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All 19 Maps by Size and Difficulty in Timberborn

Updated on November 1, 2026 (3 days ago)

Timberborn is a city builder where you lead a colony of beavers, and every game takes place on a map. A map is the land your colony grows on, with its own shape, rivers, trees, and ruins. The official maps fall into beginner-friendly, standard, and unconventional groups, and each group asks for a different level of experience. Knowing how the maps differ makes it much easier to pick one you'll enjoy.

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Map Category

Beginner-friendly

3 items

Lakes

A broad map of interconnected lakes and channels.

Map Category
Beginner-friendly
Map Size
256×256 tiles
Clean-Water Flow
16.0 m³/s
Badwater Flow
7.0 m³/s
Underground Ruins
3
Starting Challenge
Water is spread across connected lakes, so reservoirs and clean-water refuges must be planned across several basins.

Plains

A broad, flat starting map with a river flowing into a lake.

Map Category
Beginner-friendly
Map Size
256×256 tiles
Clean-Water Flow
9.0 m³/s
Badwater Flow
3.5 m³/s
Underground Ruins
3
Starting Challenge
Flat terrain and a river feeding a lake give new colonies room to dam water and expand.

Waterfalls

A compact map with cascading water above flat building ground.

Map Category
Beginner-friendly
Map Size
128×128 tiles
Clean-Water Flow
12.0 m³/s
Badwater Flow
4.0 m³/s
Underground Ruins
2
Starting Challenge
A high-flow waterfall reaches flat land below, where dams can capture water for settlement and irrigation.

Map Category

Standard

9 items

Canyon

A compact desert canyon with a river through its steep valley.

Map Category
Standard
Map Size
128×128 tiles
Clean-Water Flow
4.0 m³/s
Badwater Flow
4.0 m³/s
Underground Ruins
2
Starting Challenge
Steep valley walls funnel water into narrow channels that are easy to dam but leave limited flat building land.

Cliffside

A narrow strip map where every building tile matters.

Map Category
Standard
Map Size
100×50 tiles
Clean-Water Flow
5.0 m³/s
Badwater Flow
3.0 m³/s
Underground Ruins
1
Starting Challenge
Its long, narrow footprint leaves little room for buildings and forces a linear settlement plan.

Craters

A crater landscape where fast water and narrow forks complicate diversions.

Map Category
Standard
Map Size
192×192 tiles
Clean-Water Flow
10.0 m³/s
Badwater Flow
8.0 m³/s
Underground Ruins
3
Starting Challenge
Crater basins offer reservoir sites, but fast currents and narrow forks can overflow poorly sized diversions.

Helix Mountain

A spiral river around a mountain, with scarce farmland and heavy badwater.

Map Category
Standard
Map Size
256×256 tiles
Clean-Water Flow
12.0 m³/s
Badwater Flow
13.0 m³/s
Underground Ruins
4
Starting Challenge
A spiral river winds around steep slopes, leaving little arable land while badwater flow exceeds clean-water flow.

Hollows

A carved landscape with caves, overhangs, and underground passages.

Map Category
Standard
Map Size
192×192 tiles
Clean-Water Flow
7.0 m³/s
Badwater Flow
9.0 m³/s
Underground Ruins
3
Starting Challenge
Hollows, caves, overhangs, and tunnels add underground routes where water and contamination can travel.

Meander

A winding river circles an elevated starting plateau.

Map Category
Standard
Map Size
128×128 tiles
Clean-Water Flow
11.0 m³/s
Badwater Flow
2.0 m³/s
Underground Ruins
2
Starting Challenge
The colony starts on an elevated plateau above a winding river, making paths down to water an early need.

Mountain Range

A long map of steep mountains and narrow valleys.

Map Category
Standard
Map Size
256×150 tiles
Clean-Water Flow
8.0 m³/s
Badwater Flow
12.0 m³/s
Underground Ruins
4
Starting Challenge
High peaks and deep valleys limit flat construction space and place water far above the valley floor.

Terraces

A high plateau that expands downward through stepped terrain.

Map Category
Standard
Map Size
256×256 tiles
Clean-Water Flow
15.5 m³/s
Badwater Flow
11.0 m³/s
Underground Ruins
4
Starting Challenge
The start sits high above stepped terrain, and water flows downhill through levels that each need storage and contamination control.

Thousand Islands

A water-filled archipelago where buildable land is scarce.

Map Category
Standard
Map Size
256×256 tiles
Clean-Water Flow
54.0 m³/s
Badwater Flow
27.0 m³/s
Underground Ruins
3
Starting Challenge
Water dominates the archipelago, leaving little dry land and carrying high badwater flow; the main task is containing it and reclaiming islands.

Map Category

Unconventional

7 items

Beaverome

A crater-filled map where abundant water leaves little dry ground.

Map Category
Unconventional
Map Size
192×192 tiles
Clean-Water Flow
21.0 m³/s
Badwater Flow
10.0 m³/s
Underground Ruins
2
Starting Challenge
Seven water-filled craters leave little dry ground; preserve clean water while building around the basins.

Diorama

A 50×50 map that turns colony planning into a compact puzzle.

Map Category
Unconventional
Map Size
50×50 tiles
Clean-Water Flow
6.0 m³/s
Badwater Flow
2.0 m³/s
Underground Ruins
1
Starting Challenge
The tiny footprint leaves little land for farms, storage, reservoirs, and future expansion.

Nomads

An arid map where the active water flow shifts with the cycles.

Map Category
Unconventional
Map Size
256×256 tiles
Clean-Water Flow
17.0 m³/s total (effectively 2.0–5.0 m³/s at a time)
Badwater Flow
8.0 m³/s
Underground Ruins
4
Starting Challenge
Water sources change flow with the cycles across the arid map, so settlements may need to move to follow water.

Oasis

A desert map where aquifers supply most of the clean water.

Map Category
Unconventional
Map Size
256×256 tiles
Clean-Water Flow
10.0 m³/s total (including 9.0 m³/s in aquifers)
Badwater Flow
11.0 m³/s
Underground Ruins
4
Starting Challenge
A small green refuge sits amid wasteland, and aquifers provide most clean water through Aquifer Drills.

Pillars

A multilevel map with limited safe ground above a hostile lower area.

Map Category
Unconventional
Map Size
192×192 tiles
Clean-Water Flow
5.0 m³/s
Badwater Flow
24.0 m³/s
Underground Ruins
4
Starting Challenge
The upper level has scattered, limited livable space, while the lower area is hostile and badwater-heavy.

Pressure

A map where unstable cores add sudden terrain-changing blasts.

Map Category
Unconventional
Map Size
256×256 tiles
Clean-Water Flow
6.25 m³/s
Badwater Flow
8.0 m³/s
Underground Ruins
4
Starting Challenge
Unstable Cores can reshape terrain; keep essential buildings and stockpiles away from their blast areas.

Spillage

An elongated map where water spills across several elevations.

Map Category
Unconventional
Map Size
256×150 tiles
Clean-Water Flow
8.0 m³/s
Badwater Flow
5.0 m³/s
Underground Ruins
3
Starting Challenge
Water can spill between connected basins at different heights, so routing it in one area can flood another.

What Is a Map in Timberborn?

A map is the piece of land your beaver colony lives on. Each one has a set size, which decides how much room you have to build, along with its own terrain, water, trees, and ruins. The land isn't fixed, either. With terraforming tools, you can blast through hills, dig out dirt, and build new ground to redirect rivers or create reservoirs, though removing a block that holds back water can release a flood. You choose your map when you start a new game, and that choice shapes most of what follows.

Why Water Decides How Well You Do

Water shapes almost every choice you make on a map. Beavers need it to drink, and a drought stops every water source on the map, so a colony has to live off what it stored beforehand. Droughts also get longer as the game goes on, and the difficulty setting decides how harsh the early ones feel. Easy keeps the first drought short, while hard leaves almost no room for error.

Stored water sits in tanks and reservoirs, and it doesn't all last the same. Water in an open reservoir evaporates, and a wide, shallow pool loses far more than a narrow, deep one. Covered water tanks lose nothing to evaporation, which is why they're the safest place to keep your reserve. Badwater is a different problem, since it's contaminated and can harm your colony, though the Explosives Factory turns it into explosives.

Beginner-Friendly Maps: Where to Start

Lakes, Plains, and Waterfalls are the beginner-friendly maps, since each gives you easy access to water and room to learn without too much pressure. Plains is wide and flat, which keeps laying out districts and farms easy, and a large river flows into a lake that can store water ahead of droughts. Lakes has plenty of water and is a good setting for learning water engineering, with reachable water from several sides. Waterfalls is a compact map with strong water flow, which keeps droughts manageable for newer players.

Standard Maps: The Balanced Middle Ground

The standard maps sit between the beginner maps and the unconventional ones, and their challenges come mostly from shape and space. Terraces and Cliffside reward building upward, since Terraces is stepped and Cliffside is very narrow. Meander and Helix Mountain ask you to plan around their winding riverbeds, while Thousand Islands is a scatter of islands where dry building land is scarce. Canyon is a desert map where water runs low, and on Mountain Range you have to climb high peaks to reach fresh water.

Unconventional Maps: Each One Changes a Basic Rule

The unconventional maps are built for experienced players, and each one changes a rule you may have come to rely on. On Oasis, the challenge is water. A green refuge sits in a wasteland, and most of its clean water comes from underground aquifers that you tap with Aquifer Drills, which need power to run. Surface water plays a smaller role, so finding those aquifers early matters.

Pressure and Spillage are both about where water ends up. On Pressure, Unstable Cores can activate suddenly, and a blast destroys everything in its zone while reshaping the ground. Keep your primary water storage and emergency stockpiles away from the cores, and spread essential buildings across several areas.

Spillage is a long map where water spills between connected basins at different heights, so routing water in one place can flood another. Floodgates at each spillway point help you control where the water goes.

Nomads and Pillars push the rules further. On Nomads, the water flow changes with every cycle, and settling in is never an option, so you have to keep adapting. On Pillars, tall plateaus offer shelter from the Badwater underneath, but surviving there depends on careful resource management.

Beaverome and Diorama each play differently. Beaverome is seven water-filled craters that take up much of the map, so finding dry ground for farms, trees, and buildings is the real challenge. Diorama is a compact puzzle where every placement matters and mistakes are hard to recover from.

Which Map Should You Pick First?

Start with Plains or Lakes, since they leave you room to learn the basics before the map starts pushing back. Folktails are the faction every new colony starts with, and Iron Teeth unlock later, through the well-being of your Folktails colony. Once you're comfortable, move on to the standard maps for a balanced challenge. Save the unconventional maps for when you want something that breaks the usual rules.

Custom Maps and the Map Editor

Timberborn comes with a Map Editor, so anyone can design their own map. Custom maps appear alongside the official ones when you start a new game, marked with a [Custom] tag. To share yours, upload it from the editor while you're online and signed into Steam, and other players can subscribe to download it from the Steam Workshop.

FAQ

Q.

Which Timberborn map is the hardest?

Pressure is one of the most demanding maps in the game, and it's meant for players who have already mastered the standard maps. On top of droughts and Badtide, its Unstable Cores can blow up suddenly, so your layout has to plan for blasts as well.

Q.

Which Timberborn map has the most water?

Thousand Islands has the strongest water supply of any official map, so water is less of a worry there than on drier maps such as Canyon.

Q.

Will a big map slow down my computer?

Very large maps can cause performance problems, so if your game runs slowly, try a smaller one. The largest maps are 256 by 256 tiles, so those are the ones to watch.

Q.

Is Diorama a good map for short play sessions?

Yes. Diorama is the smallest official map, at 50 by 50 tiles, so games on it can wrap up in shorter sessions.

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  • CropsLearn how Timberborn crops work, from farmhouses and irrigation to food processing. See which Folktails and Iron Teeth crops to plant first and why.
  • GoodsLearn what goods are in Timberborn, from food and ingredients to materials, water and badwater, and how beavers make, haul and store each one.
  • BuildingsLearn how Timberborn buildings work, from placing and unlocking them to keeping water flowing, beavers happy and power running across the colony.
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