About the Game
Mankind turned Earth into a dry wasteland and perished, but some species adapted and evolved. Pick one of the beaver factions and see how long your colony can last.
Beaver societies
Control one of two beaver factions: the nature-friendly Folktails or the industrious Iron Teeth. Each faction has unique buildings, technology, and gameplay traits. Choose what fits your playstyle!
Wet, dry, and toxic seasons
Prepare your settlement for recurring droughts and waves of toxic waste. Stockpile on food and keep fields and forests alive even after rivers dry up. Rely on both natural water sources and artificial irrigation to keep the land arable and your beavers safe.
Water physics and terraforming
Beavers’ engineering skills are legendary. With Timberborn’s 3D water physics and terraforming, so can be yours. Put up dams and floodgates, erect massive aqueducts, dig canals and tunnels with explosives, and reshape the terrain to your liking.
Vertical architecture
Harness the game’s unique vertical architecture system. Space is limited, so stack lodges and workshops on top of each other. Construct platforms and bridges, set up an elaborate power grid, and let your beavers speed around on ziplines or through tubeways.
Lumberpunk
Turn timber into sophisticated machinery – from water wheels and lumber mills to engines and mechanized pumps. Wood is the core resource in Timberborn, but the most advanced structures require metal. To find it, send your scavengers to the ruins of the old world.
Bots
Supercharge your colony with mechanized beavers. Power them up, maintain them, and you'll get extra efficient workers for almost any job. They operate 24/7, and you can send them to the most hazardous areas.
Well-being
Build a sprawling city with efficient production chains and follow the lives of its inhabitants day and night. As the population grows, satisfy your evolved rodents with a balanced diet, entertainment, decorations, and end-game monuments that help restore the Earth.
Map editor and mods
Play on one of the included maps or create your own and share it with the community. On top of the built-in map editor, Timberborn features official mod support. Tons of extra player-made content and quality-of-life additions are available, with more coming each day.
Screenshots
20 imagesVersion Information
Steam Patch Notes
Official update history
Hi everyone,
We've just fixed a berry-flavored issue with Pillars.
Fixed the Berries on Pillars all having 0% yield growth at the start of a new game.
Hi all,
A small hotfix patch is now live, fixing the Do(o)med Garden.
Domed Garden can now be built on Impermeable Floor.
Hi, everyone!
We've got a few small tweaks for you today. Nothing major, really.
Maps
Our newest map receives a bunch of tweaks. Thank you, experimental testers. <3
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.
Misc.
The patch notes link in the main menu is now broken. This probably means nothing.
Bug fixes
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.
Hello, everyone!
Today, we've got a few tweaks to the recently-tweaked Compact Water Pump, and some other helpful changes.
Compact Water Pump
[img src="{STEAM_CLAN_IMAGE}/36026812/d29caf423ebb76143c301617cebcedcc3a66bf5b.gif"]
The 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 fixes
Fixed 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.
Maps
The 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).
[img src="{STEAM_CLAN_IMAGE}/36026812/d3cc3ca2a87a270dde2d048fc2883f86475fd741.png"]
Succulent
We’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 Pump
The 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.
[img src="{STEAM_CLAN_IMAGE}/36026812/ba523ce522b6c2b4bdd857b707558443f873ecb2.png"]
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 fixes
You 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 fixes
Fixed 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.
Maps
[img src="{STEAM_CLAN_IMAGE}/36026812/82b487b4cf60e6878de0fc45ee610f1bbd179417.png"]
The 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 Tubeway
[img src="{STEAM_CLAN_IMAGE}/36026812/c66263621b2b453b6588a0cb3393f1a0be23074b.gif"]
We’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 fixes
Fixed 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 fixes
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.
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 fixes
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.
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 <<
[img src="{STEAM_CLAN_IMAGE}/36026812/c49cef4e2bc1c6c24da8a76910676c8dd6fdc31f.png"]
Patch notes 2026-05-06 (main branch)
Misc.
Reserve storage buildings must now be emptied before they can be deleted.
Mods
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.
Bug fixes
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.
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.
Mods
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.
Bug fixes
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.
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 fixes
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.
Changed Vertical Power Shaft’s localization in Polish.
Current Release
Build 25096761
Uploaded Sep 04, 2026
System Requirements
How to Install
Timberborn.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
8429AB7C
cdcbb2b9848698d5ce088d9e778540c3fd34dff852a376539d6040926800b3f0
You May Also Like
View AllDownload Timberborn for PC with a direct link or via torrent. Get the full version of Timberborn for free. Timberborn is a Indie released by Mechanistry.