
Timberborn
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Timberborn
Timberborn is a sandbox city builder about guiding a beaver colony through recurring droughts and toxic waste. Gather timber, secure water and food, and develop production chains while the settlement grows. Two factions provide different buildings, technologies, and gameplay traits. 3D water physics, terraforming, dams, floodgates, and irrigation make water the central planning challenge. Vertical construction, automation, mechanized beavers, a map editor, and official mod support broaden the ways to build. Steam PC players can start single-player settlements. The current player rating is 96% from 38,964 reviews.
Credits
Lowest recorded in 36 months
$16.662024-10-18 · DLGamerBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| Traditional Chinese | Yes | — | — |
| English | Yes | — | — |
Show 12 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | — | — |
| German | Yes | — | — |
| Spanish | Yes | — | — |
| Polish | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Russian | Yes | — | — |
| Italian | Yes | — | — |
| Japanese | Yes | — | — |
| Korean | Yes | — | — |
| Ukrainian | Yes | — | — |
| Thai | Yes | — | — |
| Turkish | Yes | — | — |
Steam PC edition data · 2026-10-19
02Before you buy
Play mode
Timberborn offers single-player city building on Steam PC, with two factions: Folktails and Iron Teeth. Each faction has distinct buildings, technologies, and gameplay traits.
Languages
The Steam PC interface supports English, Simplified Chinese, and Traditional Chinese. Full audio is not specified.
03Frequently asked questions
What is Timberborn about?
You lead a beaver colony through droughts and toxic waste in a dry post-human world.
What engineering tools are available?
You can build dams, floodgates, canals, tunnels, aqueducts, and irrigation systems while reshaping terrain.
Can I make custom maps?
You can play included maps, create your own with the map editor, and use official mod support.
“If you love planning, fighting off disasters, and slowly turning a dustbowl into a thriving beaver city, Timberborn hands you a water-engineering puzzle you won't find anywhere else, and dozens of brain-bending hours with it.”
Our Verdict
The beavers won because water is the whole game, not just a resource

Timberborn is one of those city-builders that sounds like a joke until it starts quietly eating your weekend. Post-human world, lumberpunk beavers, droughts, toxic waste, ridiculous amounts of wood — sure, cute pitch. But the reason it actually works is simple: water is the spine of the entire thing. Not food. Not housing. Not some happiness meter. Water. You dam it, store it, route it, waste it, panic when it’s gone, and then redesign half your settlement because the next drought is coming and your “brilliant” canal system was actually a mess.
That’s what makes it feel different from most survival city-builders. Frostpunk is still the obvious comparison, because both games are about building under pressure from a hostile world. But Frostpunk is more dramatic. It’s colder, meaner, more narrative-driven. Timberborn is less theatrical, but the engineering is deeper. The fun is in stacking buildings vertically, shaping the land, controlling water flow, and eventually using badwater as part of the plan instead of just treating it like a disaster.
And yeah, the reception backs that up. Metacritic has it at 85, OpenCritic sits at 86 with 94% recommended and a “Mighty” rating, and Steam is sitting at 95% positive across 36,995 reviews, with that big “Overwhelmingly Positive” badge. That’s not hype from a huge studio machine, either. Mechanistry is a small team, and this thing took a long four-year run to hit 1.0. For a seven-person indie team, that’s a pretty wild result: strong reviews, strong word of mouth, and a game that actually feels finished.
Buy it if you like solving disasters, skip it if you just want cozy decorating

Here’s the cleanest way I can put it: if you enjoy city-builders because you like planning around limits, Timberborn is absolutely your thing. If your brain lights up when a game says, “Okay, here’s the map, here’s the problem, now make the machine work,” this is the good stuff. The vertical building alone gives it a ton of personality. You’re not just spreading houses across flat land. You’re stacking walkways, platforms, storage, power, production, and homes into these chunky wooden towers that look silly and clever at the same time.
The two factions help a lot, too. Folktails and Iron Teeth don’t just look different; they push you into different rhythms. That gives the same basic rule set two pretty distinct journeys, which matters in a sandbox game where you’re mostly making your own goals. And the badwater systems are a great twist. Toxic water and badtides aren’t just “oops, you lose” events. You can refine that mess into dynamite, blow up terrain, and reshape the map. That’s Timberborn at its best: disaster becomes a tool, and your city becomes this weird little engineering argument with nature.
But if you want a relaxed “place pretty houses and vibe” builder, be careful. Timberborn is cute on the surface, but it’s not brain-off cozy. The tutorial is weak, and the early hours can be rough because water physics and vertical layouts are not instantly obvious. The pacing is a little uneven, too. Some deeper systems, like factory automation, show up late, so the front half can feel loose, then the back half gets busy fast. And once you’ve got giant settlements with thousands of beavers, performance can start to sweat.
1.0 is the right time to jump in, but don’t expect endless endgame carrots

If you’ve been waiting for Timberborn to leave early access, yeah, 1.0 is the right time. The full release on March 12, 2026 is the most mature version of the game, and that matters here because this is not a tiny toy builder anymore. It’s a proper single-player, bird-view, isometric survival sandbox with a lot of interlocking systems. The four-year polish shows. It doesn’t feel like a promising prototype. It feels like a complete game with a clear identity.
Platform-wise, the obvious recommendation is Steam on PC. That’s where the huge player base is, that’s where the 95% user rating is, and that’s where this kind of mouse-driven planning game makes the most sense. You want to zoom around, check water levels, drag paths, rebuild dams, pause, rethink, and curse yourself for forgetting storage. Timberborn is very much a “sit down at the desk and optimize the colony” game, not something I’d want to wrestle with casually.
The catch is the endgame. Timberborn is strong at teaching you how fragile your settlement is, then letting you overcome that fragility through better engineering. But once your water systems are stable and your beavers are thriving, the long-term goals can feel thin. It doesn’t have the same endless late-game mountain that some players want from a 1.0 city-builder. So my overall take is an 8 out of 10: genuinely special, mechanically sharp, and easy to recommend to planning sickos — but not quite endless, not always smooth for beginners, and definitely not for players who want the game to do the thinking for them.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Timberborn An adorable take on games like Banished, with Beavers populating a post-apocalyptic world. It has a strong foundation, is pretty much free of any bugs (at least, during my time playing) and might become a really nice game in the future. Let's talk about the good parts: Timberborn has a mostly solid core gameplay, revolving around building a village/city with beavers. They need water, food and a place to sleep. Treat them well and they will reward you by working even harder. Next, an important aspect of the game are the droughts, where the river(s) on the map dry up for several days, leaving you with no water. Your fields dry up and die if you don't take countermeasures. Hoarding food and water becomes vital, lest your beavers starve to death. A part I personally found very enjoyable is the ability to build vertical and even on top of water by placing platforms. Some buildings allow other buildings to be built on top of it, allowing multi-storey building complexes. Finally, visuals are nice to look at and the BGM is calm and unintrusive enough not to be a bother. Now, the bad parts: The game... lacks content. In a few hours, you can unlock the majority of buildings and have an economy that shrugs of droughts as if they don't even exist. Actually, once you figured out you can just build a dam to keep the water at your place, you basically dealt with droughts already. By the time that backed up water isn't enough, you'll likely have more than enough storage room for water and food. Frankly, at that point the only thing to do is expanding without any goal. Nearly all vital buildings are unlocked relatively quickly. The only 'vital' buildings that take a while would be the monuments. The monuments need such an obscene amount of Science Points that getting them probably takes longer than it takes for you to unlock everything else. Especially the final monument needs a massive amount of Science Points, and unless you are rushing the points (for no reason other than getting those monuments), it will take hours. Next, is the balance. There are two factions in the game and, honestly, at the current state of the game, I see little reason to use the Iron Teeth at all. Folktails have a self-regulating population, meaning their numbers increase on their own until your housing buildings are full. They also have extra buildings for farming, making this vital aspect a lot easier, especially in the early game. On the other hand, Iron Teeth have... a log pile that you can build on top of and an Engine that is supposed to give a reliable supply of energy. Population increases through breeding pods and has no regard for your housing situation, making housing kind of obsolete, too. Too many beavers? Have fun disabling every breeding pod. They also need quite a bit of water to function which is quite annoying early in the game. The lack of farming support, especially through the Irrigation Tower is... frustrating for the early game. Farms only work in proximity of water, either through the natural river or through canals that you built (with the exception of Folktails' Irrigation Tower). To ensure that your farms work even during a drought without needing any of your input (as in, disabling all water pumps and using only stored up water, then reactivating them once your stored water is used up), you need to build canals and dams or water dumps. Canals can only be built through the use of dynamite which you get pretty late, forcing you to make use of limited farmland until then. And even once you get it, making canals can be pretty time-consuming. It just doesn't feel worth it when Folktails can just built a tower and they're done with it. Then we got the speciality of Iron Teeth: The Engine. A building that burns wood for energy to power your work buildings. It is a reliable source of energy... if only it wouldn't burn so much wood. The rate at which it burns wood is ridiculous and the energy it gives is marginally more than a water wheel. I did some calculations and you would need 72 squares of maple trees to sustain 1(!) engine. That includes the Forestry building planting trees, lumberjacks to cut them, haulers to carry the logs and the beaver working the engine itself. It's a lot of work for something that gives as much power as four hamster power wheels that only need a beaver each and that's it. They also need less space than 72 squares of maple trees. The Folktails have a windmill for power generation and it suffers similar issues. It either gives zero energy or some amount of energy within its range. It is completely unreliable and while it is still better than the engine, it's not like you are lacking beavers to work those power wheels. Also, if one windmill produces no power, no windmills do. They're sync'd up in their power production. There are some other minor issues about the whole energy thing but I'll stop it here. For the next part, let's talk about vertical building. It's cool. It's nice. And the only buildings you can built on top of are storage buildings and housing. Sure, you can build a massive housing complex or a big warehouse or even mix both together. But that's it. Nearly no other buildings support the vertical building feature. Sure, you can build other buildings on the roof of those complexes but nothing more. This gets even worse because Folktails' Log Pile doesn't support vertical building nor does their specialty warehouse building. Only the default two warehouses and the housing buildings do. (I won't count the carousel for this.) It's such a cool feature but there's just too little you can do with it. Maybe I should have blown a huge hole in the ground and made an underground housing complex. The steam page mentions "stacking workshops" but I don't see any of that. Last but not least, for a game set in a post-apocalyptic world, where you are supposed to salvage the humans' ruins... There's very little to see of that. The 'ruins' are just metal beam constructs that are sparsely thrown into the map. Other than that, you only have bushes and trees. Parts of the maps feel rather empty. Long story short, the game has a really good foundation but is falling short on some aspects. At the current price with the current content, I just can't recommend the game. It's fun for a few hours but not enough to warrant 20 bucks. If you enjoy building and growing a population without a goal or without any challenge, then you might enjoy it for longer than I did. I do hope they will expand upon the game and build it up. If they do it right, this could become a really good game. But right now, it doesn't really do anything better than Banished. The parts that make it unique feel clumsy and incomplete. At least, the beavers are cute.Show moreShow less
This is a game about a beaver society. It is my civic duty as a Canadian to buy and play it. It is good.Show moreShow less
Interesting game that I sank a good 50 hours into last year. Came back this Feb 23 and really disappointed to say the game is now barely playable. The decision to make warehouses only capable of storing one kind of object completely broke it. For context, there are dozens and dozens of different items. Carrots and berries? Can't be in the same building. You can keep you iron in here, until you smelt it. Can't have it here after you've made it into bars! Needs a whole new building. Same with grain - oh, you turned it into flour? Nope, not allowed, make a new warehouse. There are 17 different food items in this game! 80% of your town is just rows and rows of warehouses now. At some point it was decided that beavers don't know how shelves work anymore. I've no idea who on the dev team thought literally anyone would like this.Show moreShow less
It took me 10 hours to realize that the beavers can swim. No really, I kept spending lots of lumber on bridges and dams specifically to get across shallow pools of water, only to realize hours later that beavers can, in fact, swim. Please don't hurt me, Canadians. I'm from California.Show moreShow less
I really really enjoyed this game because it allowed me to work on things without fear of "all this work over the last few hours could just go poof" Then they introduced Badwater Ugh... That game mechanic should be optional - we shouldn't have to opt out. I have become convinced the devs for this game prefer to create difficulty rather then create interesting approaches. Yes, devs, you like the creation of difficulties - we get it Not everybody wants it Not everybody wants to play a game because its hard I'm going to repeat that The idea that people only play games they find difficult is....false I've stopped playing the game now - I am not interested in spending my time on something where creating difficulty is how the devs judge themselves Neat idea.....wrong attitude to game creationShow moreShow less
My original beaver colony was doing absolutely amazing. Was up to 96 beavers, producing metal, books, almost everything in the tech tree. Several droughts had come and gone but I barely noticed them with how well my dam and water supplies held out. And then the big one came, a drought that lasted just a little bit longer than I was ready for. The dam dried up. The water stopped pumping. My little guys were drinking from the reserves until those, too, ran dry. A day and a half before the drought ended beavers started to die from dehydration. As some died it made room in the houses, and they started having babies. The next generation ready to take over after the drought. But it went for just too long. In the last hours of the drought, my last adult beaver died off. The river came back though! And the 8 babies had survived it. The ran around like crazy, playing on the carousel, chasing each other down the streets. Working up a big thirst. But, none of them were big enough to pump the water. They were growing fast though, would they become adults in time?? As the day went the dehydration started to hit them hard and the first died off. The others ran around in a panic, working up a bigger and bigger thirst, until they too fell to the ground, licking the sand for any little bit of moisture it might have. As night fell on the second day after the drought the town lay still and quiet. No one at the campfires, no one in the rooftop terraces, and no one working the pumps in the pump houses...Show moreShow less
Genuinely a fan of the verticality system and I think that unlike most Banished-like City Builders, it has a lot of potential. But as it stands its way too rough. The outstanding issue I have with it is the Science system, which absolutely needs a rework. Not only does it bottleneck the pace of the game way too hard early on, it's unsatisfying to set up too - just one building and a beaver collecting IQ points at a mind-numbing pace and thus requiring you to take up a sizable amount of workforce so you can unlock buildings that are frankly way too expensive. It would be a very nice direction if they went with a tiered science system instead so that the building tabs aren't cluttered with irrelevant tech, but also as a way to ease in players and introduce more complex industrial buildings, which is a direction Im a fan of. And I do hope the beaver animations aren't final because they could be way more lively than how they are right now.Show moreShow less
This is what canada actually looks likeShow moreShow less
It's perfectly well made, but I don't find it fun. It falls onto a trap that way too many games in this genre fall into: once the player has a basic survival setup, the game proper is over, everything left is a sandbox. The player is in full control of expansion rate: beavers only reproduce if there are empty houses, and there's zero pressure to increase your population. Once you have a basic loop going, you can probably leave the game on max speed running for 10 thousand years and nothing would happen. ---- Do I recommend this game? If you want a sandboxes, yes. If you want a city building game, no.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.