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Kaiserpunk News

First demo update is served!

Good day Governors!


You've jumped to early demo access vigorously, and tried to break the game in a variety of ways. Thank you for that, as well as for fantastic feedback!

Now it's our turn - first update to existing demo of Kaiserpunk is here! We've tried to resolve and iron out as many issues as we could in two days. Hopefully this update will allow you to continue playing the game and enhance your experience. And we'll head immediately to assembling next update, at least until some of you find new creative ways to break the demo.

Thank you for playing Kaiserpunk demo, and keep spamming us with feedback! We won't complain as long as that benefits the game ːsteamhappyː

CHANGELOG
  • fixed army figurine in move animation whilst standing in place
  • fixed navy regions discovery mechanic
  • fixed navy armies being able to participate in battle during cooldown
  • fixed showing armies from undiscovered regions
  • improved camera movement in local world
  • disabled camera clipping through terrain
  • fixed minimap not updating after finishing salvage
  • fixed initial color of the salvage markers once they’re activated
  • oil pumps can now be properly placed on oil deposits
  • made a number of tweaks to the UI to accommodate word length in non-English languages
  • action hints (header) now properly ‘moves' with the entire header (extended and minimized)
  • fixed a number of issues with the Local hideout story (and related stories) that could prevent it from continuing or resolving
  • Cotton field can now be built as intended
  • Oil pumps can now be built on oil deposits as intended


Govern successfully!

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

The strategy genre has blossomed in recent years with ever more imaginative takes on what being a strategy game means. Upcoming city builder and grand strategy mashup Kaiserpunk is creating something completely new by mixing together the best concepts from several strategy subgenres. What's more, it has a brand new demo you can play for free. So if you want to stretch your strategy wings, now's the time.


Read the rest of the story...


RELATED LINKS:

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

Change World War history in this new city-building grand strategy game

Kaiserpunk free demo is here!

Hello new Governors!


The day we've been anxiously waiting for in here – Kaiserpunk demo version is now available to everyone!

You are all invited to download the free demo and give it a try! We'd really love to hear your thoughts and feedback. Kaiserpunk is pretty unique in many aspects, so best reference point for future development will be your honest reactions. As the game includes features from two genres – city builder & grand strategy, we'd be happy to hear what you think on both. Our effort was aimed at allowing demo to span long enough to open up, at least to a degree, access to features from both genres. Let us know how you like it, what is good or what could be better.



As lines of communication you can use Steam community forums directly, or reach us on our socials:

DISCORD: https://discord.gg/QYfASavwuK

X: https://x.com/Overseer_Games

REDDIT: https://www.reddit.com/r/Kaiserpunk/

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


We've been working really tirelessly for the last few months at assembling this demo. It's currently in alpha stage, so please accept our apologies about possible bugs or missing features. Aim was to include your direct experience as soon as possible and gather enough information to set priorities in remaining development time. Due to its hybrid concept, Kaiserpunk is an undiscovered country for us too, but it is a type of game we wanted to create for a long time: a creative city building experience that will allow players to also export their success to a global stage and reshape the history in a better way.

What to expect from demo?


Current demo version of Kaiserpunk is limited at 4 hours of gameplay in a single playsession. You can, though, start as many new games as you'd like. So, if you want to try out different styles of play, you can. Perhaps you want to restrict yourself to your own starting region and build yourself up to be the envy or everyone…or you want to go bananas and equip a strong military to stretch your influence by shere might?



Demo includes big portion of city building part of the game: city building mechanics, tier 1 & tier 2 buildings, starting heritage selection, resource management, a lot of production chains, military production and army creation, various ingame stories with branching possibilities, population system, functional save & load… This element of game will be familiar to majority of players, especially people well versed in Anno games. On grand strategy part of game, demo includes access to world regions via global map, creation and deployment of multiple armies, attacking and conquering hostile territories, defending and building improvements to controlled regions, adversary regions AI etc…

What's still missing?


Given the current development state of Kaiserpunk, there are still a lot to add ofcourse. Keep in mind that adding these features (and some of them are big ones), will also require a revamping and upgrades to many already existing features. In the future you can expect fully developed starting options – choice between manually crafted map and generated maps, then multiple different biomes, addition of the entire trading and diplomacy systems, highly upgraded AI for enemies, more detailed management of occupied/controlled regions, longer and detailed stories, many more events, upgraded combat system, al remaining tiers of buildings etc…

How to play current Kaiserpunk demo?


That is pretty complicated thing to elaborate, because Kaiserpunk is an open type game. We tried to make as little restrictions as possible, but that also means there are countless ways you can achieve success (or fail).
Some of the general good practices would include careful thinking about moves you're planning. We don't advise rushing ahead carelessly. If you're about to embark on a conquest spree, make sure you have a strategic plan in place. Prepare your armies, ensure proper logistics and reinforcements, and most important of all – have a plan what to do with a region once you seize it. Mindless charging might bring you combat victories, but conquered territories can become a social and economic burden if you don't manage them properly after battle is over.
Your city is the main HQ of your success. Tend to it carefully and make it the most successful it can be. That will spill over to global success later on.
Current demo has a tutorial, hints and the entire encyclopedia divided into topics. Follow them if you need any additional information or strategic guidance.



In the end


The goal of our entire effort was to deliver a good, engaging and fun experience. Challenge is, in our view, also part of a good gaming experience. Kaiserpunk has all of that, and now needs players to bring it alive. Ofcourse it also needs a lot of work too, but that will come one way or the other. For now, just download it, have fun and try to imagine where the game will be once everything planned is finished. Every piece of feedback and every suggestion will help us get there easier, or possibly with a few more cool pieces to it ːsteamhappyː

Enjoy Kaiserpunk and if you like where it's going, FOLLOW the game and put it to your WISHLIST!
Overseer Games

Stories in Kaiserpunk

Greetings future Governors!


In many previous instances we've mentioned something called „Stories“ in Kaiserpunk. Since then, we've received a lot of questions regarding them – what they are, what purpose they have and how they are supposed to function at all?

I know, I know – the word „stories“ might sound like something small or simply attached to specific isolated parts of the game as spice. Well, that's not the case in Kaiserpunk, and in this dev blog we'll explain everything in more detail.



The usual recipe


The majority of city builders add a couple of standard features to expand the gameplay and provide additional backstory – localized events like disasters and expeditions to cover a wider scope of events beyond your immediate surroundings. And that works pretty well in most cases. This mechanics fits well into the city-building genre and offers a good number of possibilities while not damaging the expected flow of gameplay. Heck, we've used it ourselves in previous games too, nothing to be shy about. What's wrong with shattering complacency of your city by throwing in a fire or two, hurdling a tornado or destroying crops with pests? Hey, it keeps you vigilant and tests the preparations you're always doing anyways ːsteamhappyː .

With Kaiserpunk though, our plans went further, much further. The basic idea of events, disasters & expeditions is still here, but they are now combined into a much more evolved system that includes multiple branching storylines, player decision making and much more.

What do stories look like?


That depends on what kind of a story you encounter, but in the majority of cases, they will appear as a random event triggered by something (and they can be triggered by many possible reasons – something you've done, something you've missed doing, something you've come across, something happening on the global stage, some development stage you've reached…). Usually, you'll have a cutscene followed by a small conversation that asks players to make a decision on how to react. On the surface, this might seem benign, but the trick is – it can snowball into a long multi-stage event that spans in-game months or years.

One decision will require another and so on. In the end, a seemingly insignificant event can trigger major things years down the road. And it is possible to realize a perfect decision you've made early in the game turns out to be the worst one you could have made. Every decision you've made at any stage of an event will be remembered and the final outcome will be very hard to predict. We believe that will be one of the main appeals of stories.

Bear in mind that we also didn't want to warn players in advance what stories are „important“ and what are just short local events. You'll never know in what direction a story can go, so you'll need to be careful not to easily dismiss any of them without giving it at least some thought. To make things even “worse”, a lot of times we won’t be able to know how a story will work out either, which, in our minds, make this even more appealing.



An example or two


• An event occurs in your city. It is clearly marked and ready for your attention.
• Starting the event initiates a short cutscene to set the stage. A small group of malcontents are
gathering in the streets, demanding you reduce taxes.
• You can decide to cave in and agree to their demands or you can instruct your police to clear
them out.
• The event, it seems, is over no matter what you choose to do, but let’s say you decided to stand
your ground.

• Fast forward a couple of in-game weeks and a fire breaks out in one of your factories. The fire
causes a chain reaction, and the factory goes up in a nice vibrant explosion. While your firemen
are rummaging through the ruins, they find evidence that the fire was intentional. The police are
instructed to investigate further.
• After a bit of time, the investigation manages to link the fire to that same group of malcontents
you dissed weeks ago. This opens another avenue where you can send your stationed military to
break the group up in their holdout. More destruction is likely.

Now let’s imagine you take the other route and give the malcontents what they requested:

• You seemingly resolve the situation at the expense of your city income, but it’s nothing you can’t
handle.
• After several weeks, the malcontents are back with further demands. And let’s say you give in
again.
• After more time, they’re back again at which point you’ve had enough and instruct the police to
disperse them.
• This time there is no fire, no explosion. This time, the malcontents break into your depot, steal a
bunch of rifles that you’ve had produced for a new army unit, and they leave your city (reduces
population).
• After a short while, you’re notified that the malcontents have reached a nearby region and joined
the locals, strengthening the region garrison.

The above is a very short example. We’ve created an entire system and tools to craft these stories. The real stories will be an intricate web of branching storylines playing out depending on your direct choices (as shown in the above example), your actions in the game (what you do, what you build and when) and other factors (changes on the global map).



Or how about this one, one less guided:

• You’ve planned on expanding a certain part of your production and, since you’re not a newb
governor, you’ve made sure to have the needed workforce ready to go. The housing is done,
they’ve come to your city, eager to start earning their wages.
• Unfortunately, you’ve overspent a bit and you’re strapped for cash at the moment, so your plans
are kind of falling through. … You still have all those unemployed Manufacturers in your capital.

Sure, they’re content for now, but soon they’ll start asking the difficult questions.

• In this scenario, you’re not offered a direct choice via a dialogue. Instead the game will simply wait
for you to do what you wish.

Option A: Start building any production facilities to reduce the unemployment rate. It’s
a method
quite known to some, more centralized regimes in history. We’ll leave you to judge how that pans
out. It could work… or it could fail miserably. You might win big, or you might go bankrupt even
faster. And bankruptcy is not something that people like.

Option B: Demolish some housing and in that way force some of the residents to leave.
It’s brutal,
but effective. You’ve taken care of unemployment, but you’ve also possibly riled up a big angry
mob ready to show you who’s going to leave the city.

Option C: The Army can always use new muscle. Assemble new army units or entire
new armies.

Even if you don’t intend to go on a bloody campaign of conquest, you’ll reduce unemployment. Again, it might work out nicely. Sure, you’ll spend a lot of resources to supply your troops, but you’ve had a lot of supplies in the warehouse anyway, so you can handle it for awhile. But… are you really sure the other global actors will look at you amassing armies and think don’t worry, he's taking care of unemployment, or will they go more along the lines of oh crap… They’re gonna attack us. We should attack first! Yeah… both, and more, can easily happen.

Option D: Do as the politicians usually do: ignore the issue, hoping it will go away. As
said earlier:
not making a choice is still a choice and the game will react. Unemployment can lead to crime,
crime can lead to unrest, unrest can lead to rebellion, rebellion can lead to your head on a pike.
Emphasis is on can, not will 😉.

The point of the second example is to show / describe to you that choice don’t have to be made by clicking on a literal choice. It’s not a multiple answer quiz. Stories evolve whatever you do, even nothing.

What is the purpose of stories in Kaiserpunk?


When discussing the main purpose of stories, it is important to observe them as a whole. They all have the same set of functions, even if they come in different versions – longer, shorter, more or less complex, some with a big impact on gameplay while others only have a limited impact. Each story is bringing a little (or more) something in the following areas:

• Increases replayability (due to the number of variables impacting more complex stories, it will be
very hard to repeat the same events, decisions and outcome more than once)
• Adding depth to the experience, since stories react to what you do
• Helping better describe the setting and world of Kaiserpunk
• Increasing immersion
• Giving players multiple choices and more direct control over various events
• Sometimes they have a direct impact on a situation and stability of your city/state

Besides the clear tangible goals stated above, there is another, a bit less simple to describe – creating a sensation of control and governance. Kaiserpunk is a game of strategy and control, both on the local city level and the global world stage. We don't intend to give players micromanagement tasks, but their job will be to oversee everything from „top dog“ perspective. Difficult situations will require your decisions – instructions what you want done.

The same goes for global decisions – you'll react to the changing world by ordering a course of action (similar to what you do on global map in military terms). The responsibility for every decision lays on you alone. Will you attack someone and try beating them into submission, will you direct your state towards military dictatorship or modern peaceful society and economy powerhouse? That is the golden standard in Kaiserpunk and the main mindset we want to create with players. Stories will work to emphasize this mindset as well – you're the decision maker, you reap the rewards of wise choices or try countering the aftermath of bad ones.

In short – you hold the power, but making potentially life changing choices is not easy and you don’t have a crystal ball and the power to divine the future. After playing Kaiserpunk, you might reconsider your childhood desire to be the King one day ːsteamhappyː



Some final thoughts


I've left one final moral dilemma for the very end. By now, you're all aware that the real world isn't black and white. Stories in Kaiserpunk will make this reality also abundantly clear. At times, you'll have an easy task recognizing what course of action will be „good one“ and which one will be a „bad one“. However, as stories branch out and take new twists, a „good choice“ can turn out to be the opposite of it. Your burden is to accept the consequences and try to adapt to whatever happens. In extreme cases, you might encounter a story that seemingly doesn't have a positive choice at all, only a series of bad ones. But even in that case, the choice must be made and you are the one making it. Even not making a choice is making a choice. Do the best you can, be ready to adapt and remain vigilant at any incoming consequences. As wise man once said: „it's not over ‘till it’s over“.

As the master strategist of your people (and possibly neighbors too, if you so choose), you must realize there is no script set in stone for success. Lead, govern, make choices, be bold and decisive. Kaiserpunk probably won't let you be flawless and perfect, but the path to greatness never ends with a single decision. It's a lifelong quest covered with victories and failures. Make sure you have more victories and you should be fine…

Until next one!

Kaiserpunk demo arrives on June 3rd !

Salute commanders!


We are super excited to announce the arrival of Kaiserpunk demo! Some finishing touches are being made as we speak, and you can expect demo version to become available on June 3rd!

Version you'll all get the chance to try out for free won't ofcourse be a fully completed game, it's still work in progress, but we're eager to include your opinions and feedback in the rest of development.



We believe we've completed enough game elements that will allow everyone to clearly understand how our combination of genres will work together. Many of you had so many questions, and we're certain demo will give you a lot of answers. For everything else, feel free to ask us, or share any kind of feedback with us via Steam forums, Discord, X or any other line of communication.

As for us, I'll be the first to say we're excited, anxious, happy and frightened, all at the same time!



If you don't want to miss the chance to test out the demo, feel free to follow and wishlist Kaiserpunk and you'll be notified as soon as demo lands.

Get your general's hat ready and See you soon!!!