
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.
Most likely between $34.1M and $96.7M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1834 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[H2]Des premières heures déjà très convaincantes[/h2] Après quelques heures seulement, Timberborn donne déjà une impression très favorable. Le principe paraît familier : récolter, nourrir une population, développer une colonie et préparer son avenir. Pourtant, le choix de castors comme civilisation change réellement la manière d’aborder la carte. L’eau devient la ressource autour de laquelle tout s’organise et les sécheresses imposent vite de penser au-delà du développement immédiat. Cette identité forte évite au jeu de ressembler à un constructeur de ville générique. [H2]L’eau au cœur de toute la colonie[/h2] La gestion hydraulique constitue la grande idée de Timberborn. Barrages, digues, canaux, pompes et réservoirs permettent de modifier le terrain et de conserver l’eau nécessaire lorsque la sécheresse arrive. Les cours d’eau ne servent donc pas uniquement de décor : ils deviennent une infrastructure qu’il faut comprendre puis maîtriser. Voir une vallée sèche se transformer grâce à un aménagement bien pensé procure déjà une vraie satisfaction. La contamination et la nécessité de stocker suffisamment imposent une planification qui promet beaucoup pour les parties plus longues. [H2]Une progression claire et très agréable[/h2] Les premières étapes fonctionnent très bien. Il faut couper du bois, assurer l’accès à l’eau, produire de la nourriture, construire des logements puis développer de véritables chaînes de production. Chaque nouvelle technologie ouvre des possibilités concrètes et donne envie de revoir l’organisation de la colonie. Timberborn rend lisible une quantité importante de systèmes sans noyer immédiatement les joueuses et joueurs. La montée en complexité paraît naturelle : les premiers bâtiments répondent aux besoins essentiels, puis viennent l’énergie, l’industrie et les projets plus ambitieux. [H2]La verticalité change vraiment la construction[/h2] L’une des particularités les plus séduisantes tient à la possibilité de construire en hauteur. Passerelles, plateformes et bâtiments empilables permettent d’exploiter l’espace d’une façon inhabituelle pour le genre. Cette verticalité ne sert pas seulement à créer de jolies colonies : elle devient une réponse à la topographie et aux contraintes de la carte. L’architecture gagne ainsi une dimension presque puzzle lorsque les infrastructures commencent à se croiser. Même avec encore peu d’heures de jeu, ce potentiel créatif apparaît déjà considérable. [H2]Deux factions qui promettent des approches différentes[/h2] Timberborn propose deux factions principales avec leurs propres bâtiments, technologies et particularités. Cette différenciation donne envie de recommencer une partie avec d’autres méthodes de développement. Les premières heures ne suffisent évidemment pas à mesurer tout ce qui distingue leurs progressions respectives, mais le principe laisse entrevoir une vraie rejouabilité. Le Workshop, les cartes communautaires et les mods renforcent encore cette perspective sur la durée. [H2]Une direction artistique pleine de personnalité[/h2] Le jeu possède beaucoup de charme. Les castors s’activent, transportent leurs ressources, construisent et occupent progressivement un environnement transformé par la colonie. La direction artistique reste très lisible, avec une identité immédiatement reconnaissable. Observer les habitants emprunter les chemins, travailler puis rejoindre leurs logements donne vie à l’ensemble. L’humour discret autour de cette civilisation de castors ingénieurs fonctionne très bien sans empêcher la gestion de conserver son sérieux. [H2]Un jeu déjà riche et encore activement suivi[/h2] Timberborn a franchi une étape importante avec sa sortie en version 1.0 en mars 2026 après plusieurs années d’accès anticipé. La mise à jour 1.1 a depuis ajouté des statistiques plus détaillées, de nouveaux bâtiments étanches, des monuments, des attractions et de nouvelles possibilités liées à l’eau. Ce suivi récent rassure sur la volonté de Mechanistry de continuer à enrichir un ensemble déjà solide. La communauté Steam reste elle aussi très enthousiaste, signe que les qualités perçues dans ces premières heures semblent tenir sur la durée. [H2]Quelques réserves normales à ce stade[/h2] Avec seulement quelques heures de jeu, il serait prématuré de juger précisément l’équilibrage du milieu et de la fin de partie, la variété réelle des objectifs sur plusieurs colonies ou la répétitivité éventuelle après de longues campagnes. L’interface demande aussi un petit temps d’adaptation lorsque les chaînes logistiques commencent à se multiplier. Ces réserves ne constituent pas encore de véritables défauts : elles rappellent simplement qu’un city-builder de cette profondeur se juge surtout avec davantage de recul. [H2]Des premières impressions très positives[/h2] Timberborn réussit déjà l’essentiel : donner envie de relancer immédiatement la partie pour améliorer une colonie, préparer la prochaine sécheresse et tester une nouvelle idée d’aménagement. Sa gestion de l’eau, sa construction verticale, son univers de castors et sa progression créent une personnalité forte. Il reste beaucoup à découvrir avant de porter un jugement définitif sur tout le contenu, mais ces premières heures révèlent un city-builder intelligent, attachant et suffisamment différent pour se distinguer nettement dans un genre très concurrentiel. À ce stade, la recommandation est donc très enthousiaste. [list] [*] Devenez membre de mon groupe de curation sur Steam pour ne pas rater une seule de mes évaluations. Cliquez sur ce lien pour vous inscrire : https://store.steampowered.com/curator/43600863/. [/list]
[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.
the chances the game sends 6 bad tides at you in a row is low but never zero
♥♥♥♥♥ bober ⠀⠀⢠⣿⣿⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣶⣿⣿⡄⠀⠀ ⠀⢠⣾⣿⣿⡿⠉⢿⣿⣿⣿⣿⣿⣿⡿⠉⢿⣿⣿⣷⡄⠀ ⠀⠘⢿⣿⣿⣇⣠⣿⡿⠛⠉⠉⠛⢿⣿⣄⣸⣿⣿⡿⠃⠀ ⠀⠀⣼⣿⣿⣿⣿⡋⠀⠀⠀⠀⠀⠀⢙⣿⣿⣿⣿⣧⠀⠀ ⠀⣸⣿⣿⣿⣿⣿⣿⣾⣇⣀⣀⣸⣷⣿⣿⣿⣿⣿⣿⣇⠀ ⣰⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆ ⣿⣿⣿⣿⣿⣿⠿⠟⠛⠉⢸⡇⠉⠛⠻⠿⣿⣿⣿⣿⣿⣿ ⢻⣿⣿⣿⣿⣿⡇⠀⠀⠀⢸⡇⠀⠀⠀⢸⣿⣿⣿⣿⣿⡟ ⠀⠻⣿⣿⣿⣿⣿⡀⠀⠀⢸⡇⠀⠀⢀⣿⣿⣿⣿⣿⠟⠀ ⠀⠀⠈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠟⠁⠀⠀ ⠀⠀⠀⠀⠈⠙⠻⢿⣿⣿⣿⣿⣿⣿⡿⠟⠋⠁⠀⠀⠀⠀
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。
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.
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
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.
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?
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。