How Timberborn Archipelago works
The rules and systems Timberborn Archipelago adds to Timberborn: the AP Shop, what the multiworld sends you, goals, factions and every option.
This reference covers Timberborn Archipelago 0.1.0. What changed in this release is in the release notes.
Checks: the AP Shop and milestones
The four shop paths, prices and tiers, why a slot is locked, scouts, and the milestones that fire as your colony grows.
Read the explanation → Current stableItems: blueprints, boosts, packages and traps
What the multiworld can send you, how progressive items work, where received goods go, and what each trap does.
Read the explanation → Current stableGoals and survival
The seven goals, how each is counted, and which buildings logic expects before a drought or badtide.
Read the explanation → Current stableFolktails and Iron Teeth
Unlocking Iron Teeth, faction-only buildings, tiers, badwater and what differs between the two factions.
Read the explanation → Current stableEvery Timberborn option
All YAML options with their values, defaults and effects, grouped by topic.
Read the explanation →