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
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
Hotfix Changelog
\ A potential crash when loading an existing save file. The crash is linked with a specific save file version and a fix for a locked production chain entry. This prevents the crash from happening in any combination.
\ Made loading the Supporter pack pooch more bulletproof. If the 'good boy' loads in at a later stage (the beauties of async), he will woof happily instead of being replaced by his non-Supporter pack buddy (also a good boy)
\ Crossing world "seams" is no longer a problem. There is one leftover glitch but it's only visual (the blue path), which will be taken care of later. Let's handle the mechanics first.
\ In the tutorial, during the "send the commander to join the front" segment, even if you do the task in advance, the tutorial will recognize that and continue properly.
\ Enemy squadrons will no longer linger around the region after their master's utter defeat. They will go *poof* and disappear as they are supposed to.
\ The AI will no longer confuse ammunition and tanks for bread and canned food and offer/request military resources in economic trade deals.
\ Using cash after reaching tier 2 economic partnership is now possible, as intended.
\ Purged the legacy "train and deploy(!) X army units" from objectives. They are replaced with the simple "Train X of Y"
\ The Warehouse upgrades section is no longer an overlapping nightmare
\ The Navigator achievement is propery wired and can be achieved by finishing the second tutorial episode.
\ In the tutorial, when you're tasked to build an Airbase upgrade, this construction is made to be instant. This is now expanded to happen in all player controlled regions, not just 'the one'.
\ Power substations, Water towers, Large power substations and Large water towers will no longer catch fire. Since they don't require road connections, it's difficult for fire trucks to reach them. Those already on fire in saved games will be automatically doused and repaired.
\ Demolition refund is no longer affected by some magical hidden numbers. What you see is what you get. Or in this case What you set in the difficulty menu is what you get.
\ Made several safeguards to prevent different division types from ever merging. And on loading a save, if a mix division is found, it will be automatically split appropriately. If you still manage to get a division consisting of different unit types (air-land-sea) please do send over your save file.
\ Warehouse stock limit upgrades bumped from 200 to 1000 per upgrade
\ Placed several guardrails in the local traffic system to prevent a potential crash-on-save.
\ Local traders (Market, Tradeport and Airport) have just become more useful. Using them, you can now trade resources that aren't unlocked yet (via development).
\ A bunch of safeguards in the save game procedure to try and fix/catch the reported crash on save/autosave issue. We didn't manage to reproduce the crash on our side, so this is honestly a stab in the dark. If the crashes persist, please send us your latest save file, the one you tried overwriting and the game log.
Hotfix Changelog
\ "Finish the tutorial" achievement can now be properly... achieved
\ Heritages no longer show they provide Region stability bonus in any form as that is no longer used at all.
\ Disbanding a tank division can no longer grant back corvettes and similar nonsense
\ Resource overview (default TAB) no longer shows stale icons of what buildings are producing.
\ Resource picker used to open the Production chain overview panel now shows military resources and units as well
\ Traders visiting Tradeports and Airports no longer have the same stats as those visiting the Market.
\ "Recruits missing" warning floater that appears above military, naval and airbases is now less eager to appear. It will appear when you actually have a problem with recruits on a global scale, not while recruits are being gathered at the base.
Hotfix Changelog
Fixed an issue where the Pounder gun artillery unit wouldn't unlock as it should when you reach the appropriate development stage.
Hey everyone,
got a number of fixes for this hotfix. Thanks for all the feedback that's been coming in, we try and go through everything and get back to you.
Recruitment
A note on Recruits needed for military unit training. Note that recruitment happens from your unemployed pops. That's the total pool available. Once the unit is trained (drafted) it's removed from your pool, but typically gets replenished by immigration assuming your immigration rate is okay.
Just wanted to help clarify that so you can better understand how military training works.
Autosave or save crashes
We've gotten report from some users that they see crashes on autosaves. This seems to be related to saves being overwritten, but it only occurs for some users so we're still trying to figure out what's causing it. If you get a crash, please grab your log file (before restarting the game) and email it to us and we get much better data on how to solve the issue. We have a sticky for instructions on where to find the logs and email here: https://steamcommunity.com/app/2012190/discussions/2/598521781543799895/
If you're facing this crash it seems you can work around it by disabling autosaves and making a new save everytime you save. Not ideal, but it might help out until we figure out what the problem actually is.
Hotfix Changelog
\ Supply entries on the Division info panel are no longer smooshed into a single row (or smaller), but are displayed properly
\ Militia, the basic cannon fodder unit Attack reduced to 3, and Defense to 3 as well (roughly 50% nerf)
\ Available Recruit count and the number of drafted citizens are now properly displayed and counted per class (saved as well)
\ An error related to saving with an active battle on islands/coastal regions. In specific situations, the active battle would not get saved properly and was skipped on loading
\ A few text gaps in episode 1 of the tutorial, to make some tasks more clear
\ Disbanding a division no longer refunds absurdly large numbers of recruits and resource amounts
I've noticed some lingering issues regarding pathfinding (for example issuing the move command to behind an AI controlled ocean region). This will be addressed ASAP. In the meantime if this happens, please navigate around the ocean regions manually.
Also, if by any chance, you have an open battle with a coastal or island region (attacking from the sea), and the battle doesn't resolve, enter the battle view and abandon the "front". This shouldn't have been possible, but just in case ;)
Thank you for your patience and apologies for the inconvenience.
Zyggy
Hotfix Changelog
\ a number of situations related to attacking coastal or island regions that resulted in the attacking battalion simply saying "negative". You can now properly assault and conquer island and coastal regions from the sea (using battalions)
\ in the second tutorial episode, moved the appearance of the supply route bottleneck marker one step earlier to make things hopefully clearer
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.
You May Also Like
View AllDownload KAISERPUNK for PC with a direct link or via torrent. Get the full version of KAISERPUNK for free. KAISERPUNK is a Simulation released by Overseer Games.