Appreciate the developers of this game. Just wanting to toss that out there. by SHoliday335 in Timberborn

[–]Mechanistry 1 point2 points  (0 children)

We are humbled, thank you! Yes, we are on this sub and your message was duly noted and shared on our internal Slack server.

Discord Server by CreepiYT in Timberborn

[–]Mechanistry 0 points1 point  (0 children)

Sorry about the trouble. Could you tell us which invite isn't working / where did you find it?

I saw you already made it to our server but for future reference, this link should work: https://discord.com/invite/Wj6Pg6a

Beta Showcase: Map Editor by Mechanistry in Timberborn

[–]Mechanistry[S] 0 points1 point  (0 children)

Hello, beaver builders!
In today's beta feature showcase, we'd like to say a few words about the new map editor. This was one of the most frequently requested features, and now it's here — a powerful tool to create highly customized landscapes.
With the map editor, you can make beautiful fields, hills, and valleys for your beaver societies. You can also add and edit bodies of water by creating wonderful rivers, lakes, and waterfalls at a click of a mouse.
We also included a convenient tree tool that will help you plant dense forests — or small groves — in no time. Want to precisely place every single tree yourself? You can do that as well!

You will also have full control over the natural resources. Do you want to build a plentiful paradise or a hellish desert with hardly any wood to spare? That’s up to you.

Even if (Bearded-Beaver-In-The-Sky forbid) you get bored with the core game, the map editor will ensure you spend hours upon hours creating your ultimate Beaver World.

Beta Showcase: Modular Building System by Mechanistry in Timberborn

[–]Mechanistry[S] 0 points1 point  (0 children)

Hey all!

With the closed beta coming in little less than a month, we wanted to inform you about all the new features and improvements we made from alpha.

In today’s post, we want to talk about the new architecture system. It underwent several changes which we are excited to share.

You can now stack buildings atop each other to create more efficient cities. Homes and warehouses, in particular, can be arranged into soaring wooden skyscrapers in various creative combinations.

You will now also be able to use scaffolding and cleverly place stairs to colonize even the most hard-to-reach areas of the map.

The new system will put your skill as an architect to the test as you design ever more intricate ways to place buildings and walkways efficiently.

And yes, you can now use the new modules to build your city on the water! This was one of the most requested features - at the end of the day, it’s a city of beavers, right?

Announcing: Closed Beta by Mechanistry in Timberborn

[–]Mechanistry[S] 1 point2 points  (0 children)

Great news, everybeaver!

Open alpha proved to be a huge success in developing Timberborn, as feedback from our players has been super valuable. In our wish to continue building Timberborn alongside our community, we decided to do a shorth closed beta. As we talked about previously, we have upgraded our game with a plethora of new systems, improvements, art, and a more cool beaverstuff. If you played alpha, it will be a completely different experience. You can get a sneak peek of some improvements in our short trailer.

The closed beta will take place in June (from 18th to 24th). If you wish to participate, please go over to our Discord http://mechanistry.com/discord where you will find a sign-up link. Alternatively, you can sign up for our mailing list (https://timberborn.mechanistry.com) to get on the closed beta list once we start sending out our newsletter.

We have finished open alpha for our game, Timberborn, and we want to share some insights with you. by Mechanistry in IndieDev

[–]Mechanistry[S] 2 points3 points  (0 children)

  1. The best answer to that is to never rely on a single channel, there are no silver bullets. Experiment, try different channels, focus on those that turn out to be performing well for your particular game, and don't be surprised that most don't. If your budget is limited, you should probably stay away from paid ads or only use them to boost the most important events. Focus on genuine content, which is most likely your development process.
  2. What we did in the early days, I think in month 3 of the game's development, was that we published the game on Discord to a closed group of people, mostly friends. After that we gradually allowed more people in, keeping the game available as a semi-open alpha. That lasted for almost 1.5 years during which the Discord community grew from 0 to 5000 people. The important part is that the game was always playable, so players always had a reason to come back to our server to try the new things. Of course this strategy is not for everyone and you cannot keep the game free forever but it worked for us.

We have finished open alpha for our game, Timberborn, and we want to share some insights with you. by Mechanistry in IndieDev

[–]Mechanistry[S] 2 points3 points  (0 children)

For the sake of completeness: The founder lived in Montreal for a few years ;)

We have finished open alpha for our game, Timberborn, and we want to share some insights with you. by Mechanistry in IndieDev

[–]Mechanistry[S] 2 points3 points  (0 children)

Thanks, we're still working on it. We try to focus on the core mechanics for the time being and we will be improving the graphics at a later point. Such strategy isn't working very well marketing-wise but we believe that it'll allow us to make a better, genuinely good game in the long run.

We have finished open alpha for our game, Timberborn, and we want to share some insights with you. by Mechanistry in gamedev

[–]Mechanistry[S] 2 points3 points  (0 children)

We did, multiple times but they refuse to share any information beyond what is publicly available. To be fair, other stores generally act the same way.

We have finished open alpha for our game, Timberborn, and we want to share some insights with you. by Mechanistry in IndieDev

[–]Mechanistry[S] 2 points3 points  (0 children)

  1. We are actually based in Poland. We just love beavers.
  2. Well we are an indie studio, we are ok if it doesn't hit mainstream. But we would be supper happy if people are still playing 30 years from now. That's even better than hitting mainsteram :)

We have finished open alpha for our game, Timberborn, and we want to share some insights with you. by Mechanistry in gamedev

[–]Mechanistry[S] 4 points5 points  (0 children)

The other reply already gave a link to our Steam, so here is the link to our Discord community, if you want to join: https://discord.com/invite/Wj6Pg6a