Here's where we squash Timberborn bugs and consider new features! πŸ›

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!

Flood Season

Water management is at the core of this game. As well as drought, it would be interesting to manage a flood, where the water flow in the rivers is cranked up so that ...
Suggested by: Bob (17 Sep, '21) Upvoted: yesterday Comments: 60
Under consideration Game mechanics Suggestion

Wind elevation bonus and surrounding penalty. And wind forecast

For a more realistic windmill. It should have bonus from elevation. Maybe the game should calculate wind for each elevation differently. Higher elevation should have ...
Suggested by: Thaina Yu (17 Sep, '21) Upvoted: today Comments: 32
Under consideration Game mechanics Suggestion

Different soil types (terrain tiles variety)

Various soil types to add more colours to the game landscape, and more things to consider for colony planning. Possible characteristics of soil: - Fertility: ...
Suggested by: Gin Fuyou (23 Jul, '21) Upvoted: 24 Nov Comments: 24
Under consideration Game mechanics Suggestion

Fire Hazard / fire suppression

Some form of Fire risk to the town. Be it lightning, random chance, etc. Increased risk during dry season. And the beavers would need some form of hand pumps or ...
Suggested by: SirMichael (08 Sep, '21) Upvoted: 21 Nov Comments: 19
Under consideration Game mechanics Suggestion

Conditional Water Sources

Water sources that you can "unlock" via different actions, for example clearing debris from it or putting a water pump on it
Suggested by: MinkuSama (19 Sep, '21) Upvoted: 16 Nov Comments: 19
Under consideration Game mechanics Suggestion

Add Erosion System

Add a system for erosion along the sides of busy waterways, where over time they lose strength and collapse unless reinforced. This in turn would allow for the water ...
Suggested by: SirMichael (19 Aug, '21) Upvoted: 25 Oct Comments: 5
Under consideration Game mechanics 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: YeeshΓ±aw (16 Sep, '21) Upvoted: 22 Nov Comments: 17
Under consideration Game mechanics Suggestion

Health System and Medicine (Diseases, Illness)

β€’ 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

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

Catastrophes

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

hazard tiles (toxic wasteland) and polluted water for map building

having hazardous tiles and toxic water at the start of a map may be an interesting element for the theme, toxic water would not dry up over time like normal water(or ...
Suggested by: benthevaporeon (05 Jan) Upvoted: 24 Nov Comments: 8
Under consideration Game mechanics Suggestion

Haulers waste time moving balancing storages or tanks - desired amount defaults are inefficient

The haulers carry the logs between two nearby log piles. I'm not sure if this is normal
Suggested by: anton (09 Dec, '21) Upvoted: 22 Nov Comments: 28
On our radar Game mechanics

Job rotation with unemployed beaver

Whenever there are unemployed beaver in the district, I wish that there would be a system that, every morning, there would be employed beaver leave their job and let ...
Suggested by: Thaina Yu (25 Sep, '21) Upvoted: 22 Nov Comments: 9
Under consideration Game mechanics Suggestion

Variability in water consumption - less thirst with shorter work hours

Hi all, What if beavers consumed less water when idle? It would be cool for 2 reasons: - It prevents from a boring linear water consumption like x beavers ...
Suggested by: caudheur (30 Dec, '21) Upvoted: yesterday Comments: 3
Under consideration Game mechanics Suggestion

Random Events - Environmental changes

My suggestion is to have various types of random events that can occur at any time. They shouldn't dominate the playthrough at normal settings but should be there as ...
Suggested by: Seriously Unserious (25 Sep, '21) Upvoted: 19 Oct Comments: 9
Under consideration Game mechanics Suggestion

Thirst, hunger and productivity

As in real life thirst and hunger needs should decrease slower when beaver doesn't work and even slower when it sleeps. For example: 100% decrease speed when the ...
Suggested by: Blackfyre (30 Sep, '21) Upvoted: 13 Aug Comments: 4
Under consideration Game mechanics Suggestion

Suggestion on water power

Waterwheel should also work like windmill, which it can have power fluctuation, not just constantly 180. But if water still running it should not ever stopped, just ...
Suggested by: Thaina Yu (20 Sep, '21) Upvoted: 09 Oct Comments: 4
Under consideration Game mechanics Suggestion

Dam life: wild life returns to irrigated lands, biodiversity metric for map

Beavers are known IRL for creating ecosystems, see video at end. So why not make that one of the goals of the game. To bring none beaver life to an area. The first ...
Suggested by: warbrand2 (15 Oct, '21) Upvoted: 22 Nov Comments: 6
Under consideration Game mechanics Suggestion

Allow pathing diagonally on paths

See screenshot (red line is proposed new path route). Both paths as marked by the green lines take the same amount of time due to the game's pathing mechanics, but ...
Suggested by: FuryoftheStars (01 Oct, '21) Upvoted: 16 Nov Comments: 2
Under consideration Game mechanics Suggestion

Regenerative Agriculture / Foliage-based Groundwater Retention

In real life, different levels of vegetation lead to different amounts of water being held and absorbed into the ground: the less sunlight hits it, the more water is ...
Suggested by: Briantin (08 Oct, '21) Upvoted: 16 Nov Comments: 1
Under consideration Game mechanics Suggestion

Please don't turn all storage into 1 good per building storage

I just read the Dev blog 6 about the upcoming update 3 (https://steamcommunity.com/app/1062090/eventcomments/3497635791227923645). I know the idea is subject to ...
Suggested by: FuryoftheStars (13 Nov) Upvoted: 2 days ago Comments: 9

Trees regulate moisture level on ground tiles, plants propagate irrigation

Strategizing your building and farming plans, a more bound to nature approach, should be advantageous and rewarding. To achieve this, I suggest including trees into ...
Suggested by: Into (02 Aug) Upvoted: 16 Nov Comments: 2
Under consideration Game mechanics Suggestion

Dynamite rework to allow earthmoving and discourage deleting mountains

Detonating dynamite shouldn't destroy the ground block below it, but should instead transform it into a "dirt" block which has to be harvested (and the harvested ...
Suggested by: Stone Cold Jane Austen (01 Dec, '21) Upvoted: 02 Aug Comments: 2
Under consideration Game mechanics Suggestion

Iron Teeth Automatic Birth Control

I will try to keep this short and sweet. Basically, I suggest that the ironteeth birthing chambers be changed where they will pause themselves from popping out a kit ...
Suggested by: LumberJack (25 Sep, '21) Upvoted: 16 Nov Comments: 11
Under consideration Game mechanics Suggestion

More Sophisticated Water Evaporation

In order to solve the "Water Dump in a hole" method of irrigation (which I can only assume is an unwanted feature, considering the existence of the Irrigation Tower), ...
Suggested by: Greenicegod (02 Oct, '21) Upvoted: 25 Sep Comments: 4
Under consideration Game mechanics Suggestion

District request/provide instead of routes

It doesn't look like this is already posted, if it is, please link to other post. Suggestion: District drop-off points should automatically request what resources ...
Suggested by: E (13 Mar) Upvoted: 23 Nov Comments: 2
Under consideration Game mechanics Suggestion

Radioactive Ruins (and general maladies system)

I always thought ruins need to be more scary. What if they were to afflict the workers with radiation sickness? It could use the same mechanic as need, and fill up ...
Suggested by: Tangler (25 Dec, '21) Upvoted: 16 Nov Comments: 6
Under consideration Game mechanics Suggestion

Violently changing water physics bug

Moments before this screenshot the area on the other side was totally flooded, and as you can see now it's pretty dry again. This erratic water physics behavior has ...
Suggested by: Zach (26 Sep, '21) Upvoted: 26 Jun Comments: 5
Under consideration Bug Game mechanics

[MECHANICS] Please make thirst and hunger tolerance semi-randomized

Right now when beavers run out of food or water they all start dying almost at the same time. It means that there is nearly no way to recover once a death wave ...
Suggested by: Zam! (20 Oct, '21) Upvoted: 29 Jul Comments: 2
Under consideration Game mechanics Suggestion

Restart in Ruins - start over same colony settlement

Wish that if you lost you could restart with your 4-8 beavers in your past ruins - you have to fix up and repair, some things you can only scavenge - but overall you ...
Suggested by: Zack Moss (25 Sep, '21) Upvoted: 31 Jul Comments: 7
Under consideration Game mechanics Suggestion

Rescale the water and moisture mechanic (also make sense of water dump)

If not too complicate, I want the radius of green area to be calculated by volume of water There was already some suggestion that people consider a bug or ...
Suggested by: Thaina Yu (27 Sep, '21) Upvoted: 30 Nov, '21 Comments: 4
Under consideration Game mechanics Suggestion

Emergent behavior in automated pumps

Adding automated pumps would would also add the ability to create a battery, using two lakes of different height. This would be a really interesting emergent ...
Suggested by: RanWithAPlan (13 Nov, '21) Upvoted: 17 May Comments: 3
Under consideration Game mechanics Suggestion

More uses for Water

One issue I have with the game is that the water requirement scales linearly with population. Since Folktails only use it for thirst and Iron Teeth only adds a (tiny) ...
Suggested by: Megadanxzero (20 Oct, '21) Upvoted: 16 Nov Comments: 1
Under consideration Game mechanics

Water Pressure

* Pressure from moving water, damaging or destroying buildings. * Water pressure on water control structures and terrain, limiting the amount of water that can be ...
Suggested by: Jim (15 Oct, '21) Upvoted: 16 Nov Comments: 0
Under consideration Game mechanics Suggestion

Add a sunlight mechanic

With the daily cycle, the game is just begging for the inclusion of sunlight. This could range from a complex model where sunlight is modeled hourly, a simple check ...
Suggested by: Nathan (31 Jan) Upvoted: 05 Aug Comments: 0
Under consideration Game mechanics Suggestion

Some workers should ignore paths while working (not optimal pathfinding)

I've noticed this the most with my lumberjacks, but assume this would affect any flag worker and potentially farmers and others that do their work "off-path", but if ...
Suggested by: FuryoftheStars (29 Sep, '21) Upvoted: 20 Sep Comments: 15
Under consideration Bug Game mechanics

Add enemy factions and friendly traveller NPCS/NPC events.

Some enemies and defense mechanics would be really cool in this game! Like maybe some factions don't like other factions so they will come and attack you and you ...
Suggested by: Mason (27 Sep, '21) Upvoted: 02 Oct Comments: 6
Under consideration Game mechanics Suggestion

Sleep should affect beaver productivity

Well rested beavers should work faster. Currently lack of sleep is shown as having 'no effects' in the UI.
Suggested by: Evangeline (12 Jan) Upvoted: 26 Apr Comments: 2
Under consideration Game mechanics Suggestion

Increasing a building's priority should automatically increase its supports' priorities

For example, if I built water pumps on some platforms in a lake and I increase the priority of building the water pumps, it should automatically increase the ...
Suggested by: Harri (12 Nov, '21) Upvoted: 14 Nov Comments: 2
Under consideration Game mechanics Suggestion

Water Physics - splitting between two rows of water wheels

Water prefers to hug the inside of river curves. water should split evenly between parallel channels with water wheels, regardless of which way the river curves, and ...
Suggested by: SpaceRedleg (16 Mar) Upvoted: 05 Aug Comments: 0
Under consideration Game mechanics Suggestion

Better Pathfinding for moving resorces to the storage

Beavers should move the Resources to the closest Depot and not take the longest route. For instance, a beaver transporting food from gathering place should update the ...
Suggested by: dragontamer (27 Sep, '21) Upvoted: 08 Oct, '21 Comments: 0
Under consideration Game mechanics Suggestion

Waterwheel should slow water down

A waterwheel turning should reduce water flow speed
Suggested by: Arthur Niculitcheff (27 Sep, '21) Upvoted: 27 Jun Comments: 4
Under consideration Game mechanics Suggestion

Climate Change

It will be awesome if we could grow a forest and change climate by adding more irrigators to top hills, keep until forest grows stable and ... RAIN SUDDENLY HAPPENS! ...
Suggested by: Nithael DuLac (28 Sep, '21) Upvoted: 24 Jan Comments: 0
Under consideration Game mechanics Suggestion

Let distribution beavers grab a snack and a drink

Let them grab a snack and a drink at their destination points if they get hungry or thirsty before leaving the district for home.
Suggested by: Morrigan Marie (21 Nov) Upvoted: 23 Nov Comments: 2
Under consideration Game mechanics QOL

Expand on the wellbeing concept with rare traits

There should an incentive to keep pushing for more wellbeing for your beavers. Right now you can look at a bonus, and decide it's not worth bothering with. You can ...
Suggested by: carpii (08 Oct, '21) Upvoted: 11 Oct, '21 Comments: 1
Under consideration Game mechanics Suggestion

Water Pump change

A slight change so that beavers working in water pumps won't halt their work just to take the water to a tank if the capacity of the pump is empty. They should wait ...
Suggested by: axle (04 Oct, '21) Upvoted: 01 Jun Comments: 1
Under consideration Game mechanics Suggestion

Beavers should like grass or industry

Beavers (at least folktails) could get decor bonus when walking on the green land. And a bonus depending on the % of the map covered with plants. The iron beavers ...
Suggested by: anton (24 Dec, '21) Upvoted: 14 Oct Comments: 0
Under consideration Game mechanics Suggestion

Water Path favors inside corners and leaves deadzones to outside of river corners.

The path water takes through filled bodies of water seems to take the shortest route, in my experience cutting inside corners and leaving deadzones with no flow on ...
Suggested by: Philostic (25 Sep, '21) Upvoted: 17 Feb Comments: 2
Under consideration Game mechanics Suggestion

Late game need for tech using water weight? (Construction stress)

Currently you can survive very serious droughts with just wood and planks. All you need is to get a decently sized dam / reservoir up, and everything else is pretty ...
Suggested by: Daniel B (04 Mar) Upvoted: 22 Apr Comments: 1
Under consideration Game mechanics Suggestion

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