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🏆 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.