroponic Gardens no longer reset their visual state if their output has not been removed yet.
  • Tubeway Station can now be connected to Tubeways in front of it.
  • If you have a huge number of buttons on the toolbar, for example because of the mods you have installed, they will now wrap neatly.
  • When renaming a beaver, a bot, or a district, the text field is now prepopulated with the old name.
  • Renamed Engine to Steam Engine now that there’s also Geothermal Engine in the mix.
  • Updated and slightly re-ordered in-game credits to thank our players and partners.
  • Tree stumps are now deleted immediately after marking them for demolition.
  • Updated icons for the "Unspecified recipe" and "Unspecified goods" warnings.
  • Smelter’s chimney is now shorter, making it possible to use Platforms as smoking racks.
  • The in-game day is now longer by 0.8 real-life seconds. While this may look cosmetic, it means that 1 in-game hour is now exactly 32 ticks, and 1 in-game day is now exactly 768 ticks, without any fractions.
  • Removed the colon from dropdowns and switches. *insert anatomical joke*
  • Unified the layer tool's in-game capitalization to "Layer tool".
  • Made some small tweaks to the Polish localization.
  • Wind Gauge now correctly displays the “Flooded” status when completely submerged. Kind of makes sense.
  • Removed the water “curtains” visible with the transparent mode turned on.
  • Contamination now spreads across the terrain in a less blocky fashion.
  • Goods icons are now correctly aligned in the goods selection pop-up.
  • Stranded beavers should no longer block unfinished Stairs, Tubeways, and Ziplines from being completed.
  • Foresters and farmers no longer take forever to remove and replace plants.
  • Rubble no longer shows unreachable status when it is moved, but remains in range.
  • Power Shafts no longer emit looping sounds when inactive.
  • Edge scrolling now works correctly for all screen edges on macOS devices with a camera notch.
  • Power Shaft connectors are now positioned correctly.
  • On the lower graphic settings, trees no longer get white edges at the bottom.
  • A district's range is no longer drawn over Slopes.
  • Clicking a currently selected object on a dropdown list now collapses the list.
  • It is no longer possible to play the game with the Steam overlay open.
  • The progress bar for healthy plants now looks correct in all languages.
  • Fully charged batteries no longer consume surplus power, which means that the remaining batteries can now charge faster.
  • Lumberjacks are now slightly less eager. If the tree they were about to cut becomes unmarked for cutting, they will obey that order and give up.
  • It is no longer possible to place an Impermeable Floor on one of the Campfire's tiles.
  • The goggles of the Iron Teeth wonder's workers have the correct blue color and no longer emit light. Worry not, a pilot is cool as heck no matter what.