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  1. So i've played through the demo on both maps, quite honestly loved it, and i can say i very much enjoyed the experience and i'm very much looking very much forwards to some kind of release in the future that will let me play for longer as well as to watch it grow. So thank you. Coincidentally, while playing the demo also reminded me a bit of another, older game that i used to play when i was younger: Cultures - Northland, a good part being the wonderful gibberhoc language of your denizens that i'm rather fond of. It had some nice QoL features that would not be out of place in Timberborn. (wh
    5 points
  2. Right now, there is no real reason not to chop down every tree on the map. Log piles are cheap and trees don't provide anything except logs. However, it's pretty easy to conceive of fruit trees that gatherers can pick as an alternative to blueberry bushes and flowering trees that provide a natural source of aesthetics. Apple trees and magnolias are just two possibilities - pick your favorite fruit and flowering trees. This could even play into Fancy Beavers a bit, with them needing to preserve those natural aesthetics trees until they can plant shrubbery.
    5 points
  3. I think water pipes would make sense so you could store the water from the rivers in basins and prepare accordingly in the drought periods in order to irrigate and to drive machines
    4 points
  4. With dam building such a big part of this game, having a way to open a dam and let out the stored water at a controlled rate is going to be an important component. I have a dam holding back a canyon filled three tiles deep with water, but I pumped a section of my river dry and had no way to refill that section other than to wait for the dry season to end or to delete a levee or two.
    4 points
  5. so my idea is that if you would build a dam with say 2 levels up stream and a dam with 1 level further down stream, when that level dry's out in the dry season you can open the floodgates with the 2 levels to replenish the dried out riverbed. ore if you want to redirect the river in to a river you just built your selfe.
    3 points
  6. As it is, there really needs to be an easier way to assign jobs to beavers. It's really difficult to find eligible beavers (within the distance of the building) and then also manage to get them to transfer to the job you want, and then fill their vacancy with another beaver. I often find myself having to go into 3 or 4 different building UIs to shuffle them around into the places they need to be. I imagine that some sort of drag and drop functionality could work nicely? Whatever you do, it just needs to simplify the process of getting workers where I want them.
    3 points
  7. Somewhere in one of these posts of people talking about why the beavers aren't in the water, it was mentioned that the water is polluted and that's why the beavers aren't in the water. I think they said it was in the description of the pump station... And also the loading screen appears to have a decaying overpass or something. Anyway If that's the case, it would be neat to have some kind of color difference between wild water and purified water. It doesn't have to be nasty brown, but maybe you could have bits of stuff floating in it, which create deposits of salvageable scrap downstream, or m
    3 points
  8. Hello everyone! I had to comment it, I have finished (again) the demo in the 2nd map, but I had never finished as I have finished in this game... It amazes me how I got there! Note well that I have a population of over 50 beavers, and while it is true that the water is on its last legs, I'm also about to end the drought. I don't know how, in the last 5 days of the game, they started to breed like crazy, going from 41 to more than 50, a barbarity... 🤣 The only thing I regret is that in the demo it ends from the 2nd drought, because I was about to start running my own exp
    2 points
  9. Let me start off by saying I am a seasoned veteran of (city) building games. Some things that I expect or find logical might not match with a player newer to the genre. - The night is wayyy too dark, and as far as I can tell, completely useless. There is nothing to do but skip through it. Maybe some professions can work in the night (instead of day)? Perhaps some lights can be added for nightly atmosphere? Torches? Ambient fireflies? - The player should really start with at least SOME science points available, or at the very least, the ramp unlocked. In a game about building vertical
    2 points
  10. Hi, everyone. When we decided to join Steam Game Festival, we wanted to give more people a chance to try Timberborn ahead of the upcoming Early Access launch. What happened over the last three weeks blew us out of the water. Close to a hundred thousand people downloaded the demo. The beavers were catapulted to the front page of the Festival and, according to our knowledge, Timberborn’s demo remained one of the three Festival demos with the highest concurrent player numbers. At some point, over 28 thousand people were watching Timberborn live on Twitch. Our Discord and forum
    2 points
  11. Sorry for the walls of text, I got a bit too excited about the game 😦, and thanks again to the devs for your work! I'm thinking about buying the game as soon as it hits on early access, and look forward to see where the Dev team will take it. It seems to have a lot of potential, and the setting has a charm of its own.
    2 points
  12. So I had my whole colony die last night and to the best of my ability to figure out why, it was because the beavers kept stealing water from their personal water tanks to try to refill the water towers I'd set up to keep my crops over the dry season. I watched one worker repeatedly empty the same small tank, despite a water pumping station being only 3 more tiles further. I feel like this is a bad decision making proccess overall, because the water towers drain so fast, it's nearly impossible to keep the small reservoirs filled if the workers continually take from them for the towers.
    2 points
  13. It would be nice is if you could select a group of structures instead of one by one.
    2 points
  14. Maybe I'm missing it, but I think there should be a way to prioritize building a specific structure before all other pending building projects. If I have 2 buildings and paths being built at the same time, I'd like to have the option to say, have all builders build the water pump before starting the other builds. I do quite like the building stacking, and love the cute aesthetic. It adds a more fun chill vibe to a genre that is usually either grim or cold/industrial. I also might like a way to assign jobs to specific beavers, especially since you can rename them. Then I could have Chompy be a
    2 points
  15. I would like to be able to move buildings without deleting the resources to build the building.
    2 points
  16. I just realized as i went to bed that the channels/swimming pool ideas could be merged. Just use dynamite to blast a hole in the ground, cover the walls and floor with lumber/stone/metal, and you have a reservoir ready to store water! Might need an water-emptying post for the beavers to haul water over to it however. if you want to get the water out you just need to add a pump. The channel covering would prevent evaporation during the dry-season, but also doesn't irrigate the land around it. Potentially, how little it evaporates/irrigates could depend on the material; lumber halves the num
    2 points
  17. I haven't seen this idea suggested, but I may have missed it. It would be nice if it were possible to set job priority for each building/position. Once the settlement begins to expand to 25+ beavers it gets to be a lot of work jockeying workers back and forth to what's needed most at that time because the only way to do it is to reduce the workforce or pause a building. It would be awesome if there was a list of tasks/jobs that could be reordered by dragging and dropping. For instance I could have the list ordered such as: Water Pump Forester Hauling Post Farmhouse
    2 points
  18. 100% agree with this. It would be helpful is to be able to set priority on a building so that all other work halts momentarily so that the urgent build can be completed. E.g. I had a dam wall project on the go and then wanted to quickly build more housing and a water tank. I had to pause construction on the dam and other projects so that my builders would complete the house and tank first. It would be great if when you place the buildings you could tick a priority box to get it done immediately.
    2 points
  19. Since water is such a huge thing for this game right now and probably will stay important because beavers, we need some options for moving water around. We could use wooden aqueducts that we can use to route water over the top of buildings and across valleys and ways to move water uphill, such as an Archimedes' screw or a bucket wheel. With such additions we could probably irrigate the entire map given enough time and support beaver colonies of epic proportions. Archimedes' screw: https://en.wikipedia.org/wiki/Archimedes'_screw Here's an example of a water wheel used to lift water to
    2 points
  20. I've created a short guide for people new to Timberborn. Hopefully it helps.
    2 points
  21. Had my second save, everything looks fine until my population explodes to 35 and make my water reserve overwhelmed (have 13 water tank still not enough for second dry season) Is there some way to control the population so it keeps in a reasonable number?
    1 point
  22. Hi everyone ! after playing 8.5h on the demo (according to steam) here's my feedback. for the record i posted essentially the same thing in the google form, but i'll post it here too and expand a bit. ********** I really want to see more interesting water mechanics, such as "water conveyor belts" of sorts or a water wheel to bring water uphill. right now the irrigation building really seems to me like the least interesting way to irrigate land, and carrying water in buckets feels really silly, even for beavers. and you're so strained in water during the dry season that i'll never delib
    1 point
  23. Woah, I love these walls of text! Thanks a lot for the suggestions and taking your time to write this up.
    1 point
  24. Thanks for the suggestions! More types of hazards are something that we want to have and that will come to Timberborn over the course of development, that's for sure. 🙂
    1 point
  25. Hello, it's been hectic time and we didn't post the notes for the last few demo patches. Here's the catch-up! Patch notes 2021-02-15 (hotfix) Restored last week’s two fixes: the game should no longer crash when hitting CTRL+H in the main menu or when opening Settings on machines with more exotic GPUs. “Fuel cycles left” in building descriptions has been replaced with a simpler “Fuel remaining: X%“. Other minor changes in building descriptions. "Patch notes" 2021-02-12 We had to temporarily revert yesterday’s hotfix patch because the patch introduced a bug w
    1 point
  26. Hello! In a building game, the first thing you have to keep in mind is to always make sure you have the primary resources you need, otherwise you're done for. In this game, the valuable resources are wood and water, because if you have wood, you have any building, and if you have water, you have food to spare. So, how to secure both resources at the beginning of a game? In the case of wood, it's easy, with the forester. But as you say, first you have to get boards and build it. My advice? Don't beat around the bush and try to get the forester as soon as possible. It's the first thing
    1 point
  27. I have played a couple of games and I have noticed this each time that wood runs out and i need to keep expanding out to get wood. Let me put what i went through in points. - I am running out of trees in the near vicinity - There is a forester, lets make that, oh but it needs planks - Okay, there must be a carpenter building, there it is, oh it needs to be powered, make sense - The power wheel costs 50 LOGS!!! whaaaatttt??? I am already out of wood and now i need a power wheel that costs 50??? This chain is faaaar to much to unlock something which has a chance to end runs. My sugge
    1 point
  28. Stairs - Stairs, pt.1: I'd guess the research cost of stairs in the demo was tweaked so that the gameplay verticality would take a bit to set in, especially because both maps are not so vertical-heavy; building and organizing things horizontally in the tutorial helps to get the basic "surviving" mechanics running before one can start thinking about heavy landscaping, building-stacking and dam-making. Also, for a demo, if stairs were too cheap, one'd just plonk lots of stairs everywhere on the plains map for a very transport-inneficient but dead-lumber-rich first wet season. - Stairs, pt.2
    1 point
  29. Lumber/trees - Trees: Not having many options besides birch trees make the demo hard, but I think some of the "exaggerated" pressure I saw some people report and complain on steam stems more from the two-season constraint (and the frustration therof caused); it's hard to chop and/or plant enough wood effectively enough to do absolutely *EVERYTHING* on the demo, but.. that's the point of a demo, not having everything. As for the other types of trees, I read someone commenting about gatekeeping them with science; I agree that that would be a good idea, since otherwise it might be harder to justi
    1 point
  30. First off I have to say th tI'm really enjoying the demo and can't get enough of those beavers. After several runs to understand how the water works I had one goal in mind: building a large dam on the right side of the map to retain a huge ammount of water during the dry season. I first tried to get a homeless beaver to build a builder flag as far away from the settlement as possible, destroy his bed, make him build another flag, and repeat. Of course the beaver died of thirst. I then tried to expand the city along the river to reach the dam but while it looks like it could work
    1 point
  31. Hello! I don't agree with the fact that those who downloaded the dema get the game for free. A game advances significantly if it has sales, and right now the biggest candidates to buy the game are those of us who bought the demo and liked it. The videogame industry advances thanks to purchases, not donations. Greetings!
    1 point
  32. In the case you mention of debris, such as removing trees or bushes, builders do it, but they only do it when there is nothing to build or no roads to build. That's when they get into that kind of work. I've noticed that beavers build according to the order you put, and they go in that rigorous order, both buildings and roads. But the destruction of nature always comes last. If you want them to destroy that dam or any bush, the builders have to literally stand still. I hope I helped you ^^
    1 point
  33. The planks are stored in the normal warehouse, not the log warehouse. You have one under the builders hut right after you start, maybe that's why you can't find them, because they are there. I didn't notice that warehouse until the 3rd or 4th game. As far as taking workers away, there are several guidelines I've seen for that to happen. First, the builders have to be able to go as far as they can with the roads (the white area tells you how far). Once there, you build a builder's flag, which costs no materials, and a beaver sits there to work. From there, you expand your construction area
    1 point
  34. Cute game. Very strong start. Didn't run into any bugs that I noticed. I'm another Unity dev, so I know default Unity feel. This has default Unity feel. Look into the Post Processing stack to give the game some more visual punch. This is especially true for your day/night cycle. Loading time was remarkably long, and I have a VERY fast computer. Some work will need to be done here (If you're not using asset bundles to load only what's needed, you may want to look into that) Over-beaver icons should billboard to the player for visibility construction resource need & progress i
    1 point
  35. While I have no idea where the planks go, although I'd presume storage sheds, if you want to be able to build out more theres something I've learned, at least in the demo. Do *not* having a housing district. Have a few houses in the middle, sure, but you want houses further on the edge as well so that they will live there and be closer to any work needing to be done in the area.
    1 point
  36. nope, it was within range of the original structure, BUT I solved it by accidentally doing what the other guy suggested. We had the drought coming, so I figured out how to shut down buildings(by pausing them) and the beavers began paying attention to other projects.
    1 point
  37. I think water towers are really unnecessary. If you want to water your crops, try busting a canal inland and building a damn. The damn will keep some water in the canals while the dry season. And the canals will keep your land usable. The water will evaporate still, but it doesn't seem to get used up quicker by "watering" the surroundings.
    1 point
  38. Dear fellow beaver enthusiasts! I just managed to build a 2-z-level-damn in the demo. However, it was not really useful because once the first z-level dried up the pumps couldn't reach the water on the second z-level. In a game where building big dams is one of the coolest things to do, I believe the pumps should be able to get water from more z-levels than just one below. Otherwise, there is not really much of a point of build these huge contraptions, which would be a bummer. Loved the game flow otherwise! Side view of the damn: x = Damn w = Water
    1 point
  39. Hi, this is not a bug The beavers leave in pair and the 3rd place is for the child(when it would be born). To increase the qty of the beavers you should: add more houses make them "Happier" by increasing the amount of different products/structures.
    1 point
  40. awesome game, i love the demo, the only bad thing is, that i can not buy the game right now. i just wanna keep going. the first 2 dryseasons are a joke for me allready, from playthrough to playthrough i optimized my strategy to the point that i barely notice those 2 dryseasons anymore.
    1 point
  41. TL;DR : Beavers should be more in water. Love the game and the water mechanics, but I would like to see a bit more about controlling water other than create power, as it feels now that the beaver is just a skin for workers in any other city builder. Beavers are known for using water to move. They are actually not very good walkers, but very good swimmers. The fact that the units in game are unable to swim is kinda breaking the narrative immersion. I would love to have to raise water to make highways and such. Then, it would be nice (mainly if the game has enemies) to have entrances t
    1 point
  42. First, I love the theme and how it permeates many of the mechanics. Beavers, log structures, damning the river being important, etc. I've only made it few cycles in, but I like the building and difficulty progression so far. Some suggestions: Things that consume useful things (like the carpenter) should have a way to limit production. Either saying "keep 40 planks on hand" or "work only if I have more than 10 logs" would save the player from having to manually pause the building when trying to build log structures. The power wheel is billed as a backup generator, it would b
    1 point
  43. I only Played the Demo and that's what i can say about this game: The Game, concept and Idea are good, BUT there are many informations still missing what makes it hard to play: Add a Calender, To know WHEN and HOW LONG the next Dry Season is... and cut the duration of the second one in half its waaaay to long and quickly ruins the fun cause you need to go extreme ways with many dams and water tanks What about letting me choose between multiple starting positions?(Not on every map) Let me Prioritize Buildings/Jobs/Building Sites, so they are always used/first Build
    1 point
  44. Specifically, it feels like a bug because it would have been nice if this was time the beavers spent just filling the tanks instead.
    1 point
  45. As it stands right now, nothing happens at night as far as I'm aware? Maybe I've just not gotten far enough into the game yet. Either way, I think that some work should be done to make night more interesting gameplay wise. As it is, I always just jack the speed up to 7 once the sun's gone down. Give me beaver night life!!!
    1 point
  46. Hello, Well it's possible, just put the building wich are not an emergency in pause, they will not build it. Last try i've planned all my colony at the very begining and "unlock" the construction along my advancement. Only the paths can't be put on pause, for everything else it's okay.
    1 point
  47. there should aslo be a button, keybinding or something like that that makes it so you can prioritize building a building when you have a layout out mabe build priority or emergency build
    1 point
  48. Metal is currently the "high tier" material, but is currently little used, especially because overusing it would disrupt the lumberpunk aesthetic. However, using metal to provide improved tools to buildings should make metal valuable without putting a bunch of metal buildings into the game. The idea would be that each building could be upgraded with metal tools to improve the task completion speed of the beavers working there. Farmer beavers would plant with a shovel and harvest wheat with a scythe, lumberjack beavers would cut down trees with axes, carpenters would have metal saws, etc. Each
    1 point
  49. the timberborn beavers havent been able to swimming since the update was released that brought the carousel, tho i really do enjoy the fact that the carousel is really flexible in where it can be put, would like to see the beavers cross the river without having to put in platforms.
    1 point
  50. I feel the Forester should be able to cut down fully grown trees other wise he does nothing when all planted but if we add tthis would need a stock limit added also
    1 point
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