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Kaiserpunk News

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!

June 12 Livestream

If you missed our first livestream, worry not! Join us again on Wednesday, June 12 for another exciting playthrough of Kaiserpunk at the Steam Next Fest. Discover new strategies and gameplay features as we continue to navigate this grand strategy and city-building adventure.

🛠️ Event Details:

Date: Wednesday, June 12
Time: 6 PM CEST
Where: Steam Next Fest Livestream
Engage with the development team, ask questions, and get a closer look at the unique mechanics that make Kaiserpunk a must-play game this year. See how your choices can alter the course of history in this immersive alternate 20th century.

🔗 Follow us on Steam and join us for an interactive session. Be part of the community shaping the future of Kaiserpunk!

June 10 Livestream

Get ready to dive into the world of Kaiserpunk during Steam's Next Fest! 🌍 This highly anticipated city-builder and grand strategy hybrid will be showcased live on Monday, June 10. Witness the first-ever public demo as we explore the intricacies of building and managing your city-state in an alternate 20th century.

🛠️ Event Details:

Date: Monday, June 10
Time: 10 PM CEST
Where: Steam Next Fest Livestream

Experience the thrill of Kaiserpunk's robust city-building mechanics, strategic military conquests, and dynamic resource management. Don't miss your chance to see how every decision shapes the fate of your city-state and the world!

🔗 Follow us on Steam to stay updated and join the livestream. Let's reshape history together!

Fourth demo update, let’s get ready for Next Fest!

Welcome future Governors!


Just before start of Next Fest, we’ve completed another, fourth update to demo. Like previous ones, this one focuses on correcting a few issues that bothered you and complicated your playsessions.

As highlights of today’s update, we have an updated road - to - buildings connectivity, resolution of bug that sometimes caused loading to get stuck, new localization updates and new language etc…

Big thanks to everyone that played the demo last week – you’ve helped us iron it out as much as possible at this moment.

Btw - don't miss our event during Steam Next Fest, tonight at 10 PM CEST.



CHANGELOG
  • Fixed buildings not recognizing their connectivity to the town center bug
  • Fixed tractor animations on GrainField buildings
  • Fixed an issue that would cause the game to crash on loading, after most of the salvage on the city map was done
  • Added Swedish localization
  • Fixed a number of errors in the localized texts
  • fixed several errors with local traffic on some of the new building models


We will continue to monitor all the feedback during Next Fest and prepare updates to current version as well as lay the groundwork for more extensive upgrades that will come later as development continues (mainly heavier optimizations that need a bit more time).
Meanwhile – enjoy Next Fest, there will be plenty of awesome games showcased there. Make your selection and let’s celebrate games!


Have fun!