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Kaiserpunk News

City Builder Info View: We Want Player Input!

[p][/p][p]Greetings governors! [/p][p]If you could use an information overlay filter in the city view for easier access and viewing, what are the top things you’d like to visualize? [/p][p][/p][p]We’re working on tools to make navigating the city easier, among other improvements, and we’d love your input to help us prioritize.
[/p][p]Please share your thoughts so we keep making Kaiserpunk even better![/p][p][/p][p]Your feedback is always appreciated![/p][p][/p][p]Regards [/p][p] - The Overseer Team
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Hotfix - 1.01.010

[p]Hi everyone, as some of you noticed and reported to us there was a few really annoying bugs that slipped into the update yesterday. Thanks to your reports we quickly managed to identify and fix them. Our appologies that you had to encounter them in the first place. [/p][p]We'll continue to monitor and work on the game! [/p][p][/p][p] - Overseer Team
[/p][h3]Changelog 1.01.010[/h3]
  • [p]Fixed an issue where building a Vehicle Factory, Shipyard or Aircraft Factory would cause the UI to freeze up[/p]
  • [p]Fixed an issue where trade buildings would show other building elements in their info panel[/p]
  • [p]Fixed an issue where the Production Overview failed to to show the actual resource being produced as opposed to the default production resource[/p]

Patch 1.01.009 - New UI/UX Update

[p]Hi everyone, [/p][p]We’ve got another update coming your way! As always, we’re keeping track of all your feedback on social media, Steam, and Discord. Your input has been invaluable and we continue to work on Kaiserpunk with your feedback in mind. [/p][p][/p][p]For this update, we’ve focused more on UI/UX, making parts of the city building easier to navigate and addressing some common issues. In addition we’ve added cloud support and enabled deletion of save games from within the main menu of the game, something we know many of you have asked for. [/p][p][/p][p]We’ve also added a new resource panel available in the City building view to help you keep track of your resources better without needing to switch over to the more comprehensive Resource Overview Panel. It’s available through a new HUD button and shows you your stock and balance. [/p][p][/p][p][/p][p]Another new thing you’ll be able to find in the HUD is a Production Overview option that allows you to toggle resource icons that show up above all production buildings to help you navigate your city better and see what’s being produced where. [/p][p]
Speaking of navigating your city more easily, something we know has been highly requested, we've also added the ability to navigate to any building in your city by simply double clicking them in the Building Overview Panel.
[/p][p]You can read the full changelog further down below. [/p][p][/p][h3]Official Wiki[/h3][p]On a separate note, have you seen the official Kaiserpunk wiki? Check it out here for useful information to assist you in the game. It’s constantly being expanded, so let us know if there’s something in particular you’d like to learn more about - or feel free to add it yourself, since it’s open to everyone. [/p][p][/p][p]If you unfortunately happen to encounter any bugs, please help us by reporting them to [email protected] so we can act on them as fast and efficiently as possible. We hope you’ll enjoy this update and stay tuned for more news and updates in the future.

- The Overseer Team
[/p][h3]Full changelog - 1.01.009 [/h3]
  • [p]Added a new Resource panel to the HUD that allows you to keep track of resources while you’re in the City Building view.[/p]
  • [p]Added the Production overview toggle on the bottom of the HUD (or shortcut). Activating this displays the icon of the production output resource of all production buildings in the main view[/p]
  • [p]Double clicking on a building in the Building Overview Panel now take you to the building in the City building view and selects the building automatically[/p]
  • [p]Added Steam Cloud Saves support[/p]
  • [p]Saved games can now be deleted in the main menu Load game panel (which also deletes them from the Cloud)[/p]
  • [p]The descriptive info for regular depot transporters (Trucks) and Production Chain specific transporters (Cargo Trikes) is now properly separated to distinguish them more easily[/p]
  • [p]The Warehouse info tab now shows the max limits per resource category[/p]
  • [p]The Upgrade / Repair tool is now called simply Repair tool[/p]
  • [p]Added a number of tooltips to the Difficulty panel when starting a new game[/p]
  • [p]Fixed an issue with the tooltip for the Development breakthrough highlight box in the Development Overview Panel[/p]
  • [p]Fixed a number of text formatting errors in the Financial Overview Panel[/p]
  • [p]Fixed a number of selection/highlight errors in the Population panel so you can no longer highlight invisible UI elements[/p]
  • [p]Cleaned up the Development panel, removing double entries[/p]
  • [p]Greatly increased resource gain from regions making region acquisitions much more rewarding[/p][p][/p]

Kaiserpunk in TactiCon 2025

[p]Play a unique combo of world conquest and city building - Kaiserpunk is marching into TactiCon 2025! 🚀 This curated event specifically highlights unique strategy games, covering everything from strategic management games to tactical roguelikes, a reflection of the genre’s variety, and Kaiserpunk is ready to take its place among them. [/p][p][/p][p]In the spirit of strategic games, the image below showcases the complete visual overhaul of Kaiserpunk's world map to improve the experience of engaging in strategy and warfare. This major update is part of our latest update! 🌍[/p][p][/p][p]If you missed this major update, or if you’d like to share our game with a friend, now’s the perfect time to jump in, as Kaiserpunk is on 35% off until July 21st. [/p][p][/p][p]Check out the steam event here
[/p][p]As for what we’re up to - we’re hard at work on the next update for Kaiserpunk. The next one will include lots of UI improvements, among other things we think you’ll really like! We hope to share it with you soon - but there’s still more work to be done first.[/p][p][/p][p]- The Overseer Team[/p][p]
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Patch 1.01.007 - More Performance & Turkish Translations Update

[p]Hey everyone, [/p][p]we hope you’ve been doing well. As we are entering the Summer Sale, we’re releasing another patch for you! While the previous update was our last major push on performance, we've continued to focus on it a bit longer. As you’ll see in the changelog, quite a lot of work has been done in that area again. This update should continue to bring noticeable performance improvements in larger cities for many of you.[/p][p][/p][p]In addition, Turkish translations have now been added to the game. This has been a planned goal since before launch, and we’re glad that our Turkish players can now enjoy Kaiserpunk in their native language. [/p][p][/p][p]We’ve also tracked down and fixed several player-reported bugs that we were able to verify and squash. Thanks for helping us out here! [/p][p][/p][p]While work on performance and bug fixes will continue, we’ve also, as previously mentioned, shifted our focus to other parts of the game — such as UI/UX improvements and other changes many of you have been asking for. It's something we’re all very excited to dive into![/p][p][/p][p]Once again, we want to thank everyone for their patience and great feedback. It has been invaluable to us and continues to support our ongoing effort to get Kaiserpunk to the place we know it can be.[/p][p][/p][p]- The Overseer Team[/p][p][/p][h3]Full changelog - 1.01.007[/h3][p]Localization[/p]
  • [p]Added Turkish translations[/p]
[p]Performance & Stability[/p]
  • [p]Optimized production part of the simulation to increase performance (more noticeable on larger cities)[/p]
  • [p]Optimized housing part of the simulation to increase performance (more noticeable on larger cities)[/p]
  • [p]Optimized city traffic (maximum amount specifically) to be more in line with the population density option and increase performance (especially on larger cities)[/p]
  • [p]Optimized vehicle wheels to increase performance[/p]
  • [p]Optimized wild animals to increase performance[/p]
  • [p]Optimized code to improve memory management and overall performance[/p]
  • [p]Optimized a series of meshes to improve performance and memory usage[/p]
  • [p]Optimized the updating of building info markers to improve performance[/p]
[p]Bug fixes[/p]
  • [p]Fixed a UI related issue that could cause a production building to glitch out and stop working[/p]
  • [p]Balance numbers in the Stock overview panel are now always properly colorized (red is declining, green is increasing, white is 0)[/p]
  • [p]Fixed a couple of glitches to prevent bigger issues from appearing related to the rain visual effect[/p]
  • [p]Fixed a number of issues in prefabs that could potentially cause more serious bugs and glitches[/p]
[p][/p]