
Humans are long gone. In a world struck by droughts and toxic waste, will your lumberpunk beavers do any better? A sandbox city-building game featuring ingenious animals, vertical architecture, water physics, and terraforming. Contains high amounts of wood.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 15.43/day in the week to Sep 4 → 33.43/day in the week after.
About
Mankind turned Earth into a dry wasteland and perished, but some species adapted and evolved. Pick one of the beaver factions and see how long your colony can last.
Control one of two beaver factions: the nature-friendly Folktails or the industrious Iron Teeth. Each faction has unique buildings, technology, and gameplay traits. Choose what fits your playstyle!
Prepare your settlement for recurring droughts and waves of toxic waste. Stockpile food and keep fields and forests alive even after rivers dry up. Rely on both natural water sources and artificial irrigation to keep the land arable and your beavers safe.
Beavers’ engineering skills are legendary. With Timberborn’s 3D water physics and terraforming, so can be yours. Put up dams and floodgates, erect massive aqueducts, dig canals and tunnels with explosives, and reshape the terrain to your liking.
Harness the game’s unique vertical architecture system. Space is limited, so stack lodges and workshops on top of each other. Construct platforms and bridges, set up an elaborate power grid, and let your beavers speed around on ziplines or through tubeways.
Turn timber into sophisticated machinery – from water wheels and lumber mills to engines and mechanized pumps. Wood is the core resource in Timberborn, but the most advanced structures require metal. To find it, send your scavengers to the ruins of the old world.
Automate tasks across your settlement by creating an intricate system of sensors, relays, counters, and other tools for advanced engineers. Self-controlling dams and factories are just the beginning.
Supercharge your colony with mechanized beavers. Power them up, maintain them, and you'll get extra-efficient workers for almost any job. They operate 24/7, and you can send them to the most hazardous areas.
Build a sprawling city with efficient production chains and follow the lives of its inhabitants day and night. As the population grows, satisfy your evolved rodents with a balanced diet, entertainment, decorations, and end-game monuments that help restore the Earth.
Play on one of the included maps or create your own and share it with the community. On top of the built-in map editor, Timberborn features official mod support. Tons of extra player-made content and quality-of-life additions are available, with more coming each day.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.49−30% | 41.7Kreviews | 96% | — | $56.9M |
| $24.49−30% | 358ratings | 92% | #255 | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1680 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[note 1: this is a review of base game, without mods; if you're willing to spend tens of hours to mod it, you might get a fun, playable and challenging game... until an update breaks the mods and/or one of the authors stops updating his mod] [note 2: I played most of my time either offline or on another account; I was able to get all the cheevos and played the game for more than 100 hours in total; BTW getting cheevos by itself is trivial once you realize you can get them on any custom difficulty setting, even one that has no drought nor badwater] After many years of being a Timberborn supporter, I think I'm done. I had really high hopes when this was announced, was really stoked when badtide update came... But then, the game is basically dead, left as a proof-of-concept for streamer sandbox midwits and people who are addicted to it, not seeing the actual game and problems it has. It's not a bad game, but I just can't recommend it in its current form, due to how severe the flaws are and how noticeable they are to someone who played enough other sandboxes and sims. Let's start with the good stuff: * voxel-y small-scale city sim with no hard time or resource limit - never enough of those :) * good 3D graphics, cute and thematic (although a little bland overall, all browns and pale greens - one might argue it builds the theme here :) * fun worldbuilding (beavers taking over the world after humans, excuse me, HOOMANS got extinct after destroying the ecosystem), * developers are definitely smart and they were able to come up with lots of fun mechanics and intriguing solutions to problems, they have a page with most requested features and many of them got into the game, and are fixing bugs constantly, * core game flow is innovative, yet familiar (similar to Settlers), * you can place many objects to customize your settlement, * the two available races are HUGELY different, both in terms of play style and building selection, * has many maps available out-of-the-box, and even more custom ones, * has a multitude of mods available. One might think, "a perfect game!" So did I, for the first couple of dozens of hours and for a couple of first maps I completed. Then you realize some problematic things: * only two races, drastically limiting replayability (there are mods for more races :), * lacks many basic buildings or blocks that are existing everywhere and that were requested years ago by many players (some of them even on the Most Wanted Update dev list), like ladders, lifts, 45 deg slopes, pipes etc. (some of the lacking buildings are added from time to time, like waterproof stuff that was just added in 1.1 experimental, and of course THERE ARE MODS FOR ALL THAT :) * only two "disaster seasons" (drought and badtide), which are hugely imbalanced - basically, badtide has all the problems of drought (no usable water) but also poisons your water supply and kills crops - meaning _if you can survive long badtide, drought is irrelevant, and even often useful for engineering reasons_. People requested flooding, rain etc., it could have plagues or earthquakes or space debris falling... you name it. * no real recurring problems or obstacles other than the seasons above - if the map has bombs, once they explode that's it, you have a static environment again. Nothing changes, nothing is randomized, the only bonus for "winning" a map (wonder) is flexible start... meaning you can make the map _easier_ once you already _completely beaten it_ :D * UI ranges from "usable, but rough" to "almost unusable", depending on how advanced you are in the game; not everything has a keybinding, most icons are just light brown outlines on dark brown background (barely legible), and you'll spend many hours hunting for some buildings placed in some strange and not-really-fitting tab until you memorize everything, and then realize it could've used color coding or more menu levels or just a configurable hotbar etc. (there are probably mods for it :) * robots/automatons are too weak compared to max happiness beavers and available only when you don't need them anymore, making them fluff, not core mechanic, * almost all maps are same-ish (notable exception is Oasis, which I really like due to its quirks, and Plains, which certainly are great for your first playthrough), and there is basically only a single way of getting to the finish line, * core development pace is glacial. You get new feature, you get new bugs, you get fixes, you get tiny mostly irrelevant rebalancing... meanwhile, the core game is exactly where it was, boring and predictable at this point. * very few ways to improve logistics (basically only zipline is an easy and fast improvement; tubeway, while great, requires a lot of engineering resources and time to function properly), and districts being really tedious to set up, * it's easier to wait for the resources to be produced small scale in small colony than to expand and do it quickly. There are very few ways to improve/upgrade existing flows, so you can only reduplicate the industry... but that increases the risk of catastrophic failure of your settlement if any variable in the holy beaver equation goes wrong, * you can have beavers starving to death on a literal field of food, just because your production priority assignment got skewed etc. * NO BLUEPRINTS IN A SANDBOX IN 2026. You'll be clicking like madman to set up yet-another similar settlement. * NO HIGH-POWER EXPLOSIVES (3x depth TNT is max), meaning YOU'LL BE CLICKING LIKE MADMAN TO TERRAFORM. Still not bad, right? Even with those problems, it could've been a great game, right? ... Well, it is, kinda. Until you "crack the code". When you realize how easy the game is even on Hard or Hard++ (i.e. settings you customize to be strictly harder than hard), when you realize how repetitive the runs are, how irrelevant most unlocks, techs and automations are... Then you'll be as bored as me. Basically, there's a SPOILER TAG HERE - DON'T READ IT IF YOU WANT TO PLAY THE GAME AND ENJOY IT. Iron Teeth. You start hating it, then you realize they are broken in every way possible, due to their unique breeding mechanism... and tubeway on top of it. Breeding pods need upkeep... for the first 80%. Then, they don't. And they can be paused. And you can have advanced breeding pods that produce adults instantly. As a result, almost every map can be won like this: * levee, get your hands on it ASAP and wall off water flows, then floodgates as on/off switches for the flows, * forester, plant tons of berries and oak, * 10 or so breeding pods, pause most of them on 95+%, leave just 4-5 running initially, then add more as you expand, * lots of low-priority inventors so that you never have idle beavers, instead you have tons of research, * rush metal, numbercrunchers, explosives and extract; get some automated power if possible (geothermal or pressurizer + water wheel) * now tons of advanced breeding pods, leave 10-20 paused on 95+% * no way to lose. Even if everyone dies, you just unpause the pods, * bonus points: use tubeway for total verticality. Once you get good at it, you can have 1000 days of drought, 1000 days of badtide, it doesn't matter. Even with no-one alive (or dead, you don't need automatons) the crunchers produce research, and you can just unpause your colony after you got enough research for what you want. There is no literal challenge. >inb4 just play with FT then no. It just makes the game more tedious, because you need to idle for longer, and because verticality is the winning strategy for for FT and IT. Try playing Diorama, you'll get my point :D >inb4 just don't pause your pods then yeah, I can also play blindfolded, or with my tongue. Any other bright ideas? :D --- tl;dr great game, gets boring once you "crack" it, then it's no longer great, requires serious rebalancing and many additions, I don't recommend it but feel free to try it out yourself.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 21: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Latest in each market: best DE #52, worst AU #100 · 11 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 14.86/day in the week to Jul 21 → 15.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Italian, Japanese, Korean, Ukrainian +3 more
| $34.99 |
| — |
| 96% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
♥♥♥♥♥ bober ⠀⠀⢠⣿⣿⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣶⣿⣿⡄⠀⠀ ⠀⢠⣾⣿⣿⡿⠉⢿⣿⣿⣿⣿⣿⣿⡿⠉⢿⣿⣿⣷⡄⠀ ⠀⠘⢿⣿⣿⣇⣠⣿⡿⠛⠉⠉⠛⢿⣿⣄⣸⣿⣿⡿⠃⠀ ⠀⠀⣼⣿⣿⣿⣿⡋⠀⠀⠀⠀⠀⠀⢙⣿⣿⣿⣿⣧⠀⠀ ⠀⣸⣿⣿⣿⣿⣿⣿⣾⣇⣀⣀⣸⣷⣿⣿⣿⣿⣿⣿⣇⠀ ⣰⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆ ⣿⣿⣿⣿⣿⣿⠿⠟⠛⠉⢸⡇⠉⠛⠻⠿⣿⣿⣿⣿⣿⣿ ⢻⣿⣿⣿⣿⣿⡇⠀⠀⠀⢸⡇⠀⠀⠀⢸⣿⣿⣿⣿⣿⡟ ⠀⠻⣿⣿⣿⣿⣿⡀⠀⠀⢸⡇⠀⠀⢀⣿⣿⣿⣿⣿⠟⠀ ⠀⠀⠈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠟⠁⠀⠀ ⠀⠀⠀⠀⠈⠙⠻⢿⣿⣿⣿⣿⣿⣿⡿⠟⠋⠁⠀⠀⠀⠀
A very good game if you value building something you can be proud of and relax for a bit. I always come to this game when I want to relax.
the chances the game sends 6 bad tides at you in a row is low but never zero
非常不错的游戏,每个角色就像自己的孩子一样可爱,但是死太快了/(ㄒoㄒ)/~~。 然后就是自然灾害/季节,这一块要素太少了,另外娱乐设施没怎么实装,导致娱乐与正向收益不存在正比关系。
平等的讨厌每个采用多地区设定的游戏
TimerBorn é aquele tipo de jogo que te faz questionar suas decisões… e sua relação com a água 💧 Comecei jogando tranquilo, tipo “ah, só mais um nível”. Quando vi, eu já tava mais seco que garrafa esquecida no deserto. O jogo suga sua atenção mais rápido que eu bebo água depois de lembrar que existe hidratação. Se você curte desafio, tensão e esquecer completamente de beber água por 2 horas seguidas, recomendo demais. Só não esquece de deixar um copo do lado
治好了一年的电子洋尾! 为什么喜欢?改造世界,发展聚居地,重要的是,造水坝、使用自动化逻辑控制水坝,以及越发疯癫种田和bee萦绕的世界!期待更多mod书写更多吸引人的故事。 更好的方向:1.后期倍速,狸狸会抽帧;2.狸狸如果更加毛茸茸可爱更好。3.可以有垂直电梯吗?4.规划道路可以自动制造45度楼梯吗?
Aimless and boring. Not bad, but the kind of builder that keeps throwing gotchas at you. The pacing is set by how much science per second you generate which on paper sounds fine until you realize that all of the game is about refactoring the ♥♥♥♥♥♥♥ ♥♥♥♥♥♥♥♥ beaver town because every unlock causes layouts to become more space efficient so what's the ♥♥♥♥♥♥♥ point of that huge structure from a few years ago that is just an eyesore and a waste of space? Tear it down. Start from scratch. Until you close the game because this is all you've been doing for 10 hours and nothing you built is permanent. The lategame is slower and arguably what I want from this game, but by then you're just resisting increasingly long droughts. There's ♥♥♥♥ all to do after you finish science and solve mortality. The game optimizes itself out of being fun.
好玩,难度不高,喜欢模拟经营的一百块以下可以无脑入。 各种机制设计得都比较合理,两种种族有一些细微的区别和独特建筑,但大致玩法都差不多。 其中水资源是一项独特的核心机制,吃喝拉撒所有东西都需要围绕水来运转,所以只要学会控制各种水流的高低快慢开闸闭闸,再配上自动化,很快就能吃喝不愁(注意平衡好人口,不然挂机容易玩脱),之后就是疯狂挂机,造各种奇观,完成成就。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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