Timber! Tips: Reading Branches and Beating the Timer

Updated October 2026

Timber! asks you to do two things at once: choose the correct side of the log on every chop, and chop often enough that the shrinking bar at the top never empties. Most players think of it as a reflex game and lose to the branches. Strong players treat it as a reading exercise with a speed requirement, and lose much later to the clock. This guide explains exactly how the game decides when you die, how the timer is calculated, and how to train both halves of the skill.

The one rule that decides every chop

Each tap does three things in a fixed order. Your lumberjack moves to the side you tapped, the bottom slice of the log is removed, and the whole log drops by one slice. Only then does the game check for danger: if the slice that has just landed at ground level carries a branch on your side, you are hit and the run ends.

That order has a surprising consequence. The branch on the slice you are chopping right now can never hurt you, because that slice is gone before the check happens. The only branch that matters is on the second slice from the bottom. Read that slice, then tap the side without a branch. If it has no branch at all, either side is safe.

It also means standing still is always safe. You are never hit while waiting; a branch can only reach you as the result of a chop. Your one enemy during a pause is the timer.

How branches are generated

Every new slice that appears at the top of the log has a 42 percent chance of carrying a branch, and when it does, the branch is equally likely to be on the left or the right. No slice ever carries two branches, so there is always exactly one safe answer or two equally safe ones. A fresh log also starts with its two lowest slices bare, which means your first chop is free.

In practice this means a bit more than half of all slices are bare, and roughly one in five has a branch on any given side. Long same-side stretches and rapid alternations both happen by chance, and nothing in the code evens them out. Ten slices are visible at once, which gives you plenty of material to read ahead.

How the timer really works

The bar starts at 70 percent full and drains the moment you press Start, not when you first chop. Each successful chop adds 11.5 percent, up to a maximum of a full bar. The drain rate begins at 30 percent of the bar per second and rises by 0.2 percentage points for every point you score, until it reaches 60 percent per second at a score of 150. After that it stays constant.

Turning those figures into chops per second gives the real difficulty curve. At the start you need about 2.6 chops per second just to hold the bar steady. At 50 points the break-even rate is about 3.5, at 100 points about 4.3, and from 150 onward about 5.2 chops per second. A full bar at maximum drain lasts only about 1.7 seconds, so your reserve is always small.

The timer runs on real elapsed time with no cap. Switching apps or locking the screen will not pause it, and on return the bar will almost certainly be empty. Finish your run before you look away.

Building a reading habit

Because the decision depends on the second slice, train your eyes to rest one slice above the axe. A good habit is to read the next two slices as a pair: the first tells you where to tap now, and the second tells you where you will tap next. Pairs turn the game into short pre-planned sequences, such as left, left or left, right, instead of a fresh decision every tap.

Two thumbs help. Rest one thumb on each half of the screen, since any touch on the left half chops from the left and any touch on the right half chops from the right. On a desktop, the arrow keys or A and D work the same way. The less your hand travels, the more of your attention goes to the log.

Managing speed without panicking

Early on, the timer is generous. Use that period to stay accurate rather than to race; each chop is worth about 0.38 seconds of drain at the start but only about 0.19 seconds once drain is maxed, so the early game is where mistakes cost the least time. As the score passes 100, your rhythm has to rise steadily, and this is where most runs end, usually because players tap faster than they read.

Common mistakes

The most frequent error is dodging the branch on the bottom slice. Players see a branch near their feet and jump away from it, but that slice is about to be removed anyway. Worse, the jump can put them under the branch on the next slice. A second mistake is drumming one side at full speed through what looked like a clear stretch and running into a branch that was on the screen all along. The third is starting slowly: since the bar drains from the moment you press Start, a long pause before the first chop wastes most of your opening buffer.

A practice plan

  1. Play a few slow runs where you say the answer to yourself before each tap, reading only the second slice. Accept dying to the timer.
  2. Move on to reading pairs of slices and tapping them as two-note patterns.
  3. Aim for 100 consistently, deliberately banking bar time on easy stretches.
  4. Then work on sustained speed. Beyond 150 the requirement stops rising, so a rhythm that holds there can carry a run a long way.

Your best score is saved on your device, and any score above zero can go to the Hall of Fame from the game-over card. Accurate reading is the foundation; speed is something you add on top once the reading becomes automatic.

▶ Play Timber! Chop left and right, dodge the branches, beat the clock.