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Timberborn 1.1.2.4.52e959e.gm Mac

Updated · Filed by Rosa Delgado

Download (1.1 GB)

From the photo desk

Anyone who has tinkered with a city builder and wished the water had real weight will find a kindred mechanic in Timberborn. Instead of roads and zoning, the game hands you a beaver colony and a river — then asks you to survive a drought with dams, canals, and wooden industry.

Engineering puzzles where water physics drive every decision

  • Engineering puzzles where water physics drive every decision
  • Managing a settlement through wet seasons and dry spells
  • Choosing between two beaver communities with distinct traits
  • Playing on maps that expanded with the 1.1 release

Systems sometimes show a first-studio roughness

  • The game is Mechanistry's debut title, so systems sometimes show a first-studio roughness
  • Colony survival depends heavily on redirecting rivers — there is no combat to fall back on

The version tested ran on macOS Tahoe with an M4 Mac mini, and the interface ships in thirteen languages including English, German, Japanese, and Simplified Chinese.

How the 1.1 release changed everyday play

The new maps that arrived with the 1.1 update are not just cosmetic swaps. They reshape how you approach the first three cycles. One map drops you onto a plateau with a single narrow stream and almost no arable land, which forces early investment in platforms and staircases just to reach a farmable slope. Another spreads four small ponds across a wide plain, and keeping them all topped up during a five-day drought becomes a logistics puzzle rather than a simple dam job.

The statistics panel, also new in this release, surfaces numbers that were previously guesswork. You can now see exactly how many units of water each beaver drinks per day, how much stored food a district burns through in a drought cycle, and which production buildings are idle half the time. That means colony planning shifts from "I think I need another pump" to "the numbers say I need it by day six or the Folktails start dying."

A workflow: surviving the first drought with Folktails

The Folktails community starts with a breeding advantage but no mechanical pumps, so early water storage is entirely passive. Here is a concrete sequence that works on most default maps.

  • Day one, before unpausing: drop a lumberjack flag near the nearest stand of birch, place a water pump on the riverbank, and queue a small warehouse close to the district centre. Do not place housing yet.
  • Day two: build the pump and warehouse. As soon as the first two beavers are employed, move one to pumping and keep the second on lumber. Set the pump to high priority so it runs through the night once night work is unlocked.
  • Day three to five: stack a dam one tile wide across the nearest narrow point of the river. A single-height dam is enough to raise the water level by half a tile, which keeps the pump intake wet for roughly two extra drought days. While the dam is under construction, clear a five-by-five patch of blueberries and carrots.
  • Day six: build a farmhouse and assign one grower. Plant carrots first — they mature faster than anything else. Queue a second small warehouse exclusively for food, set to "accept goods."
  • First drought: when the river drops, check the dam. If water is still flowing over it, the colony is fine. If the upstream side is bone dry, pause all non-essential buildings and pull every worker except the water pump operator. The Folktails' natural breeding speed usually means you have enough mouths to worry about by now; cutting construction labour keeps consumption in check.

By the end of the first drought, a colony following this flow typically has 200–300 stored water and 80–120 carrots. That is enough margin to start stacking lodges and a second lumberjack before the next wet season.

Smooth frame pacing through the first hundred beavers

On an M4 Mac mini with macOS Tahoe, the game loads a medium-sized map in about twelve seconds. Frame pacing stays smooth through the first hundred beavers, even with a ten-storey tower of platforms and a sprawling canal network. The simulation stutters briefly at the moment a drought ends — water recalculates across the entire map in one tick, and the engine pauses for roughly half a second. It is noticeable but not disruptive.

Memory use climbs as districts multiply. A late-game colony with five districts and around 300 beavers pushes the process past 3 GB of RAM. The fan on the M4 Mac mini stays silent throughout; GPU load sits around 60 percent at native resolution. Night work, which keeps haulers and builders active around the clock, adds roughly 15 percent to CPU time because pathfinding runs continuously instead of pausing at dusk.

Save files are small — 8 to 20 MB — and autosaves write in under a second. The game never crashed during testing, though alt-tabbing out and back sometimes resets the cursor to the system pointer instead of the in-game paw, which a quick pause-unpause fixes.

Beavers refuse to build a dam in the river

Beavers refuse to build a dam in the river. The game blocks construction if even one tile of the blueprint sits on dry land. Zoom in to water level and check that every square is submerged. If the river is shallow, build a levee first to channel water into a deeper section, then place the dam across that.

All crops die during a drought despite a full dam. Dams only raise the upstream water level. Farmland downstream of a dam gets nothing unless you dig an irrigation canal that taps the reservoir. Build a one-tile-wide channel from the dammed section to a small pond near your fields, then line it with levees to stop it spilling.

The game stutters every few seconds on an Intel Mac. The water simulation runs on the CPU, and older Intel chips with fewer cores can bottleneck. Drop the water quality setting to "Simple" in the graphics options. This reduces the visual ripple effects but does not change the physics simulation, and it cuts CPU load by roughly a fifth on a 2019 iMac.

Builders stand idle with materials in storage. Districts hand off goods at border posts only. If your log supply is in District A and the construction site is in District B, build a distribution post in each and set logs to "export" from A and "import" into B. Also check that the path between them does not cross a demolished bridge — beavers will not swim a river to deliver planks.

Iron Teeth breeding stalls. Iron Teeth do not breed naturally; they need breeding pods. Each pod requires berries and water to produce a kit, and a pod stops working if either supply runs out during the long gestation. Place a small warehouse with only berries next to the pod and set a dedicated hauler to keep it stocked.

Version
1.1.2.4.52e959e.gm
Download
1.1 GB
Developer
Mechanistry
Languages
Russian, English, German, Spanish, Italian, Chinese (Simplified), Korean, Polish, Portuguese, Ukrainian, French, Japanese
Activation
DRM-free
Architecture
Apple Silicon, Intel 64-bit
Tested on
macOS Tahoe, Mac mini 2024 M4
Release date
15.09.2021
Voice
Music only

Questions readers asked

The game includes two factions: the Iron Teeth and the Folktails, each with different approaches to industry and survival.

The 1.1 release added new maps and a statistics system to track colony performance.

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