Here's where we squash Timberborn bugs and consider new features! ๐
To make the process smooth please follow these rules:
๐ณ Use English. The only allowed exception is described in the thread on in-game text and translations pinned below.
๐ณ Before posting, check for duplicate suggestions by using "Search". If someone has already shared something similar, upvote and/or comment.
๐ณ When reporting bugs, add any details that may help us reproduce the bug. Remember that you can attach image files to your suggestions.
๐ณ 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.
๐ณ 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!
Blueprint drawing mode. (Planning)
Option \ toggle to remove full storage warnings and building statuses (hide alerts)
Add more Floodgate heights - taller (higher) floodgates
Upgraded Paths (Roads), pavement
Mountain Beavers (faction)
Allow windmill to transmit power downward, or a rooftop windmill or vertical axis windmill
Improving District Transporation (Distribution post trade routes Interface and efficiency)
Minimap
Boats
No power warning when work day ends
Making Depth Markers (gauge) more useful: let us name Depth Markers, and give them an alarm feature
Better way to add and manage workers/individual beavers
Pipette Building Tool - duplicate a building (clone/copy)
More End-Game Content [Endgame Mega thread]
Ability to group buildings (pause multiple buildings with single click)
Further Expand and Improve tutorial - how to place pump, connect roads, build dams and more
shortcuts (hotkeys)
Cliff overhang platforms: To build againts cliffs
Fire Hazard / fire suppression
Beavers should prioritize to live near their work (priority for job near home)
independent district work hours
Shadows just don't make sense. (Shadows rotate with camera)
season specific commands (start or pause at drought) seasonal jobs
Faction idea; "Skygraspers" - To dream taller than the trees.
Grain Silo (New Storage Tech)
Remove path tool - brush to delete roads
Usage of water for Transportation
Building multi-selection
Rework foods system to be easily expandable and moddable
I want more variations in the shape of the roof
Beaver Kindergarten/School/Daycare/Playground for Kits
Alert on Population Starvation
Add Steam Achievements
Show Forester/Farmhouse work boundaries in the Plant Trees/Crops view
Petting Mode
Conditional Water Sources (unlockable sources, wells, springs)
Allow (or require) logs to the floated down the river.
Graveyard Building, Cemetery (Social/Spiritual Need, Record of Passed Away Beavers)
Copy/paste option for Warehouse configuration settings and other buildings
QOL: Allow placing upgrades on existing buildings.
Irrigation Tower fix
More โfunโ buildings- parks and water parks
Efficiency Research (Repeatable End-Game Science)
Expanding foresters.
Add Erosion System
Exploration system and scout parties
Placing the First District Centre (Pick choose select starting location)
Make replacing path with stair or gates easier (build over roads)
Change high floodgate into controllable levee (stackable modular flood gate)
Rice paddies, fishing and other water based food sources