
Timberborn first launched in Early Access in 2021, and it’s amazing how quickly time has flown! The game has changed a lot since then, and now, after years of development, the full 1.0 version is almost here. We recently had a chance to talk with the team at Mechanistry about what’s new. We spoke with Communication Manager Michal Amielanczyk, discussing everything from features that didn’t make the cut to modding support, and even discovered the beavers weren’t always planned to be beavers! Read on for the full interview.
Damian Gacek notes that Timberborn has seen a lot of exciting additions over the past four years, singling out the bots (golems) and the badwater mechanic as unexpected highlights, and the ziplines as a fun surprise. He asks whether the developers are facing a shortage of new ideas, or if they actually have so many that they need to prioritize and delay some features to complete others.
We’re always full of ideas! During our yearly meetings, we brainstorm lots of potential features for the game, but we know we can’t build them all. It quickly becomes obvious that some ideas would take our small team too long, or they don’t really solve the issues players are experiencing. Still, we revisit older ideas whenever we can and try to make them happen. The new objects we’re adding to the maps in version 1.0 are a great example – it’s something players have been requesting for a while, and we finally found the time to implement it.

Were there any features or ideas you tried while developing the game that you eventually cut, either because they weren’t enjoyable to play with, or because they were too hard to actually build?
Yes, it happened several times. I still remember the kindergarten we designed for the little Iron Teeth bots – sadly, the building design was too unstable and we had to scrap it. Early on, the bots would break down and explode, which poisoned nearby beavers. We thought that sounded good on paper, and we also liked the idea of recycling the bots, but during testing, both features just annoyed players. We even ran into weird technical issues, like trying to add foam to waterfalls, which we eventually gave up on after a lot of effort. That’s just how game development goes, and one of the benefits of Early Access is that we can figure out what doesn’t work and adjust accordingly.
It’s great you’ve built such an engaged community around your game – they clearly offer helpful feedback. Do you also look at their suggestions for new features? There are a lot of ideas on the forums. When you see those proposals, do you seriously consider them, or do you tend to think they’re interesting but don’t fit with your current development plans?
Hey everyone, just wanted to share how much we listen to your feedback! Seriously, we’re always checking what you’re suggesting and trying to make it happen in Timberborn. It sometimes takes time, but a ton of the features in the game are directly because of you guys. You wanted cool vertical builds? We made that a core part of the game! Were you asking for a clearer end goal? Boom, end-game wonders! Been requesting more automation? We added sluices! Honestly, version 1.0 is a perfect example – things like copying building settings, custom banners, and Steam achievements? All requested by you! We really appreciate your input.

DG: Adding official mod support was definitely a hit with players. Were there any challenges getting it up and running?
We’ve put a lot of effort into modding support. Our team spent months developing the initial version, which launched in Update 6. Since then, we’ve continued to refine it, focusing on making it user-friendly. Now, in version 1.0, creating a mod is as simple as copying a template. This required significant technical work to overcome engine limitations and adjust the game’s code. We also had to convert hundreds of our own game files to a new format. But it was worth it! This ensures mods will function properly, no matter what the creator tries – even if they drastically alter the game’s world, terrain, or physics.
The game has a really creative community, and there’s a huge range of mods available – everything from new buildings to entirely new factions. Do you ever use mods yourself? Do people at the studio ever discuss them, or have any of them sparked ideas for the game?
Many players don’t realize that some of the most popular modifications for our game were actually created by two of our programmers in their spare time. We’re always impressed by the creativity and effort our community puts into mods – we regularly share them internally and even highlight our favorites publicly. It’s common for our team to play with mods privately, and naturally, these creations often inspire our own work.
DG asked how I’m feeling about the upcoming 1.0 release. Is it a relief to finally have it out, or am I feeling a bit sad that this phase is ending?
We’re feeling much the same way we did before launching into Early Access in 2021. This is our first time officially releasing the game, and it’s a bit uncertain what will happen. We’re really pleased with how far we’ve come and confident the game is ready for a full “1.0” release. However, as a small independent studio, the game industry is unpredictable, so we won’t know if the launch will go smoothly until it actually happens.
Alright, last question. This has likely been asked before, but I’m curious: did the idea for a beaver-themed game come first, and then the gameplay developed around it? Or did you design the game mechanics first and then realize beavers were the perfect subject?
When we first started developing Timberborn, we envisioned a large-scale, post-apocalyptic city-building game with unique characters. We initially considered platypuses, but ultimately chose beavers because they’re known for being hard workers and skilled builders – qualities that fit the game perfectly. While dams are now central to the gameplay, they – and the realistic water physics – weren’t part of the original plan. Early versions of the game had fixed water channels, with only simple water wheels possible. Interestingly, our beavers couldn’t swim for a long time, and some players are still surprised to learn that beavers aren’t afraid of water!
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2025-12-08 12:37