
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
Not sure I understand the glazing for this. This is a crowded field and there are so very powerful heavy hitters. Maybe the cutesy factor is tilting peoples opinion, or maybe the things I don't like are actually what make it appealing to others. No sound effects is extremely odd. No wood sounds, sawing, gnawing, nothin. There are environment sounds like some birds and a little breeze. The beavers say "hi" when you click on them, but they build and gnaw in silence. The soundtrack seems repetitive already. So much of RTS is the ASMR of hearing your village or city churn and grind and operate. There is none of that here and that's just weird for a 1.1 The grid/box map style feels dated and doesn't really serve the gameplay. No weather. Just cyclic drought and magically reappearing water The tutorial is heavy handed while also being kinda useless. The order that it teaches you to do things is not very strategic or smart. Material balance feels off. The wrong moves early on can cripple you. This creates one of those games that you restart for the 15th time to try and get it right... that's... kinda obnoxious after a while. There's this weird stressful mad dash to get stable and then after that there's basically no incentive to do anything else. I dunno.... it's just not very fun watching cycle after cycle of your beavers in hispeed building half a building in a day. There is an absolute ton of different things to build but I honestly don't know what for. Not to mention the beavers take forever and materials feel sparse even on easy maps. You have to feed and hydrate your beavers. You get this stable within the first cycle of drought and then what? I'll keep trying but I'm not hooked at all.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $57M | 160K | 90% | $19.99 | |
| $57.3M | 111.3K | 81% | $19.99 | |
| $57.5M | 67.8K | 92% | $29.99 | |
| $56.1M | 19.7K | 90% | $69.99 | |
| $56.1M | 42K | 96% | $34.99 | |
| $57.7M | 70.1K | 86% | $39.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.4M | 1.4K | 78% | $22.49 | |
| $50.1K | 80 | 74% | $19.99 | |
| — | 0 | — | — | |
| $4.1M | 4.6K | 81% | $24.99 | |
| — | 0 | — | — | |
| $9.6M | 8.5K | 92% | $29.99 |
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
"Removed Sluice, this time for good." This patch note fundamentally shifts the game's direction and alienates players who loved the original design. While deeper automation is a great addition, completely removing the Sluice artificially raises the game's complexity floor. Instead of allowing players to build and relax at their own pace, the game now forces everyone into complex puzzle-solving or resorting to copying online guides just to progress. The Sluice could easily have remained as an optional tech-tree unlock—allowing players seeking a heavy logic challenge to bypass it, while preserving the fun for those who prefer straightforward building. Removing player choice drastically alters who this game is for.
Rating: 9/10 industrious beavers 🦫🌲 Timberborn is the kind of game that says, “Build a cute little beaver village,” and then six hours later you're frantically redesigning an entire river system because your population accidentally drank the last drop of water and now everyone is one bad drought away from becoming decorative lawn ornaments. The premise is simple. Beavers survived humanity. Nature is healing. Unfortunately, nature is also trying to kill you every few weeks with droughts, heat waves, and your own questionable city planning decisions. Gameplay At first, life is peaceful. Your beavers are harvesting wood, collecting berries, and building cozy little homes. You feel like a competent leader. Then the first drought arrives. Suddenly you're staring at reservoirs, floodgates, pumps, and irrigation systems like you're preparing a master's thesis in hydraulic engineering. What started as a colony builder quickly evolves into a full-scale war against the laws of physics. The water mechanics are the star of the show. Rivers flow realistically, dams actually matter, and every construction project feels meaningful. Few things are more satisfying than watching a massive reservoir fill for the first time. Few things are more devastating than realizing you accidentally flooded half your town because you moved a floodgate one click too far. The vertical building system is fantastic. While most city builders spread outward, Timberborn encourages you to build upward. Before long you've created towering wooden skyscrapers, elevated walkways, and enough staircases to make your beavers qualify as mountain goats. And then there are the bots. Once you unlock mechanical workers, your colony transforms from "cute woodland settlement" into "beaver-run industrial revolution." Nothing says progress quite like replacing half your workforce with machines powered by giant spinning wheels. Visuals & Vibes The art style is absolutely charming. Everything is colorful, detailed, and full of personality. Watching dozens of beavers carry logs around with complete confidence makes every colony feel alive. The soundtrack deserves special mention too. It's calm, relaxing, and perfectly suited to the experience. That is, until a drought begins and you're desperately calculating how many days of water remain while the music politely pretends everything is fine. There's something oddly therapeutic about watching your colony function. Water flows, crops grow, machines spin, and little beavers hustle around carrying materials twice their size. It's city-builder comfort food with occasional moments of absolute panic. Final Thoughts Timberborn is clever, addictive, and surprisingly deep. It takes the familiar city-builder formula and transforms it into a fascinating puzzle of water management, engineering, and survival. You'll spend hours creating magnificent dams, elaborate irrigation systems, and efficient industrial districts. You'll also accidentally flood your farms, forget to stockpile water, and watch an entire district collapse because one critical staircase was removed. But every disaster just becomes another lesson for the next colony. Mostly because you're convinced this time your giant mega-dam definitely won't turn the entire valley into a beaver-themed Atlantis. 🦫💧🌲
I am sorry. I bought the game in early access in 2022 as it was promising. It really was a cute city builder with the novelty of drought threats. I played a lot in the early versions, then less and less. Indeed as the patches released, the devs kept adding features that made the game easier. The addition of badtides was nice but it is not challenging enough. It really just is a drought on steroids. They added more and more buildings, crops and leisure for the beavers, but never more gameplay. As a result, the game is boring. You understand pretty fast that you need to build big water reserves early on to survive droughts and badtides. Once you have them, the game is over. There is no real incentive to build all those buildings and to make bots. Adding automation was surprising as it does not feel needed. The game needs a bigger variety of randomized threats to keep the players on their toes and get them to adapt their cities. Storms, snow, heatwaves, you name it. It also desperately needs endgame perspectives that are more complex than "build big city".
Pretty chill game overall. I've caught myself staying up till 3 am just tending my community and beavers lol. Once you start stacking up food and water, the real fun begins as you begin crafting new buildings, resources and leisure spots for the beavers. Decorating is also a fun aspect of the game, setting up each housing building is cool. The droughts can get a little stressful when they start hitting 7 or 8 days lol. Carrots is the way to go for food honestly, bread is good too. Throw some lofi or oldies music in the background as you make your own lil beaver world. 10/10 vibes.
It's a relaxing game to play after work It look simple yet alot is going on Water mechanic is awesome Building not only houses and production but also dams
PROS - Unique water management and engineering mechanics. - Deep and rewarding city-building gameplay. - Creative vertical building system. - Charming art style and relaxing atmosphere. - Highly satisfying progression. CONS - Can become overwhelming in the late game. - Requires a lot of planning and micromanagement. - Slower pace may not appeal to everyone. VERDICT Timberborn is a brilliant city builder that proves a unique concept can completely reshape a familiar genre. The combination of water physics, engineering, and strategic planning makes every thriving colony feel like an achievement. If you enjoy management and city-building games, this is an easy recommendation. 8/10
This game starts every map as colony survival sim, evolving into a logistics management game and ends as a mega structure/terraforming sandbox. I've enjoyed every hour I've put into it.
I wasn't interested on playing this game till a random guy on TY... district hall named the Thorn Breakers convince me to make a move... and here am i... with 30 hours of play... recommend 10/10
[h2]TLDR:[/h2] Timberborn is a solid (but not complex) city builder based in a whimsical post-apocalyptic world where beavers have outlasted humans. Gameplay is fully sandbox and very fun, focussing on creating your own buck-toothed utopia in a challenging environment. While a great game, it has a lot of room to build (pun intended) and not recommended for players who like complex city builders (I'm looking at you City Skylines fans...). Timberborn is a great city builder based in a charmingly whimsical setting. The premise of the game is clearly set out from the start and the tutotrial, while somewhat slow and clunky, does a good job of introducing you to the basics of the game, but those accustomed to city builders will quickly move beyond the tutorial (or like me, forget it exists only to be yelled at later down the line). Controls are (broadly) intuitive too. The game offers a range of starting challenge based on the player's choice of map (and of course difficulty level). There are very few challenge factors beyond this. The ability to choose between two types of beaver clans is a nice choice by the developers, offering two different play styles. That being said, the difference and variation between the two play styles is minor and once you adjust to the minor changes (and some different buildings, mostly in 'wellbeing') the difference matters little in the end. You can play as: [b]Folktails:[/b] The original (vanilla) beavers focussed on their traditional love of nature, food, comfort, and of course wood. [b]Iron Teeth:[/b] Industrious beavers who abandoned the Folktails way of life and embraced the technology of the 'hoomans' and love nothing more than metal and efficiency. Going as far as reproducing using external vats (and even able to skip 'childhood' stage. [h3]Pros:[/h3] - Solid, comfy, whimsical city building experience with a diverse range of maps offering a range of challenge. - A comfy whimsical setting that encourages resource and population management while balancing this against the happiness of your beavers and creating the efficient and aesthetically pleasing city that you and your flat-tailed brethren crave. - The 15-layer freedom to build vertically is incr.edibly fun and allows for huge Warhammer 40k style hive cities (massive tower cities) - The district-management system, while not unique, offers another layer of management for those who want to make their city more efficient and have a more distinct character between the sections of their city. - Automation (Yes/No logic based) circuits offer a good opportunity to both manually and automatically manage your city to move away from extreme micromanagement and potential mistakes. - The soundtrack really matches the whimsical vibe of the game. - The option of two different tribes of beavers to play as, offering a variation of play styles. [h3]Cons:[/h3] - Provided you keep an eye on food and water reserves and your population growth, there is very little mid-late game challenge. - Access and scalability to mid-late game buildings barely exists. Provided you focus on research point generation from the start, there is little barrier to accessing the ability to reshape the terrain by mid-game and with it the power to completely remove the risk of droughts and badwater spills. - There is no campaign or 'mission' format seen in similar games such a Frostpunk (although there is a mod that emulates this to a degree). - The soundtrack is limited and after enough time can become tiresome. This is not an unusual problem for smaller (or even larger developers), but is worth noting. Just put on music in the background outside the game. - The game lacks graphic optimisation, which means that when you begin reaching larger cities it's difficult to achieve decent FPS, especially at X3 speed. - District management is a good addition, but if not consistently reviewed it is possible for an entire district to die out because the import/export space is being kept by other materials rather than prioritising food and water. [h3]Recommendations: How can the game improve?[/h3] 1. Introduce a campaign/mission-based format to the game so that all gameplay isn't sandbox. These missions can also introduce fun limitations/restrictions that force the player to tackle problems from different angles (e.g. reliance on wind turbines only or no badwater stores to create explosives when the mission is to redirect riverflow etc). 2. The game's graphics/CPU optimisation should be improved to allow better fps for larger cities. 3. Additional resource and building types should be introduced to increase variety, game play styles, and additional challenge of resource management. 4. Add different world events beyond 'drought' and 'badtide'. [b]Note: I ran out of time writing this review so it is not as robust as I would like, but should give a good taste of the game! - I highly recommend it and hope the developers continue to add more content and updates.[/b]
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.