The most recent update we have recorded for Timberborn is "Patch notes 2026-09-03 (hotfix, experimental)", published 3 September 2026. 19 updates are listed below, newest first, with the developer's own notes.
Hi, everyone!We've got a few small tweaks for you today. Nothing major, really.MapsOur newest map receives a bunch of tweaks. Thank you, experimental testers.
Hello, everyone!Today, we've got a few tweaks to the recently-tweaked Compact Water Pump, and some other helpful changes.Compact Water PumpThe Compact Water Pump is back to being 3x1, but with a slightly updated model. The 2x1 model was too compact and caused water instabilities.Changed the Compact Water Pump's specification, so Platforms and Overhangs can be placed above the intake.Bug fixesFixed a crash that occurred when you obstructed the Compact Water Pump's intake while it was working. Couldn't you have placed it correctly in the first place?Put an end to the bots' existential crisis that left them going back and forth between employed and unemployed.In the map editor, the Natural Overhang no longer uses the "uncovered" model.
Hello, everyone!Just when you thought you’d seen everything we prepared for Update 1.1, here we are with Pillars, another cool - and Unconventional - map! We’ve also buffed Succulents and updated the Compact Water Pump to enable even more advanced water transportation setups. Enjoy!Patch notes 2026-08-11 (Experimental)As a reminder, here’s how to play on the experimental branch.MapsThe map we added today is not for those afraid of heights. On Pillars, your beavers need to survive the usual wasteland dangers while also figuring out how to best use the limited, fractured space on the upper level, with the lower area being… far from hospitable.New unconventional map: Pillars (192x192).SucculentWe’ve heard your feedback on our prickly addition to the post-apocalyptic flora. While we don’t want Succulent to break the game balance and become the primary source of water, we agree its emergency role could use a buff.Increased the Succulent’s water yield from 1 per 50 days to 2 per 65 days.Compact Water PumpThe new pump’s ability to push pressurized water through player-made pipes enabled new methods of water transport. The pump’s intake is now smaller, making even more setups possible.Reduced the size of the Compact Mechanical Pump’s intake, allowing you to cover it from all sides, for example by placing a platform directly above.Updated the Compact Mechanical Pump’s selection sound.Misc.Updated the main menu’s Update 1.1 summary with a slightly different screenshot and a mention of the new maps.Tweaked a few Polish flavor texts.Bug fixesYou should now have an easier time selecting oddly-shaped buildings to demolish.The layer tool no longer breaks in the map editor.Fixed an issue where dead potatoes were refusing to disappear under the gray preview of the fresh batch you’re planning to plant.It is no longer possible to be rude and cover a water part of a Lido or a Swimming Pool with Terrain Blocks.
Hi, everyone!We hope you're enjoying yesterday's experimental additions... even if it sometimes means finding out something is unstable broken. That was the case with one of the Unstable Cores on Nomads that we've just fixed.We thank you for sharing your experimental feedback, for example on the Steam forums. It helps us a lot. Please keep it coming!Patch notes 2026-07-16 (hotfix, experimental)Bug fixesFixed the overly deadly explosion radius of one of the Unstable Cores on Nomads.
Hello, everyone!We’ve got a summer-hot experimental update for you. Today’s patch features a new, very unique map as well as one of the most commonly requested additions: the Impermeable Tubeway! Enjoy responsibly, and remember to let us know your thoughts.Patch notes 2026-07-15 (Experimental)As a reminder, here’s how to play on the experimental branch. MapsThe features of Update 1.1 call for unconventional maps, so here’s one of our most original creations yet. On Nomads, your beavers may indeed need to migrate. As cycles change on the map, so does the water flow across this vast, arid land.New unconventional map: Nomads (256x256).Impermeable TubewayWe’re adding one more watertight object to the roster of new buildings. Thanks to Impermeable Tubeways, your Iron Teeth will get around the map more efficiently than ever, refusing to stop even when there’s a water reservoir in the way.New building: Impermeable Tubeway (800 SP; 4 planks, 2 gears, 2 metal blocks; Iron Teeth only). This horizontal-only Tubeway variant can be integrated into a Levee wall, and the water will not leak on the sides. Gotta go fast!Misc.The Domed Garden and Dance Pit now satisfy the Wet Fur need thanks to the included sprinklers.Added missing flavor texts to the new buildings.Added missing 1.1 translations.Updated the Unity version to 6000.5. As a result, the game’s minimum required macOS version is now 13.0.Bug fixesFixed a typo in Triple Dynamite’s descriptoin.Corrected the sometimes misleading translations of "Wonder", "Monument," and "Awe" in Simplified Chinese. Fixed the issue with weather vanes on Weather Station pointing in the wrong direction and making the game completely unplayable.
Hello, everyone!Update 1.1 has been live on the experimental branch for over a week now, and thanks to your feedback, we’ve identified and fixed quite a few extra issues.Misc.Added the winners of our first-ever mod contest to the in-game credits.Added the "Update 1.1" tag to the mod uploader. Bug fixesThe 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.
Hello everyone!We thank you for your overwhelming response to yesterday's experimental launch of Update 1.1! Please keep the feedback coming, either in the comments below, on the forums, or on Discord.The first tweaks are now live on the experimental branch - see the patch notes below.Bug fixesArch 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.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.Updated Observatory’s recipe to actually match its recent rebalancing.Fixed the tutorial’s checkboxes getting squeezed when the text is too long.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.
Whoa, that was quick! The recent experimental changes are now live on the main branch.Update your game, and in the meantime, here's our recurring reminder - remember to join our Modding Competition by May 21, 2026 to win sweet prizes, including the three 750 EUR main prizes and unique wooden merch! Zero coding experience needed*!(*) At least in the Tails and banners category proudly sponsored by the Beaver Artist Association, but shhh. >> Mod Competition
Hello, everyone!Several new changes are now live on the experimental branch, including reduced sloshing, a fix to a possible reserve storage exploit, and some extra help for modders. Speaking of which: remember to join our first-ever Modding Competition by May 21 to win some sweet, sweet prizes!Misc.Reserve storage buildings must now be emptied before they can be deleted. ModsThe 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.Bug fixesMade 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.
Hello, everyone!The recent experimental changes, including tweaks to the Master Builder achievements, maximum well-being calculations, and how Fill Valves, Dams, and Floodgates work, are now live on the main branch.Misc.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.Bug fixesFixed 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.Changed Vertical Power Shaft’s localization in Polish.
Hello, everyone!We've got a new bunch of experimental changes for you, including tweaks to the Master Builder achievements, maximum well-being calculations, and how Fill Valves, Dams, and Floodgates work. Enjoy!Misc.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.Bug fixesFixed 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.Changed Vertical Power Shaft’s localization in Polish.
Hello everyone, We need to take a small step back on the main branch.Bug fixesWe reverted changes related to water pump exploit, as it made impossible to play on some maps.
Hello everyone,Some of your beavers have been having quite a tough time since the previous changes, so we're taking a small step back. Bug fixesWe reverted changes related to water pump exploit, as it made impossible to play on some maps.
Hello everyone!Let's celebrate International Beaver Day with the main branch patch notes!Misc.The "Books" need is now part of the "Fun" category after the "Knowledge" category was removed.Slightly reorganized beaver needs categories in the UI panel.Reduced memory usage by not loading some unnecessary assets.Placing tunnels and terrain blocks is now more consistent across different camera angles.Added a dam-related tip to the Droughts tutorial path.Made further improvements to the consistency of physical and mathematical units across in-game text.The construction progress panel was moved to the bottom, so the interactive elements in the selected building’s window no longer change position after that building is finished and the construction progress panel disappears.Selecting buildings is now more precise when using the Demolish and Priority tools.Bug fixesFill Valve's target height should now be correctly rounded in the building panel.Fixed the incorrect label for bots' durability.Water pumps water exploit was greatly reduced.Breeding Pods will now correctly show their progress on the panel.Contamination no longer leaks through Throttling Valves.Fixed water flowing through a Floodgate when placed atop a Valve.The capacity numbers for goods no longer include storage marked for emptying.Fixed an issue with paths being displayed as not connected for a single frame, right after being placed.Removed that extra "Nothing" appearing in the top bar when a good with zero quantity was present. Nothing to see here, move along.Fixed Ctrl, Shift, and Alt input bindings not working. This, sadly, brings back the issue of reacting to keys pressed during the game load.The Windows key is no longer available to bind as a modifier key (Win + other key combinations). This fixes some common problems with input blocking when gaining or losing focus.Status icons for buildings shouldn't appear below them anymore.Added a few missing flavor texts.Restored the correct layout for the Zipline tooltip.Updated the Resource Counter’s description to match the new names for its toggles.Fixed the Wood Fence’s misleading description.Fixed the Valve’s incorrect synchronization texts.Removed an unnecessary hate dot from the Polish localization.Fixed Mechanical Pump description in Simplified Chinese.Fixed a few semantics issues in the Korean localization.Slightly polished the Polish tutorial: "Folkogony potrzebują dwóch dorosłych i pustego miejsca na dom." -> “Folkogony potrzebują pustego miejsca w domu dla dziecka.”.Swimming pool is now Swimming Pool. That was a capital mistake.Fixed a crash caused by loading a save file with incompatible buildings.Fixed a crash related to the in-game intro.Fixed a rare crash related to the Indicator’s light color. Modding cornerAdded construction stage for Jam Stove from example building template.Blueprint Preview toggles overlay should now always be visible and properly anchored.
Hello everyone!Here we are with some extra tweaks. The beavers were getting too smart, so we removed the "Knowledge" category. Have fun, kits!Misc."Books" need is now part of the "Fun" category after the "Knowledge" category was removed.Slightly reorganized beaver needs categories in the UI panel.Fixed Mechanical Pump description in Simplified Chinese.Bug fixesFill Valve's target height should now be correctly rounded in the building panel.Modding cornerAdded construction stage for Jam Stove from example building template.
Hello everyone, It's another week and another set of patch notes! Get ready! Misc.Slightly polished the Polish tutorial: "Folkogony potrzebują dwóch dorosłych i pustego miejsca na dom." -> “Folkogony potrzebują pustego miejsca w domu dla dziecka.”.Reduced memory usage by not loading some unnecessary assets.Reverted the recent changes in object selection. Implemented a different approach that should address previous problems without (hopefully) introducing new bugs.Placing tunnels and terrain blocks is now more consistent across different camera angles.Bug fixesFixed the incorrect label for bots' durability.Water pumps water exploit was greatly reduced.Breeding Pods will now correctly show their progress on the panel.Modding CornerBlueprint Preview toggles overlay should now always be visible and properly anchored.
Hello, everyone!Are you ready for a bunch of fresh experimental tweaks? Here we go! Misc.Added a dam-related tip to the Droughts tutorial path.Made further improvements to the consistency of physical and mathematical units across in-game text.The construction progress panel was moved to the bottom, so the interactive elements in the selected building’s window no longer change position after that building is finished and the construction progress panel disappears.Bug fixesContamination no longer leaks through Throttling Valves.Fixed water flowing through a Floodgate when placed atop a Valve.The capacity numbers for goods no longer include storage marked for emptying.Fixed an issue with paths being displayed as not connected for a single frame, right after being placed.Removed that extra "Nothing" appearing in the top bar when a good with zero quantity was present. Nothing to see here, move along.Fixed Ctrl, Shift, and Alt input bindings not working. This, sadly, brings back the issue of reacting to keys pressed during the game load.Selecting buildings is now more precise when using the Demolish and Priority tools.The Windows key is no longer available to bind as a modifier key (Win + other key combinations). This fixes some common problems with input blocking when gaining or losing focus.Status icons for buildings shouldn't appear below them anymore.Added a few missing flavor texts.Restored the correct layout for the Zipline tooltip.Updated the Resource Counter’s description to match the new names for its toggles.Fixed the Wood Fence’s misleading description.Fixed the Valve’s incorrect synchronization texts.Removed an unnecessary hate dot from the Polish localization.Fixed a few semantics issues in the Korean localization.Swimming pool is now Swimming Pool. That was a capital mistake.Fixed a crash caused by loading a save file with incompatible buildings.Fixed a crash related to the in-game intro.Fixed a rare crash related to the Indicator’s light color.
Hello, everyone!The recent experimental tweaks are now live on the main branch for everyone to enjoy. GL, HF!Bug fixesThe layer tool no longer hides plane pilots if you click them first.Fixed the indicator's color customization showing up upon disabling color replication.Fixed the duplication tool overwriting the color replicated by the Indicator.Buildings that are stopped by automation no longer have their inputs carried out.Fixed a rare crash occurring while disabling the Steam overlay.Fixed reacting to keys pressed during the game load (for example, changing the game speed or selecting an object after a save loads).Beavers no longer drop goods if their workplace is paused and there is no other place to deliver them.Birch's occupation was lowered to 2 tiles to match the height of its model.
Patch notes are the developer’s own words, quoted and linked back to the original.
Sale and marketing announcements are filtered out.
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When was Timberborn last updated?
3 September 2026, with "Patch notes 2026-09-03 (hotfix, experimental)".
Where do these patch notes come from?
The developer's own announcements, published through Steam. We filter out sale and marketing posts and keep the changelogs, and we link back to the original for each one.