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Kaiserpunk News

Hotfix - 1.01.021

[p]Greetings governors, [/p][p]As some of you have reported, there's been some issues around war weariness and peace negotiations where peace has been very difficult to reach with the AI in some cases. [/p][p][/p][p]We decided to look into this in particular and have made some changes to help improve this while we're still working on our long term warfare changes. We hope this helps as you'll be able to reach a peace agreement with the AI much easier and suffer a little less negative effects of war weariness. [/p][p][/p][p] - The Overseer Team [/p][p][/p][h3]Changelog 1.01.021[/h3]
  • [p]Reduced the impact of war weariness on overall morale[/p]
  • [p]Reduced the amount of resources needed to achieve a peace treaty in general[/p]
  • [p]Baseline values for resources needed to achieve peace are gradually reduced over time, [/p]
    • [p]Simulates war weariness on the AI side. [/p]
  • [p]There is no longer a minimum duration before the AI is willing to negotiate peace after a war has started. [/p]

Patch 1.01.020 - Holiday Performance Update

[p][/p][p]Season’s greetings, Governors! [/p][p]As mentioned in our latest dev log, we had one more update planned before the holidays - and here it is. While we continue work on the larger warfare updates, we’ve also managed to implement some significant optimizations. These should result in performance improvements across the board, with especially noticeable gains in larger cities and on higher-spec hardware. For players with lower spec hardware, the impact of lowering Texture Quality settings will now make a bigger difference and might also help prevent stability issues in some cases. 
[/p][p]There are also a number of additional fixes and changes included in this patch. Notable highlights include a new infoview filter that highlights buildings' condition showing if it’s damaged - something that’s been widely requested by the community. We’ve also reduced deployment times for all military units, as well as decreased the cooldown for naval units by 50%.
[/p][p]Finally, we’ve added new layout options for all basic utility buildings. These allow you to change where the entrance is located within the 2×2 footprint, making it easier to fit them snugly into your sprawling cities. [/p][p][/p][p]As the holiday is upon us we’d like to wish you all a Merry Christmas and a Happy New Year. To celebrate a little extra we’ve created our very own rendition of Silent Night to get you all in the holiday spirit and give you an alternative to the written changelog.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]We wish you all a happy Holiday! [/p][p]- The Overseer Team[/p][p][/p][p][/p][h3]Changelog[/h3]
  • [p]Multiple performance improvements[/p]
    • [p]Should be especially notable on higher spec machines[/p]
    • [p]Day/Night emissive lights on building windows reworked[/p]
    • [p]Lowering settings on Texture Quality now has a greater impact on GPU memory usage and should greatly improve experience for players with lower spec hardware[/p]
    • [p]Building retexturing and remodeling for improved performance and greater level of quality[/p]
    • [p]Reduced draw calls on buildings for reduced GPU workload[/p]
    • [p]Overhauled the number of individual (sub)objects each building is made of to reduce CPU workload[/p]
    • [p]Greatly optimized shadows rendering[/p]
    • [p]Multiple changes to terrain to improve performance[/p]
    • [p]Optimized water shader[/p]
    • [p]Rebalanced LOD levels for both better visuals and performance[/p]
    • [p]Assets in blueprint mode heavily optimized[/p]
    • [p]Improved the responsiveness when placing or copying buildings[/p]
  • [p]Added a new infoview filter under Services named “Condition” that highlights inoperable buildings[/p]
  • [p]Navy unit cooldown reduced by 50%[/p]
  • [p]Base deployment time for all military units reduced by 50%[/p]
  • [p]Fixed multiple minor tooltip issues[/p]
  • [p]Fixed an issue where the Production Overview button wouldn’t register the first click and you’d need to click it again[/p]
  • [p]Fixed a few cases of missing strings[/p]
  • [p]Multiple translation fixes for all languages including a few cases where strings would show up in English instead of the language chosen.[/p]
  • [p]Icons over buildings indicating building issues have been enlarged. [/p]
  • [p]Road tooltips now show all cost and upkeep uniformly[/p]
  • [p]Both Asphalt and Concrete roads now have a Cash cost in addition to their upkeep.[/p]
  • [p]Camera move speed option can now be increased higher than +200%[/p]
  • [p]Tooltip added to the Withdraw option in the Combat HUD[/p]
  • [p]Additional layout options for basic utility buildings (alternating which side the entrance is on. This applies to the following buildings: [/p]
    • [p]Windmill[/p]
    • [p]Water Tower[/p]
    • [p]Large Water Tower[/p]
    • [p]Power Substation[/p]
    • [p]Large Power Station. [/p]
  • [p]The Prison now requires 15m3 water to operate[/p]
  • [p]The last button in the New Game flow now says “Start New Game” instead of “Continue” so players know that the game will load past this stage. [/p]
  • [p]The full screen Stock Overview Panel is renamed to “Inventory” to help distinguish it from the small Resource Overview Panel accessed through the City Builder HUD. [/p]
  • [p]UI can now be toggled on/off using the ‘F1’ key for the ability to capture scenic screenshots or videos[/p]
    • [p]While this has been tested, please use caution as it might still cause unexpected issues under potential edge cases[/p]

Dev Diary 16 - Warfare & The Future

[p]Hi everyone,[/p][p]It’s been over half a year since the release of Kaiserpunk, and in that time we’ve released eight larger patches and updates, along with a throng of smaller ones. It all feels like it happened in the blink of an eye - and over a lifetime, all at once. While we’re continuing to work on the game, we wanted to share some of the bigger updates on the horizon. [/p][p][/p][p][/p][p]This is just the beginning for Kaiserpunk. As we’ve said many times before, we're fully committed to Kaiserpunk and its continued development. We’ve already been working on it for almost four years, and we want to make it the best it can possibly be. 
[/p][p]My name is Danijel Mihokovic, lead designer on Kaiserpunk, and today I want to walk you through some exciting things that are coming in the future. When developing Kaiserpunk, we drew  inspiration from both city builders and strategy games such as SimCity, Anno, Cities Skylines, Civilization and The Settlers to create an innovative blend that allows you to move seamlessly between city building and combat on the war map. Combined with the alternate-history setting, we feel we’ve managed to capture the essence of a grand city builder: one central capital to micromanage, complemented by a large world map - characteristic of the interbellum era.
[/p][p]However, after listening to your feedback, we realized we wanted to further evolve the warfare aspect. Certain design choices limited our ability to reflect how warfare would have been conducted during this era, so this has become an important priority for us - to ensure Kaiserpunk embodies our vision of a grand city builder even more strongly.[/p][p][/p][h3]Warfare[/h3][p]There are many reasons for improving warfare. We initially considered making numerous small adjustments across different areas - mostly based on your feedback - but it still didn’t feel quite right. So, we made the tough decision to redo large parts of the warfare system and do it properly.[/p][p][/p][p][/p][p]The global view of warfare will remain. You'll still act as the “commander-in-chief,” giving large-scale orders, but one aspect of the era (or what we imagine would be an aspect in this alternate history) that we didn’t fully capture is the grueling nature and attrition of war. World War I was characterized by static battlefronts. World War II was less so, but the idea of battle lines and defense lines that shifted gradually - based on growing manpower and supplies - was still very present. Frontlines didn’t change overnight; they required preparation, time, and a well-thought-out strategy, not a gung-ho “let’s wing it” approach.[/p][p][/p][p]This means one of our priorities is to give you deeper insight into the actual battles and more ways to maximize the potential of the economies and industrial capacity you’ve built. In addition to the major changes coming to the warfare layer, we also plan to give you more direct control over organization and logistics within your capital cities. [/p][p][/p][p]While we’re already well underway, this work will take time. We want to complete it as soon as possible, but we also need to move carefully. These changes have several knock-on effects we must consider. Although warfare gameplay is our main focus, the updates will also impact other systems such as AI and Resource Management. Since Kaiserpunk is a highly systems-driven game, adjusting one part - like how Resource Management functions - can influence other aspects, such as logistical demands on your depots or access to raw ore on the city map. As you can imagine, this creates ripples across gameplay, leading to additional work and considerations. That’s why we need to map everything out thoroughly to ensure the entire game benefits from these updates. At the same time, we’re keeping the scope focused so that improvements reach you sooner rather than later.[/p][p]
[/p][p]What do you think about the ideas behind the updated warfare system? What are your thoughts and wishes? Your input is incredibly valuable and helps us strengthen the core fantasy of the game. We’ll be sharing more details about the upcoming changes as development continues, so you can expect more dev logs on this topic.[/p][h3]
Other Updates[/h3][p]Even though our main focus is shifting from frequent updates to longer-term improvements to the warfare system between releases, we still want to ensure other parts of the game continue to improve and that existing issues are addressed. This means we’ll keep releasing updates with QoL improvements, UI enhancements, and bugfixes, though their size and frequency may vary. But it certainly won’t be quiet on the update front, as you’ve already seen with the last two updates. 
[/p][p]We’ll be releasing another game update before the holidays, and we’ll continue sharing dev logs about our progress, revealing more details about what’s coming and what’s changing along the way. Until then, thank you for your continued support - we hope you’ll stay with us as we take these next exciting steps forward. 

All the best [/p][p]- The Overseer Team[/p]

Hotfix - 1.01.017

[p]Greetings governors,
We have a small hotfix for you today. Do let us know if you encounter any issues. We'll continue to monitor and make sure the latest patch is in a good condition.

- The Overseer Team [/p][p][/p][h3]Changelog 1.01.017[/h3]
  • [p]Fixed an issue where Windmills were excluded from the Electricity services filter in the Infoview[/p]

Patch 1.01.016 - New Infoview Update

[p]Hello all governors! [/p][p]We’ve just fielded another update for you! Thanks to your input and feedback, we’re bringing some highly requested UI tools and improvements to give you better overview and control while running your city, along with other fixes and quality-of-life improvements. 
[/p][p]We’re also working on bigger changes in the background, but we know how important it’s been for many of you to navigate more easily, we also want to make sure regular fixes and improvements keep coming your way, based on your feedback.  [/p][p][/p][h3]New Infoview
[/h3][p]The highlight of this update is a new Infoview feature that helps you navigate your cities more easily - especially useful as they grow larger. The infoview is available in the bottom right part of the HUD and allows you to toggle between different filters to more easily find certain building types, filter services based on city needs, and show various service coverage layers.
[/p][p][/p][p]For example, if you want to see the water coverage in your city, you’ll be able to view all water production or distribution buildings highlighted. In addition, any buildings that require water to function will also show up indicating if their needs are being met.[/p][p][/p][p][/p][p]Or you might need to find a specific type of building, such as all your technicians’ houses. By choosing this filter, it will highlight all technicians buildings around your city, making them easy to find. 
[/p][p]We hope you find this new tool useful, and we look forward to continuing our work on Kaiserpunk. There are more fixes and improvements in this update, and you can see the full changelog below. [/p][h3]
GeForce NOW[/h3][p]Good news for those interested in GeForce NOW - we’re finally managed to look into enabling it to support Steam's Cloud Play feature. So, for those who prefer to stream Kaiserpunk that way, you’re able to do so. Thanks to those of you who raised this, it’s because of you we decided to look into it.
[/p][h3]Games From Croatia 2025[/h3][p]This week also begins the Games From Croatia 2025 event on steam. As proud Croatian developers, we’re happy to be part and celebrate the amazing games coming out of our country. 🥳 [/p][p][/p][p]- Overseer over and out[/p][p][/p][h3]Full changelog - 1.01.016 [/h3]
  • [p]New Infoview feature added with multiple filters available: [/p]
    • [p]Available in HUD, keybind ‘H’[/p]
    • [p]Enables multiple filters for services and their coverage[/p]
    • [p]Enables filters for all buildings making them easier to locate[/p]
  • [p]Building Overview Panel Filter updated for easier navigation[/p]
    • [p]Now lists building names in addition to icons[/p]
    • [p]You can also toggle all on/off[/p]
  • [p]GeForce Now enabled for Steam Cloud Play[/p]
  • [p]Tooltips added to Building Overview Panel headers [/p]
  • [p]Temporarily removed the Decadence event until it can be worked on properly[/p]
  • [p]Adjusted negative effects of most other events and increased likelihood of positive outcomes[/p]
  • [p]Link to official wiki added to in-game HUD[/p]
  • [p]Multiple localization and terminology issues fixed[/p]
  • [p]Fixed several resource tooltip errors to give players the correct information: [/p]
    • [p]Grain tooltip now correctly lists Ale[/p]
    • [p]Plastic tooltip no longer lists Rubber[/p]
    • [p]Cash tooltip clarified that cash comes from Trade Buildings[/p]
    • [p]Cash tooltip no longer claims trade deals can provide cash[/p]
    • [p]Updated Trade Building tooltips to help clarify the difference between them[/p]
  • [p]Production Chain Selector panel can now be manually moved around[/p]