Hi everyone! Tomorrow is the B-day – Timberborn Early Access launches at 5 PM CEST and we can’t wait to hear what you think. In our final preview, we’re taking a brief look at the aspects of running your beaver settlement we haven’t touched before. But first, the surprise. [h1]Music of Timberborn[/h1] [previewyoutube=Iw-5_dUu3uE;full][/previewyoutube] For Timberborn Early Access, we have teamed up with a very talented Polish composer [b]Zofia Domaradzka[/b]. You could already hear some of her new tracks in the demo, but for launch, we’ve got a full soundtrack comprising [b]11 beautiful songs[/b]. The tracks you already knew have been properly mastered and in some cases partially re-recorded with live instruments. The main menu theme is a perfect example of that. Play the video above and you will hear the difference. You have been asking us if we were going to make the soundtrack available outside the game. We’re happy to announce that [b]you can now find Timberborn Official Soundtrack on Zofia’s artist pages on Spotify and Apple Music![/b] Here's the tracklist: [olist] [*] We Are Timberborn [*] Water That Gives Life [*] Fruitful Hardship [*] Thirsty Lands [*] The Cycle of Nature [*] Hopeful Calmness [*] Strong Together [*] Mystery of the New Day [*] Seasons Change [*] When All Life Goes to Sleep [*] Harvest Time [/olist][url=https://distrokid.com/hyperfollow/zofiadomaradzka/timberborn-original-game-soundtrack]Listen to Timberborn OST on Spotify and Apple Music[/url] We will also make the soundtrack available for purchase in a bundle or [url=https://store.steampowered.com/app/1752670/Timberborn_Soundtrack/]separately as a DLC[/url] [b]here on Steam[/b]. It will cost USD 6.99 (before regional pricing and launch week discount of 10%). [h1]Beavers’ life[/h1] Whether your beavers live at all is mostly dependent on droughts and your successes with water engineering and growing the colony. But there’s more to that. [h3]Districts[/h3] [img]https://clan.cloudflare.steamstatic.com/images//36026812/603cb4a43e45c4f2fab1dbce0cffa292ea0e2edd.jpg[/img] We have talked about that in greater detail in [url=https://store.steampowered.com/news/app/1062090/view/3004447489495592941]our second devlog[/url], but here’s an abridged version. As your settlements grow in size, [b]you need to add additional districts to the starter one[/b]. Districts are where your assigned beavers live, work and play – and to set up one you build a district center as well as city gates. Usually, you will also want to [b]transfer[/b] goods – and denizens – between districts. Maintaining a balance between districts is crucial to the success of your population, and there are many approaches to using this system. For example, you may try to make each of them a self-sufficient village, or opt for specialization, where each district handles a specific branch of production. Just remember to choose a suitable name for each of them! [h3]Wellbeing[/h3] [img]https://clan.cloudflare.steamstatic.com/images//36026812/33b2d684dd763e2dfc3470342acbad90fe043e5d.jpg[/img] Just as is the case with districts, [b]you can rename your beavers[/b]. And once you have that little Justin prancing around, take good care of him. That means ensuring all his [b]needs[/b] are met. At the moment, each beaver has a set of needs such as Comfort or Spirituality that yield [b]benefits[/b] such as faster movement or longer life expectancy. To satisfy those, you can’t just rely on industrial buildings – a temple or a press that prints good books help with other elements of a beaver's life. Each beaver is [b]individually simulated[/b] and you need to find a proper balance to satisfy as many needs as you can (or want). Feeding and keeping the colony hydrated is crucial, but we’re talking highly advanced beaver society so don’t miss out on other aspects of their life. [h3]Day and night[/h3] [img]https://clan.cloudflare.steamstatic.com/images//36026812/9ee95e8ac0ce035645dfc12993ea0f9732d4862f.jpg[/img] You may be doing your best to keep beavers happy, but the dry seasons inevitably come and become deadlier and deadlier. To prepare for the drought, you may need to [b]change the working hours[/b] – and Justin will no longer enjoy the short, sixteen-hour shifts. That way, you will increase your productivity but in the long run, this exhausts your beavers. Also, remember that not everything happens instantly. If you want to send an emergency caravan to another district, do it before the night falls. In Timberborn, beavers operate on a [b]day and night cycle[/b], and you will see them engage in beaverish activities such as camping after work. Later at night, when they’re hidden in their lodges, they will also make an effort to increase the colony’s population… if they’re in a proper mood (and if they’re Folktails). Iron Teeth, on the other hand, maintain their Breeding Pods before a good night’s sleep. Each colony works differently and it is your job to make sure it operates smoothly. [h3]Customizing your settlements[/h3] [img]https://clan.cloudflare.steamstatic.com/images//36026812/0d77b35956fcb6f5cbc370e55181aad1c281f68e.jpg[/img] Even though we’ve been focused on the more utilitarian buildings and the “survival” affairs, you are already able to [b]customize your settlements[/b]. The ability to stack buildings atop one another, the modular platforms, dams, and power shafts give you large freedom of managing space. You are also free to create fields and orchards of any shapes you want, and the dynamite allows you to terraform the land to match your vision. Finally, there are [b]decorative objects[/b] you can use - we have roofs in a few shapes, benches, shrubs, as well as some other gadgets, including some fresh ones. How will YOUR beavers feel in their post-apocalyptic home when the floodgates open TOMORROW? [i]Oh my, oh my, oh my![/i] Join the hype [url=http://discord.gg/timberborn]on Discord[/url].