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
How about a campaign mode?
More End-Game Content [Endgame Mega thread]
Exploration system and scout parties
Campaign, Missions, Gamemods, game setting goals.
Allow districts to be different faction
Make beavers swim faster than on land
Beaver life spans and births
Tech tree with prerequisites based on dependencies and grouping buildings
District path limit should be shown while building path.
season variation and related endgame challenge
Edge pan doesn't work properly for multi-monitors setup (lock for dual display)
Gatherers and Farmers should consider their Carrying capacity when harvesting
More challenge mechanics for increased difficulty
Idle beaver tracker
Penalty for Death Besides Population Loss
haulers should be able to help builders
Random Wandering Beavers
More use for rivers
Give fences functionality by introducing rabbits/ other animals
Consider increasing power wheel output based on walking speed
You might want to have an objective for this game.
Faction attributes
Game Mode - Weekly Challenge
More things to do in a drought
The game pace is slow
Frostpnk-like region map and exploration sites
Expose player to more stress and much more survival threats to increase fun
forester is too essential
Water flow rate bug
Hybrenation pod (unique for iron teeth)
Better end-game: trigger "stress tests"
Beeing able to find human history
Trash/Waste management
Drought idea: droughts decrease with increased greenery
Incremental reveal of tech tree
Storing food and water at home
Map option - Multiple factions on same map
Please consider greatly speeding up day / night cycles (or looked at another way: not enough to do)
Realistic droughts - flow decreases and increase slowly with time, not instantly
Slow start - lack of wood
Faction Specific Death/Grief/PshycTrauma Mechanics
Dead Trees as a hazard
Water in flooded water tanks should get contaminated
Make metal platforms cheaper
It's too hard to satisfy Social Life after the update (its satisfaction needs to decay more slowly)
Conditional power production - automatically start and stop power wheels or engines
some "ground only" buildings get replaced by a "heavy" tag
More uses for power in the late game/metal buildings
New hazard: Plastic junk