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Kaiserpunk News

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

Going back and doing things right is the eternal dream for many of us. If only I had done this, if only I hadn't done that. What if is a delectable and enticing thought, one that many of us indulge in our lives. Alt-history is a genre that takes that to a bigger scale, letting us imagine entirely new branches in the story of the world. Kaiserpunk is a game that takes alternative history to a massive level and on the back of a successful demo, it's got another one coming soon.


Read the rest of the story...


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First post-Next Fest Playtest applications opened

Greetings Governors!


Following overwhelming amounts of feedback during Next Fest a few weeks ago, we've now resumed regular activities on development front. Some of the issues most loudly raised on Next Fest were centered around specific hardware requirement. Our analysis confirmed this and few major changes were done in past weeks. Video memory draw was way to high in some instances, and that unfortunately prevented a good portion of players from even trying the game. We're now in the process of correcting this. Hopefully much more players will now get the chance to properly test out what's coming.



In any case, we plan to reopen access to Playtest version from July 20th through to July 22nd.
Main changes are optimization and hardware requirements that should allow much more people to test the game, plus there will be some ingame content additions and gameplay fixes. After this Playtest we'll again re-evaluate the results, see what improvements were done, as well as determine what else needs to be done before we continue pouring in the pure content (there are a lot of it currently missing from game build).

Please check out the Steam store page and hit the "Request access" button if you want to apply for this Playtest. We'll enable manual entrance to Playtest from July 20th.

Awaiting your arrival and see you in a few days!




Words aren't enough, but THANK YOU!

Greetings Governors!

After a wild week of Next fest (at least for us), it's time to share some conclusions. First of all, we'd like to say a big THANK YOU to everyone who wishlisted Kaiserpunk. You pushed our game over 100.000 wishlists at the moment, and that is an amazing moment for all of us. But that vote of confidence also means it's on us now to deliver, and that is exactly the plan!

Another awesome thing is that Kaiserpunk was among the most played demos during Next fest! We're positive that means most of you like the hybrid concept we're working on and most of you feel there is good potential here. Our job is to craft that potential into a fun and memorable experience.



This Next fest was our first opportunity to present the game and get genuine reactions to the concept and the current alpha game itself. We were excited and scared at the same time, but looks like many of you would like to play something like this. The road we have ahead is a steep one, but on our end, challenge accepted!

We're especially thankful to everyone who played and sent their feedback, either on Steam community forums, Discord or in any other way. This alpha is not perfect, not by a long shot. Apologies to everyone who couldn't properly playtest Kaiserpunk due to technical issues or bugs. We're sorry you didn't get the proper chance this time.

Regarding feedback and the first impressions themselves: YOU'RE BEING HEARD LOUD AND CLEAR! Every bug is noted, every suggestion written down. We've pushed 5 updates to the demo during Next Fest and we tried to mend everything possible as quickly as possible, in order to allow as many as possible of you to play. Unfortunately we couldn't get to everything in time (or the fix itself needed more extensive interventions), but we will address everything you've raised as issues.

At this time, hardware requirements and optimization looks to be the culprit that prevented many of you to properly test the game. We are fully aware of that and for that reason, this is put to the highest priority. We already started several parallel steps to reduce hardware demands and expand the amount of configurations where the game will run nicely.

The next step is to iron out all the bugs and weird gameplay details you've reported. Every single log you've provided us will be hugely helpful here.

Lastly, we'll continue to work on the remaining content that needs to be added (and there is a fair amount of that as you've probably noticed). Important to note here is that this plan will now, as a result of your feedback, be amended and expanded. You told us what you'd like to see in the game, which parts you find great and which should be improved. All of that will be on the table now, and whatever matches the concept of the game, can help the game and/or is feasible for us to create, will be discussed seriously.

Once again a big thanks to everyone participating in first live playsessions of Kaiserpunk. Every minute you've spent in it will help us create an experience you'll hopefully be happy to try again and again as it matures.

Overseer Games

Words aren't enough, but THANK YOU!

Greetings Governors!


After a wild week of Next fest (at least for us), it's time to share some conclusions. First of all, we'd like to say a big THANK YOU for everyone that wishlisted Kaiserpunk. You pushed our game over 100.000 wishlists at the moment, and that is an amazing moment for all of us. But that vote of confidence also means it's on us now to deliver, and that is exactly the plan!

Another awesome thing is that Kaiserpunk was among most played demos during Next fest! We're positive that means most of you like the hybrid concept we're working on and most of you feel there is good potential here. Our job is to craft that potential into fun and memorable experience.



This Next fest was our first opportunity to present the game and get genuine reactions to concept and current alpha game itself. We were excited and scared at the same time, but looks like many of you would like to play something like this. Road we have ahead is a steep one, but on our end challenge accepted!

We're specially thankful to everyone that played and send their feedback, either on Steam community foums, Discord or any other way. This alpha is not perfect, not by a long shot. Apologies to everyone that couldn't properly playtest Kaiserpunk due to technical issues or bugs. We're sorry you didn't get the proper chance this time.

Regarding feedback and first impressions themselves: YOU'RE BEING HEARD LOUD AND CLEAR! Every bug is noted, every suggestion written down. We've pushed 5 updates to demo during Next Fest and we tried to mend everything possible at a short timeline, in order to allow as many of you to play as possible. Unfortunately we couldn't get to everything in time (or fix itself needed more extensive interventions), but we will address everything you've raised as issues.

At this time, hardware requirements and optimization looks to be the culprit that prevented many of you to properly test the game. We are fully aware of that and for that reason, this is put to the highest priority. We already started several parallel steps to reduce hardware demands and expand the amount of configurations where game will run nicely.

Next step is to iron out all the bugs and weird gameplay details you've reported. Every single log you've provided us will be hugely helpful here.

Lastly, we'll continue to work on remaining content that needs to be added (and there is fair amount of that as you've probably noticed). Important to note here is that this plan will now, as a result of your feedback, be amended and expanded. You told us what you'd like to see in the game, which parts you find great and which should be improved. All of that will be on the table now, and whatever matches concept of the game, can help the game and/or is feasible for us to create, will be discussed seriously.

Once again big thanks to everyone participating in first live playsessions of Kaiserpunk. Every minute you've spend in it will help us create an experience you'll hopefully be happy to try again and again as it matures.

Overseer Games

Demo update No.5 is live!

Hello everyone!


Time for another update! This time we have a bundle of bug fixes with UI improvements. Performance issues that some of you reported are being worked at, we are pursuing a few simultaneous avenues here and that will be significantly improved but we can’t make it all in a day or two. Thanks to your logs, main bottleneck is identified and there is a good way to make huge gains here, we’ll just need a bit of time to make and test the necessary changes.

For now, these are tweaks, fixes ad improvements from for today:

CHANGELOG
  • Keybinding the move left now no longer bings to move right -_-
  • Tweaked a number of UI elements to properly anchor on screen and not disappear when using a 16:10 resolution
  • Tweaked a number of UI labels to auto-resize if needed in localized versions
  • Added a bunch of missing localization lines. We add them as the come ;).
  • Fixed a number of localization errors


Enjoy last two days of Next Fest!