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Playtest 2 comes to an end

Hello again Commanders!


Our second Playtest is now concluded! It's been 5 very interesting days for us. Thousands of people joined in and many shared their experience. Hopefully you also had fun checking out the cool stuff from new Kaiserpunk version.

Before anything else, we want to say a big THANK YOU for every single hour you've spent in our game. You noticed some things we haven't, you threw a lot of praises and some valid criticism as well.

In any case, our "storage" is now filled with massive amount of feedback, ideas and reactions. And in this phase of development nothing can be more useful then that, so kudos to you all! We've already started sifting through everything and I can already say huge improvements will come as a result.



[h2]What's next for us?[/h2]

First, take down Playtest 2 version, prepare to "open it up" for implementation of all remaining features. Second, carefully analyze everything provided by community and add as much as possible to further improve now tested game elements. Third, after that start looking at setting up long duration tests to finalize balancing and overall pace of the game.

Grand strategy part of the game still has the most missing features, so expect biggest improvements here. Then improvements to UI, hints and advisors. Then introduction of full game stories, advanced diplomacy and advanced trade. And much more...

Just one more thing before we go - to get as much raw data for balancing/difficulty purposes as possible, we'd like to ask you to send us as many save files and log files as possible. You can find them here:

LOG FILE:
You can find it here:
C:\Users\username\AppData\LocalLow\CompanyName\ProductName\Player.log

- the 'username' can be your actual user name
- and the 'AppData' folder can be hidden in Windows so if that's the case, please make your hidden folders visible

As noted above, the log filename is 'Player.log'

SAVE FILE:
Save file will be located in "Saves" folder of the game installation location

YOU CAN PROVIDE THAT AT FOLLOWING EMAIL ADDRESS: [email protected]




[h2]In the end[/h2]

The time you dedicated to helping us gather feedback in this test is very much appreciated. You'll be rewarded by better game once it reaches v1.0. We tried to be active, respond to all your questions, and provide help by updating the version even during Playtest itself. Also, accept our apologies for hickups and occassional problems! It's all part of the process and hope it didn't annoy you too much.

Thank you again and until some new version,
Stay well!



Kaiserpunk Playtest 2 kicked off!

Greetings Commanders!


We've just launched Playtest 2 for Kaiserpunk! A very warm welcome to everyone that applied to participate in this event. We're confident you'll have a great time, and we'll get a great amount of your feedback, suggestions and opinions. All of it will be invaluable in plotting the best course for the remaining months of development.



We've started giving access to players that applied in the past week, while everyone that already participated in first Playtest will get access automatically.

Test will last until December 3rd, and time limit on single session has been increased to 5 hours. There is no limit on how many new sessions you can set up and start.

[h2]TEST VERSION[/h2]

This Playtest version is still not a completed game, but it is much larger in scope, with much more features than before. You'll also notice a truckload of changes to previous game elements - that is all the result of your feedback. Reworked tutorial, added hints, many QoL details, these are only some of the changes. Immense bulk of other new content is here as a result of game being bigger and closer to completion. That means you'll encounter many features you haven't even seen in Playtest 1, so your feedback on that will also be taken to heart.

[h2]PROVIDING FEEDBACK[/h2]

If you experience any technical issues with Kaiserpunk demo, please help us with additional data so we can jump on problems as fast as possible:

PROVIDE US YOUR GAME LOG FILE:
You can find it here:
C:\Users\username\AppData\LocalLow\CompanyName\ProductName\Player.log

- the 'username' can be your actual user name
- and the 'AppData' folder can be hidden in Windows so if that's the case, please make your hidden folders visible

As noted above, the log filename is 'Player.log'

IF YOU HAVE A SAVE FILE:
Save file will be located in "Saves" folder of the game installation location

DATA ON YOUR HARDWARE:
You can extract dxdiag file by running "dxdiag.exe" from WIndows command lin, then save it as a report.

ALL OF THAT YOU CAN PROVIDE AT FOLLOWING EMAIL ADDRESS:

[email protected]



[h2]SHARE YOUR VIEWS WITH OTHER PLAYERS:[/h2]

If you wish to share or exchange experiences with us or other players directly, you can hop into any of our other channels as well:

DISCORD:
https://discord.gg/6FfVfPfDNz

TWITTER:
https://x.com/Overseer_Games

BLUE SKY:
https://bsky.app/profile/overseer-games.bsky.social

FACEBOOK:
https://www.facebook.com/profile.php?id=61556840395234

INSTAGRAM:
https://www.instagram.com/overseer_publishing/

YOUTUBE:
https://www.youtube.com/@overseerpublishing4216


That's it! Enjoy, have fun and let us know what you think!

Overseer Games




New Kaiserpunk playtest is a "true window" into the ambitious strategy game

Games like Tropico have for years put you in the shoes of a nation's leader, giving you the power to control the destiny of your people and your growing country. Kaiserpunk is looking to provide one of the most dynamic and visually-stunning takes on this formula, as the promising city-building strategy game lets you rewrite the geopolitical history of the 20th century as you go. The bad news is that it's not out for another three months. The good news is that you can play it this weekend, thanks to a "massive" new playtest.


Read the rest of the story...


RELATED LINKS:

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

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

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

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.