

Once your colony has enough food and water, then you’re pretty much done. The game lets you stack many buildings on top of each other, and providing vertical access can be quite the challenge. I kept myself entertained in the late game by building ever taller and more elaborate mega-structures. However, I’m left feeling like I’ve just gotten started on the game, and then it’s already over.
Timberborn food full#
There’s plenty of replay value packed into the game, but you can quickly grow attached to a colony and don’t want to abandon it for something new.Īfter an hour or two of playing, I’m left panning over my city full of happy and fat beavers with their every needs met.

The game has two factions with quite varied play styles and a couple of unique buildings. The game doesn’t have a traditional tech-tree you can unlock any item in any order given you’ve accumulated enough research points. Nothing in the gameplay is gated behind your beaver happiness level. You can raise their happiness by fulfilling more needs, but there aren’t any negative effects of not fulfilling their other needs. There isn’t much depth to the game the beavers don’t have any needs beyond food and water. At that point, you’ve also run out of gameplay. Capitalism doesn’t care if you live or die, and neither does the post-apocalyptic beaver society of the future.įood production isn’t a problem after you’ve mastered the water on the level as you can grow food all the time. Except, naturally, the potential for a worker shortage. There’ll be dead beavers everywhere, and this doesn’t have any negative effects on other beavers. In the early game, you’re likely to run out of food or water by the end of the first drought period. They’re beavers! They should manage to jump into and haul themselves out of a river without the aid of stairs! It’s frustrating and non-intuitive that your beavers need stairs to get in and out of bodies of water. Now that I come to think of it, the beavers do have some trouble traversing water. Water traversal isn’t a problem for the beavers, but it sure interferes with your production. The best laid plans of beavers often go awry.

Water always takes the easiest route, so a small change can reroute it upstream and flood your entire colony. There are nine maps with varied terrain and rivers, and plenty of opportunities for water management. In Timberborn, you need to hold on to water through the droughts by building dams, and expand your colony by irrigating wasteland. Most games in the genre are split into a summer/growing season for stocking up on resources, and a hash and snowy winter season to put your colony to the test. Timberborn’s gimmick is that seasons represent changes to the water flow of its life-giving rivers and droughts. Their little breaks can disrupt your production chains, but it’s a nice break from the typical mindless automatons that populate most colony/survival games. The beavers take breaks from their tasks to eat and drink, and they wander off to stand on balconies and stare out over the bustling city life. The art direction and the beaver simulation bring the game to life. It’s delightful to watch the beavers as they bustle about collecting resources and go about their daily tasks. My latest obsession is Timberborn - a vertical city builder inhabited by intelligent beavers that have inherited the Earth after humans are long gone. I love colony simulation games like RimWorld, Patron, and Surviving Mars and I’ve sunk way too many hours into these games.
