🏆 Timberborn Endgame Guide
Last updated: July 2026 | Game version: Update 5+
Timberborn's endgame shifts from basic survival to industrial-scale colony management. You'll manage 200+ beavers across multiple districts, construct the rocket for the victory condition, and unlock bionic upgrades that transform your beavers into super-workers. This guide covers everything you need for the endgame push.
Victory Condition: Building the Rocket
The rocket is Timberborn's only victory condition. It requires massive resource throughput.
Rocket Construction Phases
| Phase | Materials Required | Science Cost | Notes |
| Launch Pad | 60 Planks + 20 Treated Planks | 1000 | Foundation, 5×5 area |
| Booster Stage | 300 Metal Blocks + 50 Explosives | 2000 | Requires 3+ Smelters running |
| Fuel Tank | 200 Planks + 150 Metal + 100 Treated Planks | 3000 | Need continuous maple syrup for treated planks |
| Command Module | 150 Metal Blocks + 50 Treated Planks | 4000 | Final assembly |
| Fuel | 500 Biofuel (or alternative) | — | From potatoes/chestnuts via distilleries |
Rocket Resource Pipeline
Forestry ═══► Logs → Sawmills → Planks ──► Rocket
↓
Treated Planks ←─ Maple Syrup ←─ Maple Trees
↓
──────────── Rocket ───────────
↑
Mines ═══► Iron/Metal → Smelters → Metal Blocks
↑
Explosives Factory ←─ Coal + Sulfur
Pre-Rocket Stockpile Targets
| Resource | Target | Production Needed |
| Planks | 500+ | 4-5 Large Sawmills |
| Treated Planks | 200+ | 3 Treated Planks workshops |
| Metal Blocks | 600+ | 3 Smelters + 2 Mines |
| Explosives | 60+ | Explosives factory with dedicated hauler |
| Biofuel | 600+ | 3 Distilleries + potato farm |
| Science | 5000+ saved | Multiple observatories/inventors |
💡 Rocket tip: Start your rocket resource pipeline when you hit 100 beavers.
Collecting the materials takes 20-30 days even with optimized production.
Don't wait — stockpile as you expand.
Bionic Upgrades
Bionic upgrades are permanent beaver improvements researched in the Bionic Laboratory.
Upgrade Details
| Upgrade | Science Cost | Effect | Cost in Materials | Priority |
| Steel Teeth | 800 | +50% Gather/Rate | 20 Metal, 5 Planks | ★★★★★ |
| Iron Stomach | 600 | +50% Carry Capacity | 15 Metal, 5 Treated Planks | ★★★★☆ |
| Reinforced Bones | 1000 | +50% Lifespan | 30 Metal, 10 Planks | ★★★★★ |
| Bionic Limb | 1200 | +30% Build Speed | 40 Metal, 5 Treated Planks | ★★★☆☆ |
| Brain Implant | 1500 | +25% Work Speed | 50 Metal, 10 Treated Planks | ★★★★☆ |
Upgrade Priority Guide
Phase 1 (First 1000 science):
1. Steel Teeth (+50% gather) — your whole economy is built on gathering
2. Reinforced Bones (+50% lifespan) — fewer deaths = fewer replacements
Phase 2 (Next 2000 science):
3. Brain Implant (+25% work speed) — affects ALL buildings
4. Iron Stomach (+50% carry) — helps logistics across districts
Phase 3 (Final 3000+ science):
5. Bionic Limb (+30% build speed) — only matters for construction projects
Upgrade Strategy
- Don't upgrade all beavers equally. Prioritize builders and gatherers first.
- Apply Steel Teeth to all gatherers. 50% more resources from the same buildings.
- Reinforced Bones is multiplicative. A base 50-day lifespan becomes 75 days — fewer deaths during droughts.
- Brain Implant affects work speed which includes everything from smelting to farming. This is the best ROI after lifespan.
- Use the upgrade window: When a beaver is selected, their upgrade slots show in the UI. Apply all available upgrades to your workforce.
Mega-District Architecture
The 5-District Model
For population 200+, this is the optimal district layout:
| District | Population | Focus | Buildings | Key Stats |
| A: Capitol | 30-40 | Residential + Food | Lodges, Grills, Bakery, Water Pumps | Housing: 5+ Large Lodges |
| B: Industrial | 40-60 | Wood, Planks, Metal | Sawmills, Smelters, Workshops | 3 Smelters + 6 Sawmills |
| C: Science | 30-40 | Research, Paper, Books | Observatories, Inventors, Paper Mills | 500+ science/day |
| D: Power & Water | 20-30 | Dams, Turbines, Water Pumps | 3 Large Water Tanks, 6 Turbines | 10000+ water stored |
| E: Mega-Farm | 40-60 | All crops + Forestry | Farms, Orchards, Forester Huts | 12+ farm plots, 3 forests |
District Connection Infrastructure
A (Residential)
│
├═══ Aqueduct ═══► B (Industrial) — Water flow via channels
├═══ Road + Belt ═► B — Goods via Distribution Post
├═══ Tunnel ═════► C (Science) — Underground paths (temperature)
│
B ─── Belt ───► D (Power+Water) — Metal/Planks for upgrades
B ─── Belt ───► E (Farm) — Fertilizer/Seedlings
│
E ─── Belt ───► A (Food) — Crops → Capitol kitchens
D ─── Aqueduct ─► E (Farm) — Irrigation water
Distribution Post Settings
| Route | Goods | Priority | Min/Max Stock |
| A ← E | Potatoes, Carrots, Bread | High | 50/200 |
| A ← B | Planks, Metal | Medium | 20/100 |
| B → E | Fertilizer, Planks | Low | 20/80 |
| C → All | Books, Science | High | 10/50 |
| B → D | Planks, Gears | Medium | 30/150 |
🏘️ District tip: Set District Crossing at 50+ beaver capacity.
One crossing handles ~10 beavers/min. For 200 beavers, use 3-4 crossings
between major districts (A↔B, B↔C, A↔E).
Population 200+ Management
Housing Requirements
| Building Type | Beavers Housed | Comfort Level | Materials | Count Needed |
| Small Lodge | 2 | 3 | 20 Planks | 20+ for breeding pairs |
| Large Lodge | 4 | 5 | 50 Planks, 10 Treated | 15+ for bulk housing |
| Penthouse | 2 | 8 | 80 Planks, 20 Metal | 5+ for breeders |
Target: 15 Large Lodges + 10 Small Lodges = 80 housing units for 200 beavers.
Breeding Management
| Need | Setup | Notes |
| Breeding Pods | 5-6 pods | Each pod produces 1 beaver every ~5 days |
| Wellbeing > 10 | Decorations + Carousels + Monuments | Required for breeding to function |
| Housing available | At least 10 empty beds | Beavers stop breeding when full |
| Food surplus | 1000+ food stored | Breeding stops below 500 food |
Population Control
Drought protocol:
- Reduce breeding to 1-2 pods during drought
- Stockpile food before (3000+ units)
- Emergency: Deactivate pods entirely if food < 1000
Expansion protocol:
- Max breeding (5-6 pods) when:
• Food production > 50/day
• Water > 5000 stored
• Housing > 20 empty beds
- New district when current district hits 60 population
Water Management at Scale
Drought-Proof Water Storage
| Structure | Water Capacity | Materials | Best Use |
| Small Water Tank | 50 | 10 Planks | Emergency only |
| Large Water Tank | 200 | 30 Planks, 5 Metal | Primary storage |
| Deep Reservoir | 1000+ | Dams + Excavation | Mega-project storage |
Reservoir Design
A 4-deep reservoir (5×20 tiles) holds approximately 4000 units.
════════════════════════ ← Dam wall (source side)
║ ║
║ 20 tiles × 5 tiles ║ ← 4m deep excavation
║ 4m deep ║
║ ║
╚═══════════════════════╝ ← Dam wall (downstream)
Fill time: ~3 days with 3 Water Dumps
Drain time: ~30 days for 200 beavers (drinking + irrigation)
Water Conservation
- Waste not: Use Mechanical Water Pumps (not manual) at scale — 3x faster
- Recycle: Route water from industrial districts back to farm irrigation
- Evaporation control — Water evaporates from surfaces wider than 3 tiles. Keep channels narrow (2 tiles wide) to minimize loss.
- Sludge: Contaminated water can be filtered through purification sluices before returning to the main system
Power Systems for Endgame
Gravity Battery Power Wall
════════════ ← Water channel (source at high elevation)
↓ ↓ ↓ ↓ ↓ ↓
┌─┐┌─┐┌─┐┌─┐ ← Water Wheels (tier 2+)
└─┘└─┘└─┘└─┘
↓ ↓ ↓ ↓ ↓ ↓
════════════ ← Drain channel to lower elevation
Each Water Wheel (tier 2) produces 200 HP at 2.0 flow rate. A wall of 6 wheels = 1200 HP.
Power Distribution
| Generation Method | HP Output | Build Cost | Reliability |
| Small Windmill | 60-100 | 20 Planks | Unreliable (wind dependent) |
| Large Windmill | 150-350 | 50 Planks, 10 Metal | Unreliable |
| Water Wheel (T1) | 100-150 | 30 Planks, 5 Gears | 100% if flow constant |
| Water Wheel (T2) | 175-250 | 40 Planks, 10 Metal | 100% if flow constant |
| Engine | 500 | 100 Planks, 30 Metal | Fuel-dependent, expensive |
| Gravity Battery | 1000+ | Complex reservoir | 100% reliable after setup |
Endgame Power Target
| Requirement | HP Needed | Solution |
| Basic colony (50-80) | 300-500 | 2 Large Windmills + 1 Water Wheel |
| Mid-game (100-150) | 800-1200 | Gravity battery + 3 Water Wheels |
| Endgame (200+) | 2000-3000 | Gravity battery wall + 2 Engines (emergency) |
Mega-Farming for 200 Beavers
Daily Consumption
| Resource | Per Beaver/Day | For 200 Beavers | Crop Plots Needed |
| Food (general) | 2.5 units | 500/day | 60+ plots |
| Water | 20 units | 4000/day | — (reservoir) |
| Maple Syrup (planter) | 0.1 | 20/day | 15+ maple trees |
| Potatoes/Biofuel | 0.5 (distillery) | 100/day | 30+ potato plots |
Crop Rotation for 200 Beavers
| Crop | Plots | Yield/Day | Purpose |
| Potatoes | 25 | 150 | Biofuel + Grilled Potatoes |
| Carrots | 15 | 100 | Direct food + Breeding |
| Wheat | 20 | 120 | Bread (processed through Bakery) |
| Sunflower | 10 | 60 | Oil (for Engines) |
| Chestnuts | 15 | 75 | Treated Planks (maple) |
| Blueberries | 10 | 50 | Decorative + Extra food |
Automated Farm Layout
┌───🌾──┬───🌾──┬───🌾──┬───🌾──┐
│Wheat │ Wheat │ Wheat │ Wheat │ ← Row 1 (auto-harvest radius)
├───🥔──┼───🥔──┼───🥔──┼───🥔──┤
│Potato │Potato │Potato │Potato │ ← Row 2
├───🥕──┼───🥕──┼───🥕──┼───🥕──┤
│Carrot │Carrot │Carrot │Carrot │ ← Row 3
├───🌻──┼───🌻──┼───🌻──┼───🌻──┤
│Sunfl. │Sunfl. │Sunfl. │Sunfl. │ ← Row 4
└───────┴───────┴───────┴───────┘
4 Farmhouses, each covering their quadrant.
Irrigation channels between rows.
Forester Hut on each side for tree regen.
Endgame Milestone Checklist
- [ ] Rocket research complete (Launch Pad → Command Module)
- [ ] All 5 bionic upgrades researched
- [ ] 200+ beaver population stable
- [ ] 5-district layout operational
- [ ] 10,000+ water stored (drought-proof)
- [ ] 3,000+ food surplus
- [ ] 2,000+ HP power grid (gravity battery)
- [ ] 500+ science/day production
- [ ] Rocket fuel bank (500+ biofuel)
- [ ] Explosives factory running
- [ ] Breeding pods at 6 for replacement rate
Data sourced from the Timberborn Wiki and community theorycrafting (Update 5). Rocket recipes and bionic costs may change with future updates.