Here's where we squash Timberborn bugs and consider new features! 🐛

To make the process smooth please follow these rules:

🌳 Use English. The only allowed exception is described in the thread on in-game text and translations pinned below.
🌳 Before posting, check for duplicate suggestions by using "Search". If someone has already shared something similar, upvote and/or comment.
🌳 When reporting bugs, add any details that may help us reproduce the bug. Remember that you can attach image files to your suggestions.
🌳 Saves and player logs help us even more. You can send an anonymous report via a post-crash screen after the game stopped working. If that screen didn't appear, please post your bug report and then e-mail us the files using this address. Remember to link your suggestion! Where are the logs and saves, you ask? Check out this thread.
🌳 You may also suggest and upvote new features big and small. And if you feel you'd rather discuss live, join our Discord.

Thank you for your feedback!

Aqueducts - elevated water transport

Transport small to moderate amount of water to same or lower levels by a elevated (or elevatable, e.g. placed on platforms and solid buildings) gutter. Opposed to ...
Suggested by: Gin Fuyou (07 Sep, '21) Upvoted: today Comments: 214
Under consideration Building Gameplay Suggestion

How about a campaign mode?

I would love a story telling campaign mode. The games seems fun, it reminds me of a game I played in primary school (Cesar 3). The endless building game mode is fun ...
Suggested by: Razvan (15 Sep, '21) Upvoted: 25 Mar Comments: 60
Under consideration Gameplay Suggestion

More End-Game Content [Endgame Mega thread]

The players all agree, Timberborn is a fantastic game, but there comes a time in each save where the settlement becomes more or less self-sufficient and it feels like ...
Suggested by: AfterCrow (04 Nov, '21) Upvoted: 2 days ago Comments: 67
Under consideration Gameplay Suggestion

Campaign, Missions, Gamemods, game setting goals.

Campaign like in ANNO; Build a Temple, big Dam or Big Build which consumes a lot of different good like wood, planks, water, iron .... OR build a City with 1000 ...
Suggested by: Metzger_008 (01 Oct, '21) Upvoted: 23 Mar Comments: 44
Under consideration Gameplay

Exploration system and scout parties

(Partly carried over from discord) Purpose: add variety mechanic to distract player from city building for a moment, add some mystery element to game, making ...
Suggested by: Gin Fuyou (07 Sep, '21) Upvoted: 23 Nov, '23 Comments: 12
Under consideration Gameplay Suggestion

Allow districts to be different faction

I would love to be able to add a new district of Iron Teeth beavers to my Folktails playthrough. It even would be in keeping with the backstory. And as new factions ...
Suggested by: Benyth (29 Sep, '21) Upvoted: 24 Mar Comments: 20
Under consideration Gameplay Suggestion

Make beavers swim faster than on land

OK, I know the folklore that the water in the river is polluted and the argument that we need incentives to build bridges over the river. But still, beavers should ...
Suggested by: sukunabikona (29 Sep, '21) Upvoted: 10 Mar Comments: 8
Under consideration Gameplay Suggestion

Beaver life spans and births

I suggest randomizing the life span of beavers within some range, so that they don't always die in batches when they die of old age. Usually, if one or more lodges ...
Suggested by: Alcaztrul (03 Oct, '21) Upvoted: 23 Mar Comments: 10
Under consideration Gameplay Suggestion

Tech tree with prerequisites based on dependencies and grouping buildings

Right now, buildings are unlocked individually, with no regard to what is needed for their construction or where they are in production chains. Buildings needed for ...
Suggested by: Shouko (06 Dec, '21) Upvoted: 26 Mar Comments: 15
Under consideration Gameplay Suggestion

District path limit should be shown while building path.

It's really annoying to constantly click on the district center to "check" the path limit while building path. I know when you are building other infrastructure the ...
Suggested by: Hokomili (25 Apr, '22) Upvoted: 19 Apr, '23 Comments: 2
Under consideration Building Gameplay Suggestion

season variation and related endgame challenge

add random variance to seasons, so sometimes it'll be a few days shorter or longer. if the earlier wet seasons are longer, and as time goes on, dry seasons get ...
Suggested by: Saelora (18 Aug, '21) Upvoted: 03 Oct, '22 Comments: 1
Under consideration Gameplay Suggestion

Edge pan doesn't work properly for multi-monitors setup (lock for dual display)

A minor inconvenience, but still important for a game like this where edge pan is how most people will navigate the map. As a multi monitor user, edge pan does not ...
Suggested by: NC (20 Sep, '21) Upvoted: 26 Jan Comments: 17
Under consideration Bug Gameplay

More challenge mechanics for increased difficulty

General suggestion thread for more game mechanics that challenge players who want it Fire https://timberborn.featureupvote.com/suggestions/212093/ Flood ...
Suggested by: Gin Fuyou (19 Dec, '22) Upvoted: 16 Aug, '23 Comments: 23
Under consideration Gameplay Suggestion

Gatherers and Farmers should consider their Carrying capacity when harvesting

When gathering berries or farming crops, beavers harvest a single plant and then head back to the structure. Instead, they should check, 'Can I carry another plant's ...
Suggested by: savanik (12 Dec, '21) Upvoted: 23 Jul, '23 Comments: 4
Under consideration Gameplay Suggestion

haulers should be able to help builders, bring materials for construction sites

if there is a construction haulers should be able to help builders by transporting goods to the construction
Suggested by: Simi (05 Oct, '21) Upvoted: 21 Mar Comments: 6
Under consideration Gameplay Suggestion

Penalty for Death Besides Population Loss

I like my colony management games punishing, and as such jumped straight into Hard Mode when I started. Naturally, my beavers died. Often. If a dry season went ...
Suggested by: Derek Rocco (12 Oct, '21) Upvoted: 06 Feb Comments: 8
Under consideration Gameplay Suggestion

Idle beaver tracker

it would be really nice to see which beavers are employed but currently idle (different to "unemployed" beavers). E.g.: you have a farmhouse with two beavers ...
Suggested by: Peter Eastman (09 Apr, '22) Upvoted: 15 Feb Comments: 6
Under consideration Gameplay Suggestion

Random Wandering Beavers

Your colony is doing great, and you've got a high average wellbeing, and some beavers from two streams over, heard you have it good. They decide to move to your ...
Suggested by: RedbeardWho (12 Jan, '22) Upvoted: 06 Feb Comments: 1
Under consideration Gameplay Suggestion

More use for rivers

Beavers are known to be very aquatic, basing them on land so much feels a little odd. Using rivers as roads, building more on water, and other such ideas feels more ...
Suggested by: A.Bear (01 Jan, '22) Upvoted: 03 Dec, '23 Comments: 1
Under consideration Gameplay Suggestion

Give fences functionality by introducing rabbits/ other animals

To give the fences functionality, introduce rabbits for a threat to the carrot crop. As a result, besides fences, introduce gates/ fence doors.
Suggested by: Miezemuis (12 Oct, '21) Upvoted: 28 Sep, '23 Comments: 2
Under consideration Gameplay Suggestion

Game Mode - Weekly Challenge

Introduce a "weekly challenge" on the main menu, with success criteria on pre-chosen map. Examples could include: -Grow a District to 200 beavers [128/128 map] ...
Suggested by: Neaves (13 Feb, '22) Upvoted: 06 Dec, '23 Comments: 2
Under consideration Gameplay Suggestion

Consider increasing power wheel output based on walking speed

You can get up to a 55% WS increase, but it doesn't currently affect them, it might be neat to do so?
Suggested by: Prometheus0000000 (19 Jun, '22) Upvoted: 01 Feb, '23 Comments: 1
Under consideration Gameplay Suggestion

You might want to have an objective for this game.

It's a pretty interesting system for a city-building game. It's still in early access, so it's a bit rough around the edges. The good thing is that water is ...
Suggested by: 関口 智則 (28 Sep, '21) Upvoted: 15 Sep, '23 Comments: 1
Under consideration Gameplay Suggestion

Faction attributes

Additional benefits unique to each faction other than their buildings. Such as: Irontails being able to carry more and salvage metal quickly or folktails being able ...
Suggested by: andy (05 Feb, '22) Upvoted: 22 Dec, '22 Comments: 0
Under consideration Gameplay Suggestion

forester is too essential

the forester is too essential to allow the player to accidentally (or even intentionally) choose to research something else first. just disable all other research ...
Suggested by: LJ (14 Dec, '21) Upvoted: 28 Nov, '23 Comments: 7
Under consideration Gameplay Suggestion

More things to do in a drought

We need more things to do in a drought, some kind of seasonal work. Drying preserves, refining sap and maple-syrup, clay bricks production from the dried mud, ...
Suggested by: ISAWHIM (11 Apr, '22) Upvoted: 27 Dec, '22 Comments: 1
Under consideration Gameplay Suggestion

Frostpnk-like region map and exploration sites

This is a copy of suggestion https://timberborn.featureupvote.com/suggestions/269966/map My clairvoyance power tells me, the author wanted to suggest a map with ...
Suggested by: Anton (10 Jan, '22) Upvoted: 07 Oct, '23 Comments: 1
Under consideration Gameplay Suggestion

Beeing able to find human history

I would like if you could set up an archeaoligy side or search through the ruins to find pieces of the story to what happend to the human and why the planet became so ...
Suggested by: Fluddy (04 Feb, '22) Upvoted: 03 Dec, '23 Comments: 0
Under consideration Gameplay Suggestion

The game pace is slow

I'm not sure if this is partially related to the game's genre, but this game feels far too slow for an old veteran of RTS games. The building is great and it's ...
Suggested by: Bix (26 Sep, '21) Upvoted: 17 Jun, '23 Comments: 8
Under consideration Gameplay

Slow start - lack of wood

In the tutorial section I have cut off all the starting trees, until I have got the option to even unlock the Forester. From that point on, it took 9 days of doing ...
Suggested by: Richard (13 Mar, '22) Upvoted: 22 Mar Comments: 3
Under consideration Gameplay Suggestion

Map option - Multiple factions on same map

Have the ability to choose to start a game with two beaver settlement really far from each other, but their People can't change villages with the other faction. Each ...
Suggested by: palidine40 (11 Jan, '22) Upvoted: 12 Dec, '23 Comments: 2
Under consideration Gameplay Suggestion

Expose player to more stress and much more survival threats to increase fun

After a few droughts, the game becomes too easy. The game needs to throw many more survival threats at the player, to create an "air" of imminent extinction and ...
Suggested by: Jasper (17 Oct, '21) Upvoted: 13 Mar, '23 Comments: 1
Under consideration Gameplay Suggestion

Better end-game: trigger "stress tests"

To keep it fun when colonies are "finished", you could add a special mode to "test" your colony and then resets when done so the colony is not "harmed": - "How ...
Suggested by: CedricDryades (17 Oct, '21) Upvoted: 24 Mar Comments: 1
Under consideration Gameplay Suggestion

Trash/Waste management

I found one post similar to this idea, but not quite the same. Beavers over time build up trash/dirty up walkways, and you could have an occupation of ...
Suggested by: Brendon (07 Jan, '22) Upvoted: 19 Dec, '23 Comments: 0
Under consideration Gameplay Suggestion

Please consider greatly speeding up day / night cycles (or looked at another way: not enough to do)

Hey! I love the concept of the game! I'm excited to explore the world and the lore from the perspective you've written it - it's gonna be great and is already an ...
Suggested by: Locane (08 Dec, '21) Upvoted: 27 Dec, '23 Comments: 8
Under consideration Gameplay Suggestion

Water flow rate bug

So I encountered a bug where after dry season the water tends to flood the village even tho there is enough room on a lower level for it including enough dams for it ...
Suggested by: Paramatus (16 May, '21) Upvoted: 17 Oct, '21 Comments: 5
Under consideration Gameplay

Conditional power production - automatically start and stop power wheels or engines

Much like the priority system for building and occupying there should be a system for powered buildings. If no power is available for X time move to another building ...
Suggested by: Chute (02 Jul, '22) Upvoted: 14 Mar Comments: 3
Under consideration Gameplay Suggestion

Hybrenation pod (unique for iron teeth)

A structure that helps to survive the drought by hybreantion. Looks like a breeding pod but for grown up beavers. Uses berries, water (less than 1 per day) and ...
Suggested by: anton (07 Jan, '22) Upvoted: 17 Dec, '22 Comments: 2
Under consideration Building Gameplay Suggestion

Drought idea: droughts decrease with increased greenery

I think it would be fun to add a mechanic that causes the drought season to shorten by the percentage of grass tiles vs barren tiles present, or something along those ...
Suggested by: Ben (05 Aug, '22) Upvoted: 18 Aug, '22 Comments: 3
Under consideration Gameplay Suggestion

Incremental reveal of tech tree

To add excitement especially on first playthrough, show the tech tree incrementally as you discover new resources. Built a gear? Great, see what gears can do for ...
Suggested by: Marc (08 Oct, '21) Upvoted: 24 Jan, '22 Comments: 3
Under consideration Gameplay Suggestion

Storing food and water at home

When a district gets large, it can be difficult to keep the places that food and water are stored close to the places that beavers are working. Perhaps things could ...
Suggested by: Draythix (18 Jan, '22) Upvoted: 25 Jan, '22 Comments: 2
Under consideration Gameplay Suggestion

Make metal platforms cheaper

At the moment, the metal platform costs 200 metal blocks - that's nearly as much as the Tribute to Ingenuity! There's basically no reason to build them unless you're ...
Suggested by: Andy W (23 Nov, '21) Upvoted: 23 Jan Comments: 2
Under consideration Gameplay Suggestion

Dynamic or progressive difficulty - game adjusting challenge level to make it more evenly hard

This is merge of several different suggestions which address gameplay challenge being uneven through the game course. Generally if you want challenge (maybe just a ...
Suggested by: Gin Fuyou (today) Upvoted: today Comments: 6
Under consideration Gameplay Suggestion

U5 Add ability for farmers to water plants in drought

This would be an extremely time intensive activity, perhaps taking double the harvest time, and costing a minimum of one unit of water per day plant. or if you want ...
Suggested by: Jcheung (26 Dec, '23) Upvoted: yesterday Comments: 3
Under consideration Experimental Gameplay Suggestion

Realistic droughts - flow decreases and increase slowly with time, not instantly

Now, in game, water source have an on/off valve during droughts, and, this is unrealistic . Would be better if in the first quarter of the drought, water source will ...
Suggested by: Todor Alin (07 Jul, '22) Upvoted: 13 Jul, '22 Comments: 3
Under consideration Gameplay Suggestion

Faction Specific Death/Grief/PshycTrauma Mechanics

Heavily inspired by Frostpunk. All factions need a psychological identity. To build this, there should be gameplay relevant mechanics around death and tragedy. ...
Suggested by: parakeetfour (15 Jan, '22) Upvoted: 09 Mar, '22 Comments: 2
Under consideration Building Gameplay Suggestion

Dead Trees as a hazard

After a while a dead tree naturally falls over. Maybe if it died to being flooded, and maybe if it sits there long enough, the dead tree could fall over and likely ...
Suggested by: palidine40 (09 Jan, '22) Upvoted: 26 Jan, '22 Comments: 2
Under consideration Gameplay Suggestion

Water in flooded water tanks should get contaminated

When water tanks are flooded water inside should get contaminated and water tanks need to be emptied before new clean water can be delivered.
Suggested by: ItDoesntMatter (15 Dec, '21) Upvoted: 24 Jan, '22 Comments: 2
Under consideration Gameplay Suggestion

It's too hard to satisfy Social Life after the update (its satisfaction needs to decay more slowly)

After the update that came out recently (3-4 days ago?), adding two different Fertility satisfactions from Campfire and Rooftop Terrace, it's too hard to keep both ...
Suggested by: Peter Knutsen (23 Oct, '21) Upvoted: 05 Jan, '22 Comments: 2
Under consideration Gameplay Suggestion

some "ground only" buildings get replaced by a "heavy" tag

it would be nice to have 2 types of 'ground only' buildings, as i see no real reason the folktails log pile cannot be built on platforms, but things like the mine and ...
Suggested by: benthevaporeon (05 Jan, '22) Upvoted: 11 Aug, '22 Comments: 0
Under consideration Gameplay Suggestion