BOOM, what’s up! As we count days to Timberborn’s early access launch, we’re going over different aspects of the world’s one and only beaver city-builder. And what are beavers best known for? They transform the world as we know it with their water engineering skills. [h1]Dam, it’s a dam[/h1] [img]https://clan.cloudflare.steamstatic.com/images//36026812/33648e21a3bcb4c0ff54cb1aef12ef28190f345b.jpg[/img] Adding [b]water physics[/b] to Timberborn was a major breakthrough and seeing how much the players enjoy it, we knew it would be the game’s defining feature. After all, the beaver master-race is known for its dam-building skills. And how do we approach that? At launch, you will be able to construct modular dams using the following blocks: levees, dams, and floodgates. [b]Levees[/b] block water completely and allow you to place other buildings on them. [b]Dams[/b] allow some water to pass through at the top. [b]Floodgates[/b] come in three heights and let you change how much (if anything) passes through – you can adjust each module if you wish. [h1]Not just dams[/h1] [img]https://clan.cloudflare.steamstatic.com/images//36026812/a6e0830637257770bad6221c7a27aa9667c4b0ca.jpg[/img] Water that stays at a certain level and maintains a strong current will keep the [b]water wheels[/b] operating – and that’s a good thing because they’re a very efficient source of energy for both beavers factions. To let you make better use of them, it will be possible to [b]daisy-chain[/b] water wheels in Early Access. Sufficient water levels also allow [b]pumps[/b] to work, and the water you get from the pumps can be stored, used to quench the beavers’ thirst or to keep the Folktails’ irrigation towers running. We know that the pumps only operating on water one-tile deep could be frustrating at times, and that’s why [b]we’ve increased their operating depth[/b] – with Iron Teeth pumps working deeper. [img]https://clan.cloudflare.steamstatic.com/images//36026812/b0958e1542f31e82f49afa1a31e25fdf0268200e.jpg[/img] In early access, there will also be a new way to utilize water – beavers working at the [b]Water Dump[/b] will grab buckets of water and carry them to spill it to the designated area. Not the most efficient way to transport water, yes, but it allows you to move water to higher levels. Finally, by popular request, we’re adding the [b]Water Marker[/b]. This little thing helps you monitor the water levels – both current and the (resettable) maximums. [h1]Terraforming[/h1] [img]https://clan.cloudflare.steamstatic.com/images//36026812/01e3c990466e5c3d8e489d2dddd07b2c754b23f7.jpg[/img] The most explosive ways of having fun with water physics come with the use of dynamite. Produced in an [b]Explosives Factory[/b] (that now has a new model by the way), [b]dynamite[/b] allows you to blow up selected blocks of terrain. You manually choose when to detonate a stick of dynamite, just remember that chain reaction (and deaths) may occur. With dynamite, you can level the terrain so that setting up the settlement is easier. Even more important use involves digging canals and reservoirs. Canals are a good way of redirecting water into otherwise dry areas – and a sufficiently deep and wide reservoir might help your colony survive the drought. With the Water Dump mentioned above, you can easily fill such an artificial basin during a wet season so that it’s easier to survive the upcoming drought. How will YOU play with water when Timberborn launches on September 15? Let us know and see you tomorrow with another preview!