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Second Playtest of Kaiserpunk coming this week, Nov 29th – Dec 3rd

Hello Commanders!


After months of intense development, Kaiserpunk returns stronger than ever with its second public Playtest, starting November 29th and running until December 3rd! We’ve poured our hearts into refining and expanding the game based on your invaluable feedback from the first Alpha Playtest, and now it’s time to see how far we’ve come.

👉 Sign up for the Playtest now on Steam: the store page



[h2]What’s New in Kaiserpunk?[/h2]

Short answer: Everything.
Longer answer: Kaiserpunk has evolved into a polished and feature-rich experience. We’ve added brand-new systems, reworked old ones, and addressed the feedback from our first Playtest. This trailer gives you a glimpse of how far we’ve come:

🎥 Watch the trailer:
https://www.youtube.com/watch?v=_n0Uqk7tnlM

[h2]Key Features in Playtest 2[/h2]



  • Flag Design: Create a custom flag to represent your nation.
  • Heritage Selection: Choose your nation's background—German, Western Allies or Russian. These are just a glimpse and are subject to change before v1.0.
  • Social Pillars: Align your nation’s political ideology.
  • Tutorial 2.0: Completely revamped based on early player feedback.
  • Expanded Maps: Over 20 maps spread across 4 unique biomes.
  • More Stories: New branching narratives with meaningful player choices.
  • Diplomacy System: War isn’t your only option anymore.
  • Basic Trade System: Trade resources you can’t produce on your own.
  • Tier 3 Production: Build advanced industries and infrastructure.
  • Enhanced World Map HUD: Redesigned based on player suggestions.
  • UI/UX Overhaul: A sleeker, more intuitive experience.
  • Army Specializations: Unlock unique army upgrades.
  • Tier 3 Military Units and Buildings: Build stronger forces.
  • Decorations System: Customize your ever-expanding capital city (2 out of 3 tiers complete).
  • Improved Combat System: More depth and clarity in battle phases.
  • Upgraded Weather System: A little rain never hurt anyone
  • Major Optimization: Play smoother, faster, and without draining your system resources. And we ain't done yet 😉


If the first Playtest gave players a taste of Kaiserpunk concept, this new version offers a true window into the game’s core experience.



[h2]Help Shape the Future of Kaiserpunk[/h2]

With many new features completed and polished, we’re once again calling on players to help guide our journey. Your feedback was instrumental in shaping Kaiserpunk after Playtest 1, and this second Playtest will give you an even bigger slice of the action to critique, explore, and enjoy.

Join us, try the game for free, and help us refine it into the ultimate 20th-century strategy experience.

👉 Sign up for the Playtest now on Steam: the store page

[h2]A few technical bits and thingies[/h2]

Everyone that already requested access and participated in previous Playtest should get access automatically, and we'd definitely encourage previous „Playtesters“ to hop in again since that will give us a direct comparison.

Another note – Playtest version is time limited as before, but time limit for a single session is now increased to 5 hours, simply because the game is much bigger now. There are no limits to how many times you can start and set up a new game.

Take a look, give it a spin and if you have any feedback you'd like to share with us, you can do so on Steam, Discord ( https://discord.gg/6FfVfPfDNz ) or email

[email protected] .

What would be most appreciated from you?

You don't have to do anything except play and enjoy. But if you're willing to assist us more, we'd appreciate the log files from your playsessions (if you encountered any issues), save files to monitor progress and future balancing and any other reports you feel we should know. Details to where you can find these files and where to send them are same as they were for demo.



Any and all constructive feedback to help complete this complex game is truly appreciated. Besides adding a lot of new features, we used the invaluable feedback from the previous playtest to improve the overall experience. We will do so again with this session.

So, mark your calendars and get ready to dive into this hands-on adventure. It’s all happening this weekend, and we can’t wait to see how you’ll reshape the world of Kaiserpunk!

Let’s reshape history together!
Overseer Games

Kaiserpunk Navy

Combat is an integral part of Kaiserpunk and what would combat on a large (world) scale be without the navy? Let's take a dive (pun unintended) into how fleets are assembled, controlled and what you can do with them in Kaiserpunk.



[h2]Assembling fleets[/h2]
Obviously, as is the case with all other military units, you have to provide weapons or combat vehicles, in this case ships. You could purchase them from other factions or produce them yourself. Don't expect smugglers or passing traders to sell you military grade vessels. That simply won't happen.

If you purchase ships, it's only a matter of waiting for the goodies to arrive, but let's have a look at the more fun part of the equation: producing your own vessels.



You'll need a shipyard. Kind of figures... You'll also need a whole bunch of resources. Military vehicles like ships, tanks, artillery or airplanes aren't produced constantly, like other resources. You have to order them, or to be more precise, you have to give the order for them to go into production. That means you must have the resources upfront and ready. That also makes sense if you think about it, since your military shipyard can't start building anything without the needed resources. It's a significant undertaking... So, as noted, you dish out the order from your governor's mansion to produce a certain number of a certain type of vessel and the diligent workers will get to it. Producing ships takes time, so don't expect your ships to start magically appearing within a single in-game day.



Once a ship is done, it's ready to be included in a fleet. For that to happen, you have to have a fleet first 😊. Much like battalions that use military bases, a single navy fleet requires a single Navy base as its homebase. As soon as a Navy base is built, a new fleet (without ships though) is created. It will automatically be assigned a navy admiral to oversee. All of this works exactly as it does for Military bases and Battalions (land armies). Your next step is to gather enough recruits and train them to operate the vessel (the one you produced earlier). And once all that training is done, you'll have a Fleet ready for deployment. A fleet can have up to 8 vessels. That's where things diverge from regular land armies, which brings us to...

[h2]Deploying fleets[/h2]
Every army, once created, exists in its own homebase. They are waiting for your orders. And the first order you can, well actually must do, is to deploy it. Deploying an army is a simple affair: pick an appropriate region in the world that you control and that isn't already occupied by another army (of the same type) and give the deploy order. The farther away the region is from your capital, the longer it takes for the army to deploy.



Navy fleets follow this same procedure but use a different set of points for deployment. Battalions are deployed into regions. Fleets are deployed onto naval points, with an additional caveat: not all navy (movement) points are used in deployment. Only points that interact with a nearby land region are eligible. These are called landing points. They represent a direct link between the land and the sea. When transporting battalions via the sea, you can only make landfall from these points. Same thing for getting battalions onto fleets for transport. Additionally, a navy fleet can only be involved in a land battle if it is currently occupying one of these landing points. A single land region can have multiple landing points. This also leans into some regions being more difficult to defend from the sea. Multiple landing points means multiple points of entry…

The whole shtick described above can seem confusing, but trust me, it really isn’t, and you can bet that everything is clearly displayed on the map for ease of use.

[h2]Moving fleets[/h2]
Navy fleets use their own movement grid to move across the globe. The grid snuggles the shoreline of all continents, but naturally also connects different land regions across large bodies of water.



Moving fleets works in the same way as battalions. Select the army and click on the point to move the fleet. After the fleet conducts an action, movement included, you have to wait a bit (cooldown period) before you can move it again, but for fleets, this pause is shorter. Fleets simply move faster.

[h2]What about combat?[/h2]
Of course navy fleets have a role in battles. If two (or more) fleets engage on the high seas, you’ll simply have a maritime battle on your hands. Fleets can also be involved in land battles. Remember those landing points? Yup. They’re back again. If a fleet is positioned on one of these, the fleet can attack the land region that the landing point is linked to. Similarly, the fleet can get involved as support army and do some nice bombardment.



Battles involving navy fleets (even exclusively navy fleets), are handled much in the same way as any other battle. They are simply another army represented on the war table with its very own figurine. Giving out orders is still just a matter of selecting the fleet and then their target, be it another fleet, a battalion, garrison or region upgrade.

[h2]Anything else? Something special perhaps?[/h2]
An essential function of navy fleets is transporting battalions and squadrons across the seas and oceans. Instead of creating a special type of ship to include in the fleet (and taking one or more army unit slots), we’ve opted to give armies a specialization, a special upgrade of sorts. This is designated/ordered on the Naval base info panel. You have two options:
  1. Add transport ships to the fleet – Fleet gains the ability to transport battalions
  2. Add a carrier to the fleet – Fleet gains the ability to transport squadrons


This is a simple and efficient way to specialize your fleets into roles. Now mind you, that doesn’t mean that an army that a fleet is carrying cannot be harmed. Of course it can. Engaging a fleet on the seas and sinking some of its ships will inevitably cause losses on the battalion the fleet is transporting. In fact, if you see a fleet like that approaching, it’s in your best interest to prevent them from making landfall…



The same goes for carried squadrons, even worse, one might say, since air squadrons mounted on fleets can go on the attack, making the fleet a nice moving airbase from which to launch air raids and attacks… as one would…

[h2]Naval blockades and trade route pillaging[/h2]
What kind of master strategist would you be if you couldn’t implement naval blockades? It would suck and would be a completely wasted opportunity. Well, thankfully, in Kaiserpunk you’re more than allowed to do that. In fact, we’d encourage it. It’s a great stress relief (for the blocker though, not the blocked...) and gives you a nice tactical advantage. So how do you do it? Simple enough; just position your navy fleets to cut off viable naval routes. If they want to pass, they’re either going to have to go around (the globe) or fight you for the right of passage.



A nice little touch is that when you arrange a shipment of some kind with one of your diplomatic partners, the convoy transporting the goods is also moving across the world map. If needed, the convoy will go across the sea, which is the perfect opportunity to smack them around and privatize the shipment. It is highly unlikely that you’ll get everything they’re transporting, but a percentage of the loot is still good. Naturally, you can bet that the AI will do the same to you.

[h2]Conclusion[/h2]



Navy fleets, while they cannot single-handedly take over a region, are a perfect addition to your mighty war machine. With them you can harass, pillage and provide invaluable combat support to your battalions. Fleets are expensive to build and maintain, but if you really plan to dominate the globe, you won’t be able to do it without naval might.

Morale, war weariness and unemployment

Such wonderful topics, don't you think? Let's dive into the depths of Kaiserpunk, far away from the hardships IRL and see how these work in the game.



[h2]Morale[/h2]
All your citizens have Morale. It's a general overview of how they feel about you, your reign and your capital. There are some simple rules to remember:
  1. If Morale is low, so is your tax flow.
  2. If Morale is high, you're good to fly.


Wow. So proud of this -_-... Anyway, the above, as silly as it is, is actually true. Good Morale means everything (or most things that are of concern to your people) is working smoothly. Low Morale clearly means you're in trouble, or about to be. Repercussions of low Morale don't happen immediately. It takes a bit of time for it to take effect. This is primarily so you, as the reigning governor, have time to address the problematic issues.

An important aspect directly impacted by morale is Immigration. Immigration is the primary way for you to gain more citizens and you’ll need them for your might machine to remain functional and grow. If a certain citizen class in your capital is miserable, don’t expect more of them to decide to join you.

Several different parts or mechanics feed into Morale, so Morale is basically an aggregate result, an average let's say, with several wildcards slapped on top just to make things more interesting.



[h2]Needs[/h2]
Your citizens have basic needs, meaning food. It's up to you to supply this, either by organizing the production of said goods (which is of course preferable), or by purchasing the resources from free traders or via trade deals. If the supply is sufficient, your citizens will be happy. Keep in mind that you don't need to deal with the distribution. Your people will handle this on their own. You just make sure you have enough in stock. What needs those are precisely depends on the citizen class. Each higher class has all the basic needs of the class preceding it and then two more added like a cherry on top.



Laborers
  • Vegetables – The most basic food there is, besides picking berries in the woods. Vegetables are easily produced (grown) on Farms.
  • Bread – While not the most nutritious, and with dubious health effects, it does fill the stomach. Getting Bread will take a bit more work. Plant Wheat on Grain fields, refine it into Flour in Flour mills and then bake the final goodie in the Bakeries.
Manufacturers
  • Fish – Lakes and seas are your sources of Fish, as expected. Organizing the production isn't complicated, but you do have to (surprisingly :P) build Fisheries on the coast.
  • Meat – Ranches are your go-to place to produce fresh, tasty meat.
  • Water – Unlike Laborers who get by, Manufacturers expect to have running water in their homes. Fresh drinkable water is pumped from Water deposits by building Water pumps (surprise!) and then distributed via Water towers. So we're adding a bit of complexity here. Not too much though.
Technicians
  • Fish soup – These guys aren't big on cooking. They're more interested in having stuff premade, just for them. Fish soup is produced in Soup kitchens.
  • Juice – A nice vitamin injection in the form of fruit juice, produced in Juiceries. You'll also need Orchards to produce the Fruit.
  • Electricity – We could hardly call them Technicians without them wanting electricity. Similar to Water, Electricity is first produced (in power plants, that also require fuel to run like coal or diesel) and then distributed via Power substations.
Specialists
  • Sushi – Yup. Sushi. Guess what resources you'll need for that? Fish and Algae (produced in Algae farms).
  • Pie – Here's an unexpected wildcard to satisfy the specialists' sweet tooth. Pies. Baked in bakeries from fruit and flour.


One of the things you'll be able to notice is that even waaaaay further down the line, the same basic resources (flour, fish...) come into play once again. It's something we didn't want to lose along the way. Higher, more posh classes want better goods, but these are still mostly produced from the same basic resources.



A very important thing to remember about Needs is that if you don't have enough, your citizens will start leaving the capital. The world is ravaged and horrible, but if you can't even supply them with the fundamentals... then they have nothing to lose and will seek their fortune elsewhere.

[h2]Luxuries[/h2]
Nope, not talking about luxury cars and Steam Decks. Luxuries in Kaiserpunk are more down to Earth. As with needs, each citizen class takes over all the luxuries of the previous class and adds a few more on top.



Laborers
  • Clothes – Sure, they have their work clothes, but what about another set? Two even? Without holes? Maybe a different dress or trousers? Take cotton, make cloth and sew some clothes at the clothier.
  • Newspapers – Gives them a lot of topics to talk about. Refine wood into cellulose, use it to produce paper and the rest is handled by the Printing press.
Manufacturers
  • Ale – Something to take the edge off after a long day of work in the factory. Another use for wheat, only this time at the brewery.
  • Gramophone – For those rare vinyls they find laying around. Appliances factory can get you hooked up.
  • Radio – Can’t beat the good old radio waves. Produce the boombox in the Appliances factory.
Technicians
  • Telephone – Technicians like to talk to their relatives. Mothers-in-law likely.
  • Fine garments – Only the best clothes for them, made from the finest silk.
Specialists
  • Wine – When ale just can’t flush the horrible away.
  • Jewelry – Fashionable doodads made from silver and gold.
  • TV – A television set, no smart functions… barely any functions at all, but it does show the moving images.


If you’ve read this far, congratulations and thank you. I didn’t write it in vain. You might be asking “Luxuries look really similar to needs. What’s the actual difference?” Unlike needs, not having luxuries will not make your citizens leave. It does, however, have a big, almost the biggest impact on the amount of taxes you collect from the citizens. The more they spend on luxuries, the more money you collect.



[h2]Public health[/h2]
Or simply Health, represents how your citizens feel about the state of public health in the capital. This isn’t a complex matter to handle but can be expensive. To make Laborers and Manufacturers happy and of sane body and mind, build enough Clinics near them. Technicians and Specialists also require a Hospital to be nearby.



Public health is not to be trifled with! Lousy health services will cause disease outbreaks and that can quickly get out of control.

[h2]Public safety[/h2]
Everybody wants to feel safe. Especially in a place that they call home. And that’s the whole point (well almost) of public safety services in Kaiserpunk. There are several buildings involved in this morale segment. The approach is the same as with the other segments. A higher class of citizens want the same as the previous class and then some.

Laborers
  • Fire station – Reduces the chance of fires erupting in your capital, keeps the Laborers happy and jumps into action when a fire eventually does happen.
Manufacturers
  • Police station – Reduces the chance of a crime wave happening and keeps the Manufacturers happy. In case of riots, police crews are dispatched to handle the situation. If left unchecked, riots can cause a lot of damage and even escalate into full-blown rebellions.
Technicians
  • Prison – Technicians are all about rehabilitation. Or maybe they just want the criminals to be taken somewhere out of sight. Prisons are good for that, which in turn is good for Technicians’ mental health. Prisons, however, can become hotspots for riots and opens up the possibility of prison breaks.
Specialists
  • Courthouse – Specialists are keen to handle grievances in the court of law, even just for appearances. I guess when you have everything in your life taken care of, litigation is the only thing left.


Public safety, as noted is just a part of Morale, but it should never be disregarded as unimportant. Your capital can succumb to rampant crime and rioting rather quickly if left to its own devices.



[h2]Education[/h2]
The final Morale category is Education. You’re building a new nation in Kaiserpunk. Education is an important part of that. Your citizens know this as well and are of course interested in quality public education. Again, to emphasize, if they’re left with substandard, poor or even no education, they won’t exactly leave just because of that, so you have ample opportunities to make it right, but don’t recklessly dismiss education as non-essential. Low education can cause tremendous problems in your scientific development. Just as high education can lead to breakthroughs, lousy education can go the other way and have a negative impact on how fast you’re researching and developing new buildings, upgrades, units etc..

As is the case with Safety, there are several buildings linked to Education, one for each citizen class.

Laborers
  • Elementary school – Basic education, but still important. Laborers won’t be looking for more than that. As an added mechanic, you can use Elementary schools to convert Laborers into Manufacturers. Comes in handy if you’re having problem getting Manufacturers the standard way (through immigration).
Manufacturers
  • Highschool – Manufacturers are interested in making that step forward in their knowledge of the world. High schools have the added ability to convert Manufacturers into Technicians.
Technicians
  • University – A nice almost top of the ladder for Technicians to aspire to. A nifty bonus mechanic of universities is Research funding. You can allocate funds (cash) into different development branches to speed up research in those areas. This offers a direct control of boosting development in your capital.
Specialists
  • Research center – Specialists have already achieved university-level degrees. What they want is to apply their knowledge on exciting new projects. Research centers, along with satisfying Specialists’ thirst for education, can produce breakthrough points. You can use breakthroughs to quickly boost development of a research branch of your choice.


[h2]Boosters[/h2]
One additional segment in the story of Morale are the so-called Boosters. These are special buildings that can directly help improve Morale of a citizen class. Or to be more precise, these buildings primarily exist to offset or delay some negative effect impacting your population morale. For example, if a long-running war is being severely detrimental to your citizens’ morale, these boosters can help. They cannot completely offset the negatives, but every little bit helps…

Laborers
  • Record label – A simple building, used to distribute records to eager vinyl fans.
Manufacturers
  • Radio station – Listeners all over your capital can enjoy the best and latest tunes.
Technicians
  • TV station – A good television drama in black and white can occupy time and minds with ease.
Specialists
  • Jazz club – This is the place for the discerning customer to take the weight of his chest, have a great enjoyable night and forget about the worries of the world.


As is usually the case in Kaiserpunk, for every positive, there is at least one potential negative. The buildings noted above can become the epicenter of great stories… which includes tragedies as well. Radio and TV stations are perfect entry points for enemy propaganda for example…

[h2]Unemployment[/h2]
No, I haven’t forgotten about the last two. Unemployment is a tricky bugger. You need citizens, workers if you wish. You need them for the capital to have any chance of working in an organized manner and at full capacity. You also need citizens to be recruits and form your mighty armies. Taxing citizens is also your primary income… That said, you can have too many citizens. Apologies for the crassness. Remember… it’s just a game 😉.

So, what happens when you build a bunch of houses or residential buildings and a whole lot of people move into your capital? You’re pleased, taxes are coming in, the treasury is filling up nicely. Great… Have you considered what all those folks will do? No? Congratulations! You’ve just created a problem from nothing. You’re an absolute wizard!

Your citizens generally want to be employed. They want to work. If there are no opportunities for them here, they will of course leave. But they won’t leave quietly. They’ll ransack your capital first, make some nice bonfires, trash the place and then leave… maybe. Maybe they don’t. Maybe, for example, Laborers with a general hypothetical unemployment of 40% look at the Technicians with a 3% unemployment and think “Hmmm… seems to me that the governor’s been pumping cash into their jobs, but not ours. We’re going to take what should rightfully be ours…” which causes bloody clashes between the individual classes… And last but not least maybe, just maybe, the rioters decide YOU are going to leave instead.

Unemployment is not a joke. Remember that and plan accordingly 😉.



[h2]War weariness[/h2]
With this subheading, we arrive at the final component of morale in Kaiserpunk. War weariness: the feeling of being tired and overwhelmed by the constant war happening in the world, war that for one reason or another, involves your fledgling new nation.

People get tired of war. Winning or losing, they get tired, weary if you wish. And make no mistake, the I’m tired of this c*** starts accumulating the moment a war ensues. It will take time, but ultimately, it will come to bite you. It’s war for god’s sake! People die in wars! Who wants wars to last eternally!?

You might be asking “Is there anything I can do about it?” and the answer is, of course; you’re the governor. Propaganda is your primary tool. Regions that are on the front lines of a war get destabilized. Unstable regions make war weariness grow much faster. Losing battles cause a massive hit to war weariness. Well, a boost, not a hit. Losing an entire region… don’t even ask what this does to the perception of war in your capital…

All the things noted in the previous paragraph also work the other way around. Winning will slow down the accumulation of war weariness. Winning battles, conquering regions, stabilizing your regions etc.. This all helps, but as I’ve said before, this will only postpone the degradation of morale in general. Perpetual war is not a viable or at least a desired state.

[h2]To conclude[/h2]


The gameplay focus in Kaiserpunk is on efficient production and keeping your citizens happy or at the very least content is an intricate part of that. You can’t have a functioning war machine or a society in general if your folks are miserable. Kaiserpunk will remind of you that every step of the way.

City-building game and Frostpunk 2 rival Kaiserpunk just got delayed

You see an upcoming game, it looks fantastic, you can't wait for it to land, but then it suddenly gets delayed. Obviously you get a little disappointed, but all told, this is normally a good thing - if a developer wants more time to make something really sing, it's going to be worth the wait. Frostpunk 2 is almost here. Civilization 7 is bringing up the rear. But somewhere in between there's Kaiserpunk, a city builder and grand strategy game set in an alternative version of the 20th century. We've been looking forward to this one for a while, and while it's unfortunate that it's just been delayed, into 2025 no less, it's not without good reason.


Read the rest of the story...


RELATED LINKS:

Rewrite history with city-building in new Kaiserpunk demo coming soon

Frostpunk 2 rival blends city building and grand strategy in new demo

Huge new city builder and grand strategy game gets first playtest soon

KAISERPUNK RELEASE POSTPONED TO 2025



Hello governors!

After a lot of careful consideration and many days with our thinking caps on, we've decided NOT to release Kaiserpunk in our planned time slot. We've considered Early Access too, but finally opted to push the release into early 2025 with a full 1.0 launch (February 27th to be more precise).



Here's a li'l quote/rant from one of the guys here. It seems appropriate and explains everything:

Our small team of 10 has been working tirelessly to ensure that Kaiserpunk exceeds the expectations of the 130,000 players who have already wishlisted the game. We’ve made the tough call to delay the release, but we believe it’s the right choice. Entering Early Access was considered, but ultimately, we felt that it wouldn't do justice to the full vision of Kaiserpunk.

We’re not against Early Access in principle, but for a game like Kaiserpunk, we believe it’s crucial for players to experience the entire journey in the best possible light.



Even if some publishers don’t recognize the potential of what we’re creating, or are too hesitant to try something genuinely new, we won’t compromise. Players come first, and like [Tim] Bender said, I also wouldn't sign with 90% of publishers out there.

- Danijel Mihokovic, lead designer

In the meantime, the team has been busy expanding the game’s core design based on Your feedback. New features added include the heritage system, customizable flags, multiple new biomes, and an intricate trading system. Significant optimization work has already been completed, with further improvements planned in the lead-up to launch.



To keep the engagement at a nice level, we'll be launching a series of in-depth feature articles that will explore all aspects of Kaiserpunk. These articles will offer insights into the game’s mechanics, world-building, and the creative process behind its development.



Additionally, keep an eye out for the next playtest session, which will provide another opportunity to experience Kaiserpunk before its official release. More on that as we come closer to it ;).

Stay safe out there governors!
Overseer over and out.