Building
Gate
paths_and_structures
The Gate is a walkway structure introduced in Timberborn v1.0, unlocked for 300 Science Points. It functions as a controllable passage point along your Path network, allowing you to open or close pedestrian access through a specific route. Gates are useful for managing beaver traffic flow, restricting access to certain areas during dangerous conditions (such as Badtides), or creating controlled entry points to isolated sections of your colony. When closed, beavers and Bots will reroute through alternative Paths, making Gates a simple but effective traffic management tool.
Gates integrate directly into your existing Path network and can be placed anywhere a Path segment would normally go. Their primary strategic value lies in emergency management and district organization. During Badtide events, you can close Gates leading to contaminated areas to prevent beavers from wandering into danger. Similarly, Gates can control access to resource-gathering areas, ensuring that only designated workers travel to distant or hazardous parts of the map. They also work well in combination with District Crossings to create clearly defined boundaries between functional zones.
For optimal placement, position Gates at chokepoints in your Path network where closing a single Gate can effectively seal off an entire section of the colony. Bridge crossings, stairwell entrances, and narrow corridors between terrain features are all excellent Gate locations. Keep in mind that closing a Gate without providing an alternative route can strand beavers or cut off buildings from their District Center, so always ensure your Path network has redundant connections before relying heavily on Gates for traffic control. Gates are a low-cost investment that can prevent significant losses during environmental emergencies.
Details
Construction Costs
Footprint
- Width
- 1
- Depth
- 1
Guides & Articles
Quick Facts
- Type
- Building
- Confidence
- Low
- Verified
- Mar 18, 2026
Sources
timberborn.wiki.gg
