About the Game
Build your city, forge your empire, and conquer the world in Kaiserpunk, the Grand City Builder set in an alternative history from 1918 to 1945 – the 'Interbellum Era'. After WWI, city-states rise from the ashes, each vying for dominance.
As a ruler, you'll manage your city, drive its industrialization, and build a military across land, sea, and air to conquer rivals or defend your territory. With deep production focused city building and warfare on a global scale, the way you develop your city will determine your ability to dominate.
Grand City Building in an Alternative 20th Century
Shape your city from the ground up. Build housing, set up logistics, establish industry, provide public services and connect your city. From simple zeppelins to mighty bombers, new technology unlocks over 90 buildings and many different upgrades based on how you build your city. Keep the morale of the citizens high, ensure they’re employed, and have them contribute to the economy as your 20th-century metropolis rises to greatness.
Be a Captain of Industry
From trees to newspapers and ore to bullets, your city's industries must run efficiently—and it's up to you to make it happen.
Fine-tune your economy, trade, and manage over 90 deep, interconnected production chains to meet the demands of your growing empire. Set up efficient logistics and ensure your goods reach the right destinations, even experienced armies lacking supplies will get you nowhere.
Warfare on a Global Scale
As your city-state rises from the ashes of the Great War, you’ll encounter other emerging city-states, each vying for power. Will you forge alliances or seize dominance through open conflict with your rivals?
With 100 different regions to conquer, choose your strategies and harness your resources to wage war across land, sea, and air—expanding the influence of your great empire.
Screenshots
17 imagesVersion Information
Steam Patch Notes
Official update history
- Effective radius of the fire station now properly follows the fire station when moving it
- Ordering a commander to join a division that is not in the same region, now properly merges the commander into the division, as intended. You don't have to click twice.
- With the help of General Curmudgeon, found another situation where your division could vanish into thin air after winning a battle. This no longer happens.
Happy governing!
1.05.019 Changelog
\ Effective radius of the firestation now properly follows the firestation when moving it
FIXED] Ordering a commander to join a division that is not in the same region, now properly merges the commander into tje division, as intended. You don't have to click twice.
Hi everyone,
Today we have a new patch for you. This one touches on a number of issues that has been reported. Primarily some performance fixes to avoid stuttering issues, some problems related to commanders, localization and the tutorial. It also includes a fix to fire trucks getting stuck outside of fire stations under certain circumstances.
We hope this helps improve the Kaiserpunk experience for you and you can expect more fixes and improvements to come.
Happy gaming!
- The Overseer Team
Changelog - 1.05.018
\ Clicking a front, border or region next to a stack of units no longer gets taken as "cycle to the next unit in the stack". Orders such as sending a commander to join a front now go through properly.
Re-clicking a stack still cycles through it, but only when the click actually lands on one of the stacked units.
\ A commander who joins a front or a division no longer stays selected without a figurine. Before, they took over every later click and the commander panel kept reappearing.
\ A commander can no longer be stuck unable to join a front because of a leftover commander slot from an earlier battle.
\ Commander figurines are no longer lost after closing the front view, which left commanders selectable but invisible.
\ An issue in Tutorial: Chapter 2 where the siege of Central Europe no longer freezes at 0% when you continue through the dialogue before your division arrives. "Watch the siege resolve" now plays out as intended.
\ Several tutorial steps now set front progress, move the camera and open the frontline as intended. A formatting error in these steps meant several of their commands were being skipped.
\ A stutter issue that would occur evvery 1–2 seconds during and after wars:
Battle markers scanning the whole scene every second. Border lookups are now cached, so marker refreshes are effectively free.
Route preview log spam with a division selected. The warning is now silenced by default.
Isolated wars were being retried forever. They're now cleared on peace and dropped once the normal land route applies.
\ Firetrucks no longer get stuck jiggling on the road tile in front of their station at 1× and 2× speed.
\ Paused Fire stations no longer have an impact on fire risk in their area of effect.
\ When a fleet with a carrier and its squadrons fought a naval battle, the surviving units were spread evenly across every division afterwards, regardless of type. The fleet ended up holding the bombers and fighters, which could no longer be seen or used for air missions, while the squadrons were handed battleships. Survivors now return to the division they came from, so planes go back to their squadrons and ships back to the fleet. Fleets already affected can be repaired by splitting the planes out and transferring them back to the carrier.
\ With a squadron selected, hovering near an active front usually showed "Strategic Strike" even though clicking there would order Front Support. The tooltip treated any enemy region as a strike target and ignored active fronts, range and discovery, and two tooltip sources fought over the label. The tooltip, cursor and highlighted marker now always show the same mission a click would order, and marker tooltips use proper region names.
\ War declarations, front, and diplomatic notifications no longer pop up over the "Tutorial Complete" window; the game is now fully paused behind it instead.
\ Reaching maximum Military, Trading or Science relations with a faction showed leftover placeholder text under the faction name. It now shows a proper localized description of the new partnership.
Notifications also wait while any confirmation popup is open instead of stacking on top of it.
\ Several issues in the loading process related to environment audio that could potentially cause the game to ‘hang’ during loading.
\ A couple of instances related to salvage locations that could cause the game to crash or freeze while saving and/or loading.
\ Sea region names are now properly localized on the Naval victory popup panel.
\ You can now properly change the name of your city/nation during the game and it will get saved as intended.
\ Resource name in the Supply crisis popup is now properly localized.
\ “Understood” button on a number of popup panels is now localized as intended.
\ Several terms in the Military Overview panel were left unlocalized. That is now fixed.
\ During the second tutorial episode, when Mitchell is explaining the mechanics of supply routes, the supply route leading to Central Europe is now properly displayed.
\ You can no longer re-declare war with an independnet region that you're already at war with.
\ When all active frontlines with an independent region "die out", but you haven't breached any of them, the independent region no longer goes back to neutral diplomatic stance.
\ Four Commander traits are now properly localized so their cards are no longer "empty".
\ When merging two divisions where one has a commander, the commander will no longer become detached. It joins in on the fun as it should!
\ Roads built in Western Europe during Tutorial - Chapter 3 are now built instantly, so your supply route are ready before the siege step of the Tutorial.
\ When a battle ends, a commander rejoins a friendly division of the same type stationed in that region instead of standing as a loose figurine on top of it.
\ Commanders without a visible figurine can no longer be selected by clicking.
\ Power substations and Water towers (and their 'Large' siblings) are no longer marked in the Fire Safety infoview, since they cannot catch fire at all.
\ Updated the text of the tutorial in several places to clarify what is asked of the player.
\ During the second Tutorial - Chapter 2, a battalion was spawned in Iberia. It usually ended up on the island in the Mediterranean. It no longer spawns at all to reduce confusion for new players.
\ Fire risk daily increase lowered to 2-10 a day and up to 0.1 to 0.5 if there’s a working Fire Station nearby.
\ From the "Click on the Central Europe region" step until the end of the tutorial, you can only declare war on Central Europe. Declaring war on another region no longer derails the tutorial.
The Declare War button only appears for Central Europe during this stretch.
The restriction never applies outside the tutorial. Quitting the tutorial and starting a new game always clears it.
Hey everyone,
Putting out a hotfix for an issue around fires and their ability to spread in unintended ways. This fix includes a few different changes as the issue arose from multiple factors as opposed to a single bug. Overall this should lower the risk of fire and when a fire breaks out it doesn't have the same knock on effects, making fires much more managble to handle. Appologies to the ones who's had to endure watching their cities burn for no good reason.
1.05.017 Changelog
\ Fire trucks no longer cross the entire city to put out fires. They focus on their own designated area.
\ Fire trucks no longer drive in small circles near the fire station, like morons.
\ When a fire is handled, you receive a town-wide relief on fire risk. Doesn't nullify it completely, just lowers it a bit.
\ Fire risk increase is now much slower when covered by Fire stations
\ Buildings accumulate fire risk at different paces now. Buildings placed together at the same time will not catch fire at the same time.
\ Fire stations are now fireproof
Hello everyone,
We've got another patch today and since the tempo of these have been updated to allow more fixes and testing they're now occuring less frequent than 1-2 times a week and while the Strategic Warfare changes are our focus still, we're not only targetting issues related to Strategic Warfare but looking at the game more as a whole. Thank you again for your invaluable feedback!
- The Overseer Team
Changelog - 1.05.016
\ Production stat to the tooltips for production buildings. Tooltips now show how much the building will produce.
\ Opening a frontline using air squadrons is now a properly valid action.
\ Buildings placed from the City Builder Resource Picker and Production Chain UI now have their production set to the resource selected.
\ Picking a resource in the Production Chain Resource Selector, now properly selects that same resource to be displayed in the production chain panel (on the right).
\ Placing a building by selecting it via the Production Chain Panel, now properly automatically sets whatever was displayed in the Production chain panel as the building’s product output.
\ Independent fleets in ocean regions are no longer undersupplied by default.
\ Adjusted fire risk accumulation within and outside of Fire station coverage.
\ A battlemarker placement error that could cause a battlemarker to appear right over a division figurine causing silly overlaps and inability to select either of them properly.
\ Multiple cases where units or elements on the world map would not be properly picked as shown by the mouse over tooltip.
\ An error that could potentially cause your city to become fireproof. No more fires EVER. The fix is retroactively applied.
\ a text going out of bounds in the frontline view.
\ An issue where destroyed buildings would show a red overlay even after being repaired.
\ Five-Star Governor achievement is now getting triggered as intended.
\ Production Achievements Life of Leisure, Farmboy and Lumberjack now counts output correctly.
\ Numbers can now be manually entered in the Peace negotiations UI of the Diplomacy Panel when adding resources to the Peace Treaty.
\ An issue where houlding down the mousebutton to add higher increments of resources in the Diplomacy Panel didn't always fire consistently.
\ Trade screen no longer gets weird resource UI additions when opening the resource picker.
\ An issue where merging a carrier into another fleet may result in the fleet unit using one of the airplane models.
\ Multiple issues where land units can move onto independent land region instead of attacking it. Divisons can still sometimes cross such territory, but only as a last resort and only visually. All movement rules and limitations are now respected.
\ An issue that resulted in Divisions being deselected in favor of regions even when the player doesn't click on said region.
\ Population Panel not showing the next population milestone correctly.
\ Copy tool now correctly includes building upgrades when being used in Planning Mode.
\ An issue where the FPS Cap setting in the Video Settings was often made unavailable.
Hi everyone, We have another hotfix today. This one mostly focused on a number of different pathfinding issues for navy units. Navy pathfinding should work much better now. This hotfix also resolved the issue of refunds not refunding cash and material properly and a certain issue relating to units duplicating after winning a battle. We're continuing to work through other issues that's been reported.
Thanks again to everyone who's playing Kaiserpunk and sharing your feedback.
1.05.015 Changelog
\ Units no longer get duplicated or N-time multiplied after a battle.
\ Another battle situation that could potentially result in a division going missing after the battle.
\ Roads and railroads on the world map are now properly visible no matter where you are on the world map.
\ Issues where a selected unit would get deselected when moving the cursor away from it.
\ Changed the refund calculation to prevent refunds from getting truncated to 0 value easily
\ Fleets are now forbidden to sail across land, which was originally placed to avoid silly "can't go there" situations, but "sailing" directly across Northern and Southern Arabia was just going too far
\ A nifty li'l flag on navy links to force fleets into using them. This comes especially handy for narrow waterways, cramped coasts and passages that look like land (I'm looking at you Panama canal -_- )
Hey everyone,
Got another hotfix for you today. We've been primarily focused on tracking and improving autosaves based on reports of autosave crashes, it continues to be illusive but we try and eliminate all potential causes we see examples of and will continue to monitor this. This hotfix does fix a bug that might impact autosave crashing, but it's far from the definitive fix. Any information about this improving or not after the hotfix is helpful, especially if you see any difference between the save/load toggle.
Our second focus area are issues around army and navy movements on the world map as well as battles and issues being reported there. This hotfix should help improve both of these too, but we'll continue running our own tests and monitoring reports coming in from you all.
Hotfix Changelog
\ Added more safety checks and changed what base methods are used when saving (Move/Copy/Delete/Replace methods). Hopefully even this will prevent at least some autosave/save crashes.
\ Unlinking a warehouse will no longer cause you to lose the now “excess” resources, but the new limit will be enforced for any new resources coming in.
\ Re-authored roughly half of the borders to reduce geometry spam and reduce the chance of that part bugging out
\ Unloading unused assets can no longer be called twice either at the same time or in a row when saving or loading. While, I doubt this had an impact on crashes, it’s a still a bug in the general “vicinity” of the save/load system
\ Several situations that could potentially lead to division figurines not reappearing after a battle, leaving them in a strange limbo
\ The right-side panel of the battle view is now properly anchored to the… yup… you guessed it… the right side of the screen.
\ Entering the in-game menu while the tutorial panel is open, will now properly restore the tutorial panel when returning to the game view.
\ Removed and/or gated several dev shortcuts accidentally left active. Nothing much could happen, other than confused looks.
\ If any action is assigned to the same keys as the Next/Previous production line on the Production chain info panel, that action will NOT be triggered while the Production chain info panel is opened.
\ Pathfinder can no longer be convinced that going the other way around the globe is "free" as opposed to taking the most direct route
\ Fleets have a much easier job of finding their way to battle on the ‘high seas’. They should only say “negative” when they really can’t find their way.
\ Attacking an ocean region and losing no longer leaves the region in “striped visuals”
\ Air missions now use existing battle markers to position their own activation markers. You no longer click on a marker to send air support to a battle taking place on the other side of the region.
\ Division contextual action tooltips now show what you’d expect. If it says ‘Bombard’, clicking will trigger the Bombard action.
\ Your fleets will stop bombarding a region if you’ve taken it over since they started the shelling.
\ New navy node links to enforce consistency and reduce the chances of a fleet or amphibious battalions getting stuck
\ A number of new landing nodes to enforce consistency and improve pathfinding
\ A few more places to cleanup any existing tooltips lingering on the screen.
\ A temporary toggle in the Save and Load panels (upper right) to toggle between saving in the installation folder and the Users folder. For players who are experiencing crashes when overwriting existing saves, please try turning this option on and let us know if that made a difference. When “Save in Users folder” is ON, saves are no longer stored in the installation folder, but in the Users folder. This is primarily to see if the problem are Windows permissions. If it turns out to be true, then we’ll migrate all saves to the Users folder. If not, the toggle will be removed, so please do NOT activate the toggle unless you’re experiencing the already mentioned save crashes.
\ If by chance a division magically disappears after a battle (but didn’t die), it will just as magically reappear, maybe with just a slight delay. It’s a safety switch until we’re certain all causes of divisions not forming back after a battle are rooted out.
\ Manually authored a bunch of border-related positions to ease up and speed up path resolving, especially on coastal and island regions
Hey all,
Got another hotfix for Strategic Warfare! We're continuing to follow up on pathfinding issues and still trying to figure out why some users are still getting crashes or freezes on their autosaves. It's proving increasingly illusive and we still have zero reproduction cases on our end. We keep following up on every case we come across to try and figure it out.
If you encounter the autosave crash or freeze. Please grab your logs and save files (where you've seen it occur) and email them to us. Instructions on where to find the right files and email are avilable in this sticky. In some cases Anti Virus can be the culprit. Always add Kaiserpunk to your Anti Virus safelist to be sure it doesn't interfere with the autosave process.
Hotfix Changelog
\ The Cancel orders button on the Division info panel now works as intended. The text label of the button was blocking an OnClick event
\ The Cancel orders button on the Commander info panel now works as intended. Faulty wiring was the culprit.
\ Removed pointless empty lines from tooltips related to story notifications.
\ A silly position offset of air mission markers and naval bombard markers from their actual mission and bombard positions. The offset can unfortunately be sufficient enough for the squadron or fleet to decline direct orders.
\ Japanese Archipelago, and similar island regions, can now be properly bombarded. One caveat: your fleet has to be in range of the island region's central point (in the case of the Japanese Archipelago, that's a bit to the north).
\ Naval battle tooltip now shows the properly localized region name
\ Financial panel stats now properly distinguish and display regional expenses and income, cash in trade deals (both positive and negative)
\ Several regions had the wrong terrain type set (marine).
\ Wrong terrain type of a region means wrong independent unit types were spawned, meaning a fleet could be dug in on land. This is now cleaned up on load.
\ Several faulty sprite font tags.
\ If a battle results in both side being wiped out, the defender holds control over the region. Otherwise, it may seem as if you won the battle, but your division disappeared for no reason.
\ Custom resource display slots on the header no longer magically shift by one slot every time you load
\ Photomode can now be closed using the Esc button in addition to its keybound button ('Print Screen' by default)
\ Additional points to island regions to distance-check against when deciding if the fleet can bombard the region or not. Expanded authored data after the Japanese archipelago issue surfaced the problem.
\ As reported, getting Commanders is hella rare if not impossible. That's now changed with a more progressive chance (warning! magical random numbers involved too!), on an upward curve let's say, that resets when a commander pops up.
\ Improved naval pathfinding
Hi everyone,
Thank you for sending in your fresh logs. While the issue is not yet fully pinpointed it did give us a very good direction. A number of fail safes were added into the save procedure to prevent freezes and/or crashes. Some code blocks were rearranged for the same reason.
The big question is: does this completely prevent my game from crashing on save?. We still cannot give you a definitive answer as much as I would love to do so. We're still unable to reproduce the freeze/crash on our end so we cannot confirm the fix in this version covers all situations. That is where we can only ask you ladies and gents to helps us by updating and trying. If it now works, please let us know. If it still freezes/crashes, also let us know, pretty please.
Anti Virus: Flag Kaiserpunk as Safe
That covers the code part on our end regarding this issue. But there's another possibility that popped up earlier, much earlier. A possibility that has nothing to do with the Warfare update. If you're running Anti virus software, please flag Kaiserpunk as safe as this could very easily cause the save process to misfire / freeze.
While we're anxiously waiting on your game logs, we've fixed a few other reported things.
Hotfix Changelog
\ Save fail saves as mentioned above
\ An issue where the enemy fleet would act as a supply blocker against your fleet when you're both engaged in battle
\ Sending a squadron to assist a fleet can no longer result in the fleet magically becoming invisible after the battle is over
\ Science deal entries should now be clearer to read
\ Using Cash in trade deals is no longer bugged
\ Water and Electricity usage/needs on housing is now displayed with that important decimal place
\ Housing no longer has the magical ability to draw Water and Electricity from thin air without a Power substation or a Water tower to provide the coverage
Hi everyone,
As some of you probably know, some players have been experiencing crashes when autosave gets triggered or when they overwrite a save manually. I'd like to thank everyone who sent in their saves and logs. Unfortunately, all the logs that came in have shown nothing, zilch, zero. Like everything's dandy, while of course, it clearly isn't.
We've expanded the logging of the save process substantially. We hope that will get us all the way or at least closer to the problem and therefore fixing it for everyone. We've also added a "secondary log" to go in parallel, as a fallback.
Those of you who are experiencing autosave/save crashes, please, please, please, update the game, load your save, go to save it and when it crashes, collect the logs and send them to us via the usual channel. The additional log is in the same folder (C:\\Users\\USERNAME\\AppData\\LocalLow\\Overseer Games\\Kaiserpunk) as the usual ones. The file is called "save_diagnostics.log"
The crashes are pretty much the focus of this update (although not solely), but worry not, we are resuming our work on the other issues you've reported and should have another hotfix for you very soon.
Hotfix Changelog
\ A much more detailed logging of the save process and another log going in parallel.
\ Immigration in Sunda region got a big boost
\ Improved font quality used in Simplified Chinese
\ Switched font used in Japanese to \BIZ UDPGothic\; increased quality
\ Switched font used in Korean to \Pretendard\; increased quality
Another hotfix to help resolve some of the most common issues. Note we're aware of an issue where demolishing buildings don't offer a refund properly. We're working on it!
Hotfix changelog
\ Demolishing a bridge that was saved in a previous session will no longer cause a UI soft-lock.
\ Battallions and other divisions will no longer refuse to attack regions or join frontlines. If they do, PLEASE let us know and send us your save file where they are being stubborn.
\ Buildings no longer lose connection to the town center or other buildings if part of that connection is via tunnels
\ The Closing Pay achievement fires off properly
\ Cash trading now properly unlocks for trading at Tier 2 relationship with other factions
\ Water and Electricity connections will now get wired up correctly even if you move buildings around using the Move tool
\ Airships no longer on occasion masquerade as navy ships
\ An error related to buildings catching fire. The error didn't do much, but it's a bug and we don't like 'em.
That is the ONLY fix in this tiny update, but I think we can agree it's important.
My sincerest apologies to everyone who experienced these issues.
As always, if you continue experiencing crashes or other issues, new or old, please do contact us. We watch the forum, discord and the tech support constantly.
P.S. Thanks @MasterScorch. Your mention of parks was the key this time.
Zyggy
Current Release
Not available
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
6B7C5B75
5f6ebff2e796960323bbbabbba901b6c9f503bee9f121db41ac316dfa6e75332
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