Mechanistry has shipped the first major content update for Timberborn since the beaver city-builder left early access in March. Version 1.1 is a content-and-quality-of-life release rather than a systems overhaul, adding two unusual new maps, four watertight structures for water engineering, a Tier 4 monument tier for each faction, a water-storing desert plant, and settlement statistics tracking that the community had been modding in for years.
Quick answer: Update 1.1 is live now and downloads automatically through Steam. Your 1.0 saves will load, but statistics only begin tracking from the moment you open a save on the 1.1 build, so a fresh colony is the cleanest way to see everything.
Timberborn Update 1.1 is live on Steam
Version 1.1 went live on September 3rd, 2026, after a run on the experimental branch. There is nothing to opt into — the patch arrives with a normal Steam update on the Timberborn store page, and the new maps, buildings, and plant appear in-game immediately.
One requirement changed with this build. The game moved to Unity 6000.5, which pushes the minimum supported macOS version up to 13.0. Windows players are unaffected.
Old saves are compatible, but the developers recommend starting a new game anyway. Existing colonies will not retroactively populate the new graphs, and a settlement built before 1.1 won’t have Succulents seeded in it the way the refreshed built-in maps do.

Nomads and Pillars: The two new maps
Both additions are filed as “unconventional” maps, meaning they are built around a single awkward constraint rather than offering a comfortable starting valley.
| Map | Size | Main challenge |
|---|---|---|
| Nomads | 256×256 | Water flow shifts across the arid map as cycles change, so colonies may have to migrate to follow it. |
| Pillars | 192×192 | Livable space is limited and fractured on the upper level, while the lower area is hostile. |
Nomads is the more disruptive of the two. Because the water source behavior changes with the weather cycle, a district that thrived for several cycles can end up stranded, which is exactly the scenario the new statistics graphs are useful for spotting early.
Watertight buildings and the new Compact Mechanical Pump
Since the 3D water physics and 3D terrain rewrites, aqueducts and large artificial reservoirs have been possible but fiddly — moving beavers, power, or water through a Levee wall usually meant building around it. Four new objects fix that directly.
| Building | Cost | What it does |
|---|---|---|
| Airlock | 300 SP; 15x Log, 8x Gear, 4x Metal Block | A tunnel built into a levee, letting beavers cut straight through a reservoir instead of climbing stairs. |
| Impermeable Tubeway (Iron Teeth) | 800 SP; 4x Plank, 2x Gear, 2x Metal Block | A horizontal-only Tubeway that passes through a Levee wall without water leaking at the sides. |
| Impermeable Power Shaft | 300 SP; 12x Log, 6x Gear, 10x Metal Block | Runs the power network through a wall, useful for connecting a pump at the top of a reservoir. |
| Compact Mechanical Pump | 4,000 SP; 50x Gear, 25x Treated Plank, 25x Metal Block | Pumps water from one side of a wall to the other. It stacks, which enables setups like pressurized pipes. Draws 700 HP. |

The existing Mechanical Pump got cheaper alongside them. It now unlocks for 2,000 SP, costs 50x Gear and 15x Treated Plank to build, and consumes 500 HP instead of its previous draw. Its model was also updated so it reads differently from the new compact version.
Tier 4 monuments and four new faction attractions
The jump from Tier 3 monuments to endgame Wonders was a long one, and 1.1 slots a new milestone in between. Each faction gets a single Tier 4 monument at 15,000 SP.
| Structure (faction) | Cost |
|---|---|
| Hall of Abundance (Folktails) | 15,000 SP; 700x Plank, 300x Treated Plank, 500x Metal Block |
| Arch of Progress (Iron Teeth) | 15,000 SP; 600x Plank, 300x Treated Plank, 600x Metal Block |
| Sauna (Folktails) | 300 SP; 10x Log, 10x Plank, 5x Gear |
| Domed Garden (Folktails) | 60x Plank, 40x Gear |
| Massager (Iron Teeth) | 150 SP; 10x Plank, 5x Gear |
| Dance Pit (Iron Teeth) | 1,800 SP; 60x Plank, 20x Gear, 30x Metal Part |
Two of the new attractions do double duty. The Domed Garden includes a sprinkler, so it satisfies the Wet Fur need on top of providing well-being, and the Dance Pit soaks its dancers for the same effect. That makes both worth considering in dry inland districts where a Lido or Swimming Pool is impractical.
Succulent: The desert plant that stores water
The Succulent is the update’s new flora, and it inverts the usual planting rules. It grows only on dry land and will die if it gets overwatered, so it belongs in the parts of a map irrigation never reaches.
Foresters can plant and tend it in-game, and it can also be placed through the map editor. The payoff comes when Lumberjacks cut a mature plant — Succulents store water that is harvested at that point. It is not a large amount, but it is an emergency reserve for a district that would otherwise go thirsty during a long drought. The spikes do carry a risk of injuries to the beavers doing the cutting. Succulents have also been added to every built-in map.
Goods and population statistics
The Settlement Panel now has two statistics tabs. The Goods tab charts stock, production, and consumption for individual goods, while the Population tab tracks how your beaver and bot numbers change, along with well-being, housing, and employment. You can adjust the time range and switch between a global view and a single district. Goods tooltips also carry a mini chart of stock levels over the last 10 days.
Note: the numbers are not backfilled. Tracking starts the first time you open a save on 1.1 and unpause, so an established colony will show empty graphs until it has run for a while. The feature is closely related to the popular Goods Statistics mod, whose author, eMka, is a programmer at the studio.
Deaths are harder to miss now, too. The death status icon sits at the top of the Alerts section and blinks as the counter rises, icons appear over the bodies themselves, and dead beavers stay visible for 24 hours. None of that applies to beavers who die of old age.
Balance changes to attractions and the Observatory
Adding six new well-being buildings meant repricing some of the old ones. Well-being from the Contemplation Spot, Lido, Scratcher, Swimming Pool, Rooftop Terrace, and especially the Campfire now decays more slowly, which makes early-game morale less of a treadmill.
| Building | Change |
|---|---|
| Carousel | Unlock cost reduced from 700 SP to 600 SP |
| Wind Tunnel | Now 100x Plank, 50x Gear, 50x Metal Block (up from 75x Plank, 30x Gear, 50x Metal Block); unlock raised from 700 SP to 800 SP |
| Observatory | Now produces 12 SP per hour, replacing the previous 10 SP per 0.75 hours |
Renamed buildings, removed Sluices, and other changes
The Sluice is gone for good. It was cut in 1.0 when automation arrived, but pre-existing Sluices still turned up in older saves. Loading such a save on 1.1 converts them into Fill Valves, which means you will probably need to reconfigure those valves and, in some setups, add Contamination Sensors to get the old behavior back.
Several buildings were renamed for clarity. Badwater Discharge is now Badwater Pressurizer, the (Deep) Mechanical Fluid Pump drops “Fluid” to become the (Deep) Mechanical Pump, and Fluid Dump is now simply Discharge, retiring the word “fluid” entirely.
- Relays now accept more than two inputs, so multi-condition automation networks need fewer objects.
- Common 1×1 buildings such as the Small Pile and Breeding Pod can be placed in a line, the way Valves work.
- The Dance Hall is shorter and now fits neatly under Overhangs.
- Wonder descriptions explain map completion, and the map selection screen shows an empty box for incomplete maps.
- Scavengers and miners wear helmets, foresters get feathered caps, gatherers carry backpacks, and lumberjacks wear suspenders.
- Water particles are more complex and three-dimensional.
- Tooltips appear one frame earlier, and winners of the first mod contest were added to the credits.
Taken together, 1.1 is a builder’s update. The watertight parts remove the most common frustrations of large reservoir engineering, the statistics tabs finally make slow resource bleeds visible before a colony starves, and Nomads and Pillars exist to break the habits you formed on the standard maps. Mechanistry has not confirmed a date for the next major update.






