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!

Rice paddies, fishing and other water based food sources

water is a great mechanic in this game, but i would absolutely love to see fishing, rice paddies, aquaponics as another use for it, just because it makes a city in ...
Suggested by: Trev Francis (20 Sep, '21) Upvoted: 21 Nov Comments: 7
Under consideration Suggestion

Please add High Priority and One-Off (one-time) deliveries from the Distribution Center.

While the route system works for regularly scheduled deliveries, sometimes you only need a certain number of resources once (and no more); for example, a delivery of ...
Suggested by: Vinny P (22 Sep, '21) Upvoted: 11 Nov Comments: 20
Under consideration Suggestion

Advanced Science building / Laboratory (higher-grade Inventor)

add a library building that functions like an advanced inventor. Maybe it employs more beavers, needs books to build. Higher science output than inventor
Suggested by: Phantonamos (17 Sep, '21) Upvoted: 29 Sep Comments: 13
Under consideration Building Suggestion

New resource - Coal (Charcoal)

Coal is one of the run-of-the-mill economic strategy game resources, but it has a good affinity with Timberborn setting. First - you can produce charcoal from wood ...
Suggested by: Gin Fuyou (07 Sep, '21) Upvoted: 24 Nov Comments: 9
Under consideration Resource Suggestion

Underground house and burrow house

For folktail faction. In addition to underground storage, we could also have a house that actually a double lodge but partly underground, And so require to build on ...
Suggested by: Thaina Yu (16 Sep, '21) Upvoted: 30 Oct Comments: 7
Under consideration Building Suggestion

Show total capacity of resource

When hovering the resource numbers at the top of the screen, show the total storage capacity next to the current amount. Ex: Water: 562/700.
Suggested by: Mike (17 Sep, '21) Upvoted: 12 Nov Comments: 15
Under consideration Suggestion UI

Ability to pause ditribution routes

Currently you can only cancel distribution routes, but it would be very helpful if you could just pause / unpause them instead of deleting them.
Suggested by: Alex (22 Sep, '21) Upvoted: 19 Oct Comments: 11
Under consideration Suggestion

Schooling and intelligent upgrades.

In order to make some cool upgrades and gradually upgrade buildings, maybe intergrate education into the games. What I had in mind is that childeren actually can get ...
Suggested by: BasicsInBuilding (20 Sep, '21) Upvoted: 19 Nov Comments: 8
Under consideration Suggestion

Foreign Trade, off-map external trading, merchant caravans

I would love to see the ability to trade resources with foreign settlements. The way I imagine this being done is somewhat similar to Ostriv. There would be two ...
Suggested by: Yeeshñaw (16 Sep, '21) Upvoted: 22 Nov Comments: 17
Under consideration Game mechanics Suggestion

Migrate youngest adults first or select beavers and golems

Currently the game seems to migrate the oldest adults first. With an already established district containing several 70+ beavers, this can result in beavers migrating ...
Suggested by: Lexorin (25 Sep, '21) Upvoted: 30 Oct Comments: 15
Under consideration Suggestion

Add shorter platform under existing platform without deleting, split \ replace tall platform

There have been a few times that I've built a vertical structure only to find that I need to replace my double or triple platform with a combination of shorter ...
Suggested by: Josh (24 Sep, '21) Upvoted: 22 Nov Comments: 16
Under consideration Building Suggestion

Health System and Medicine (Diseases, Illness)

• Add a Health feature to beavers: - Statuses: Healthy, Unwell, Sick, Injured, Dying - Beavers need sleep, food, and water to remain healthy. ~ ...
Suggested by: BedDestroyer08 (23 Aug, '21) Upvoted: 25 Oct Comments: 32
Under consideration Game mechanics Suggestion

First person view

I'd like to have a first person "View Mode", so I can walk through my districts as if I was a beaver myself. Not entirely an beaver, only to spectate what they build
Suggested by: Hauke (25 Sep, '21) Upvoted: 16 Nov Comments: 22
Under consideration Suggestion

Beaver logging animation, I want to see my beavers gnaw trees over!

I would love to see beavers animations improved. When "cutting" trees, it would be awesome to see them plant their teeth into the trees and gnaw them over, instead of ...
Suggested by: Krufar (16 Sep, '21) Upvoted: 12 Nov Comments: 8
Under consideration Suggestion Visual

Move district centers without deleting the district

It is very frustrating to move district centers, which happens often. You currently have to delete the building and place a new one which kills the district. It would ...
Suggested by: Thelightcosine (05 Oct, '21) Upvoted: 16 Nov Comments: 3
Under consideration Suggestion

More links between items (cycle buildings, switch through buildings)

Some more ways to quickly navigate around the world 1. Clicking on a title under the heading "Employment" goes to the relevant place (for ex. clicking on "builder ...
Suggested by: Tom Leys (20 Aug, '21) Upvoted: 14 Sep Comments: 52
Under consideration Suggestion UI

Combat / Defense (War, Warfare, Fighting, Battles, Enemies)

It would be cool to have a watch / lookout tower on like hard mod or something, every now and then you get attacked and over time the mobs get hard and more of them? ...
Suggested by: Brannon Moffitt (15 Sep, '21) Upvoted: 21 Nov Comments: 45
Under consideration Game mechanics Suggestion

Separate Working Hours for jobs or buildings

I'd like the ability to set differing work hours for things. For instance: I want all the beavers to work for 16 hours, and spend the rest of their time having fun ...
Suggested by: Belar (16 Sep, '21) Upvoted: 25 Oct Comments: 22
Under consideration Suggestion


As things stand, beavers can build structures multiple stories high from ground level. I would suggest adding scaffolding in order to build something higher than 2 ...
Suggested by: SneakyJesus (24 Sep, '21) Upvoted: 18 Nov Comments: 10
Under consideration Building Suggestion

Increase ingame speed - more options

I played this game many times, also saw others play many times. And noone is actually playing this game at 1× (rarely at 2×). I suggest increasing ingame speed to 4× ...
Suggested by: Black Queen (19 Aug, '21) Upvoted: 16 Nov Comments: 22
Under consideration Suggestion

Basic mining mechanic for all beaver races

While iron would still come primarily or completely from salvage, stones could be a useful 2nd tier material for dams, levees, buildings, and decorations. These tier ...
Suggested by: Ben Lamothe (23 Aug, '21) Upvoted: 02 Oct Comments: 15
Under consideration Building Resource 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: 16 Nov Comments: 7
Under consideration Gameplay Suggestion

Trains, railway, funicular

ok so i got an idea for trains to be in the game so i could be and very efficient way of moving something from district to district like builders, supplies, water, ...
Suggested by: Somax125 (25 Sep, '21) Upvoted: 24 Nov Comments: 25
Under consideration 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: 14 Oct Comments: 13
Under consideration Gameplay Suggestion

Decay and Repair - building maintenance

Ok so the idea here is 1. Add decay to all buildings, houses, dams, workshops, etc 2. Make a new worker that would specialize in repairing evering in their repair ...
Suggested by: Magamangaming (22 Sep, '21) Upvoted: 24 Nov Comments: 28
Under consideration Suggestion

medicine not being delivered to medical beds

hi team I have noticed but the medicine is not getting to the medical beds When The Healer is paused for example I have 300 medicine made and it's stored in the ...
Suggested by: matthew (28 Jul) Upvoted: 20 Nov Comments: 42
Under consideration Not a bug Suggestion

Building upgrades - Attachments etc.

So, there's two ways I hope you guys can go about making building upgrades; 'Modules' - smaller mini-buildings that can be built and attached to resource buildings ...
Suggested by: Vinny P (18 Sep, '21) Upvoted: 16 Sep Comments: 14
Under consideration Suggestion

"Chiselheart" faction (stone specialists)

The Chiselheart faction (or whatever name they choose) would be able to quarry stone to make buildings out of them and use gravel as byproduct to make new soil ...
Suggested by: Ephora (16 Sep, '21) Upvoted: 24 Nov Comments: 6
Under consideration Faction Suggestion

Cut trees by default

Mark all land as tree cut allowed by default. Just like collecting berry bushes.
Suggested by: Peter D (27 Sep, '21) Upvoted: 23 Nov Comments: 44
Under consideration Suggestion


see title. Catastophes toggled mode on/off like in sim city 2000. Earthquake, fire, crop plague,disease in the water tank so you need to pour it all in the river, ...
Suggested by: Jermund (25 Sep, '21) Upvoted: 24 Nov Comments: 22
Under consideration Game mechanics Suggestion

Suggestion for a book and knowledge rework: A library

I personally dont like, that books get "consumed" by beavers like its something to eat for knowledge. I know it can become stale reading the same book twice, but your ...
Suggested by: Ugotsomemilk (24 Sep, '21) Upvoted: 03 Nov Comments: 14
Under consideration Game mechanics Suggestion

Water flow overlay

Adding an overlay to show water flow direction and maybe have arrows to indicate the force. That would allow more complex irrigation and show why water wheels lose ...
Suggested by: Adam (23 Sep, '21) Upvoted: 23 Sep Comments: 13
Under consideration Suggestion UI

Further improve saving - allow overwriting, more info, etc. (better save load)

Patch on 20.11.2021 expanded handling of save files, but there is still request for more improvements. I've collected some ideas that didn't go into the mentioned ...
Suggested by: Gin Fuyou (10 Dec, '21) Upvoted: 22 Aug Comments: 34
Under consideration Suggestion

Beavers should be able to Swim Up & Down without Stairs, and Paths should be irrelevant to swimming.

I appreciate that beavers can swim now, but the logic is still too much like walking. A beaver can only reach deeper levels of water if there is a staircase down. ...
Suggested by: eleazzaar (06 Oct, '21) Upvoted: 16 Nov Comments: 1
Under consideration Suggestion


I know that the game is all about beavers, but maybe another water based animal could have survived and evolved. I'm talking about otters! They could be a faction. ...
Suggested by: Fubiun1599 (18 Sep, '21) Upvoted: 24 Nov Comments: 8
Under consideration Suggestion

Sand!.. Its problems and the many goodies it brings

Whenever water flows downhill it could create sand deposits in areas where water flows slower. This means that the lower a reservoir or simmilar structure in ...
Suggested by: Craftcoat (29 Sep, '21) Upvoted: 17 Nov Comments: 4
Under consideration Resource Suggestion

Giant sequoia for late-game Folktails high platform equivalent

The folktails are all about being good stewards to the environment. In keeping with this theme, I suggest a late-game technology for the folktail faction - the giant ...
Suggested by: cpt_murphy (22 Sep, '21) Upvoted: 03 Nov Comments: 3
Under consideration Suggestion

Remove drop off point from the game

And just allow distribution post to pick target district center directly. Have an existing drop off UI in district center to control distribution limit instead. Then ...
Suggested by: Thaina Yu (17 Sep, '21) Upvoted: 24 Nov Comments: 7
Under consideration Suggestion

More things to do with Metal

If you make aqueducts and lifts, those could be great uses of metal. I got the minimum I needed, now I just have hundreds of blocks and nothing to use them on. I ...
Suggested by: Scott T Smith (22 Sep, '21) Upvoted: 19 Nov Comments: 1
Under consideration Suggestion

Shaped dynamite charges - explosives for digging deeper and wider (multi-level)

Please add a dynamite tier-2 option that will dig down 2 levels instead of just one. Projected cost; 2x explosive, 2x planks, 1x water to create the shaped charge ...
Suggested by: Vinny P (23 Sep, '21) Upvoted: 04 Oct Comments: 12
Under consideration Suggestion

Research tree and/or dependency and/or requirement

Maybe not need to be visually UI of a tree but somethings should have dependency, especially building that have production chain. We should not ever be able to unlock ...
Suggested by: Thaina Yu (17 Sep, '21) Upvoted: 19 Nov Comments: 4
Under consideration Suggestion

Display Surface measures: dimension size of crop field (show area), length of road or dam, ruler

Add measurements when placing any item that are draggable. For example, when placing crops it will show a grid measurement on the UI like 10x10 or 6x7.
Suggested by: Firephy (15 Oct, '21) Upvoted: 05 Nov Comments: 19
Under consideration Suggestion UI

Make district build range "elastic" rather than a hard border

I think the district build range is a good mechanic that's for the most part well implemented. My only issue right now is that I find the hard limit punishes you too ...
Suggested by: OfficialNecro (20 Sep, '21) Upvoted: 19 Nov Comments: 9
Under consideration Suggestion

Frost Chippers (faction)

If winter season becomes a thing, a new faction could emerge; behold the Frost Chippers. This faction of beavers developed to thrive in cold temperatures of nordic ...
Suggested by: Alpaca (30 Sep, '21) Upvoted: 13 Nov Comments: 5
Under consideration Faction Suggestion

Mushroom Farming

New building for mushroom farming. Takes water to operate. Stackable, no sunlight needed. Mushrooms provide food, but are not very nutritious. Mushroom farming is ...
Suggested by: cjet79 (03 Oct, '21) Upvoted: 04 Oct Comments: 4
Under consideration Building Suggestion

Folk Tail Restaurants/Iron Teeth Delivery Service

The Folk Tails, with their desire for everything comfy and tasty, surely would appreciate a nice little restaurant or pub. Just imagine them sitting there, with ...
Suggested by: Calineos (19 Sep, '21) Upvoted: 04 Oct Comments: 3
Under consideration Suggestion

Better Employment/Unemployment Statistics

Currently, employment statistics are represented as follows; Employed/Available (jobs) This, while in and of itself useful, lacks significant information that ...
Suggested by: Dusty (19 Sep, '21) Upvoted: 01 Jul Comments: 29
Under consideration Suggestion UI

Work shifts/schedule management

It would be nice to be able to have multiple work shifts. Rather than all your bevers working for 16 hrs and then trying to do all their personal stuff in the ...
Suggested by: David C Bollinger (27 Sep, '21) Upvoted: 18 Oct Comments: 15
Under consideration Suggestion

Two way distribution post

I think it would make sense if beavers dropping off goods from one distribution post would also collect goods needed going the other way (unless they are dying of ...
Suggested by: Josh (20 Sep, '21) Upvoted: 16 Nov Comments: 8
Under consideration Suggestion

More Crops and Food Variety

The idea is simple: add far more crops - such as maize, sweetcorn, cabbage, rice, quinoa, teff, beets, etc. - , and make it so that beavers become happier with more ...
Suggested by: Yeeshñaw (16 Sep, '21) Upvoted: 21 Nov Comments: 8
Under consideration Suggestion

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