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Kaiserpunk Launches This Month + Warfare

Overseer Games

6. ožu 2025.

New launch date announced and a new dev diary about Warfare

Greetings Commanders!


Before we jump into today's topic, we know you’ve been awaiting an update on the release date—and the time has finally come! Kaiserpunk will launch on March 21, 2025!


On top of that, we’ve teamed up with a great partner, Elda Entertainment, to ensure we can focus on what truly matters - the game itself! Elda will help us spread the word about Kaiserpunk!


Before we continue, we just wanted to take a moment to thank you for your support so far. We’ve now surpassed 160K wishlists, and we are incredibly grateful for your excitement about the game—just as excited as we are! Without further ado, let’s get into the topic of the day, Warfare.


So, what do you actually need in your capital to build a successful war machine? The short answer: everything.


Your infantry needs food rations – you'll produce them in your factories. Your tanks need shells – you'll manufacture them in your Munitions factories. Your bombers need kerosene – you'll refine it in Refineries. Of course, you'll need plenty of raw and refined resources beforehand to even get to final products. And workforce... don't forget about the workforce to actually do all that work.


Then, once you deploy your new troops to the battlefield, you'll need to produce even more because armies consume vast amounts of supplies to operate efficiently. Remember: logistics wins wars. Simply spamming army units won't cut it. They'll be out of ammo, luck, and life before you know it.


Something we haven't explored in detail in any of our previous blogs is combat – the calculus of it. Don’t worry, I'm not going to bore you with the actual maths (that would be wrong on sooooo many levels). Instead, here’s a quick rundown of what you should keep in mind when assessing a potential battle. A checklist of sorts of what should be taken into account:

  • Quantity – Of course. Sending eight units instead of one will make a difference. Let's not kid ourselves.

  • Veterancy – The experience level of the units involved. More experienced troops perform better: higher attack power, better defense, at the same supply expenses.

  • Unit tier – It's difficult to beat technological progress. More advanced units are more deadly. Simple as that.

  • Terrain characteristics – Where will you be fighting? An urban jungle or an open field? The difference is massive.

  • Supply state – Is your army well-supplied, or are they scrounging for bullets and sharing a rifle between ten infantrymen? Supply chains matter!

  • Leader – Not you, in this case, but the army general. How experienced is your general? What traits have they acquired during their service? Passive bonuses gained via traits can make a huge difference.

  • Enemy – Who are you fighting? Are you sure you want to send an army packed with infantry units against a squadron of bombers?


And that’s just for a single army! Battles can involve multiple land, air, and naval forces, as well as defensive garrisons, turning combat into complete mayhem.


Especially since when you're on the attack, you can't know for certain (without a special military base upgrade) what orders will the enemy governor issue. The AI might concentrate its defenses against a single attacking army or maybe disperse its defensive forces to simply block the attacker, gain some time and upgrade its garrison or bring in more armies. It all depends on the situation and on the AI leader. Some leaders are aggressive, others prefer peaceful resolutions. Even when it comes to armies, some leaders will focus more on their navy or aviation. This approach burrows down to the setup of individual armies. You can easily encounter an AI leader who focuses mostly on infantry with the support of artillery.


Then again, you might encounter a Gandhi-like passive resistance leader (not to be confused with the atom bomb-loving Gandhi from a certain beloved 4X game series) who’ll do his best to affirm peaceful relationships with everyone. That’s where diplomatic trade comes into play. You may think this is just all about trade and in a way, you’re correct, but trade in Kaiserpunk can also be used for more aggressive purposes. If you, for example, trade a lot of military gear with an empire, that empire is likely stockpiling the arms for a purpose and not just for show. Doesn’t have to be used against you though. There are plenty of other, perhaps more suitable targets in the world… 😉


That brings us to the last major point for today: location, location, location. In this case in the world. Where you start your campaign of world-domination matters.


  • Starting in Europe, Asia, or Africa gives you the most opportunities to spread your influence, but you will face the most opposition as well.

  • On the flip side, starting in Australia means you’ll have fewer early threats, but you’ll also have a harder time leaving the home-shores. To transfer your armies across the seas, you’ll need to make some significant development, both in technology and industry. But yeah… you’ll be quite a bit safer in the beginning at least.


There’s a whole lot of mechanics that you can play with and use for your strategic advantage in Kaiserpunk. Don’t forget to experiment and have fun 😊.



More dev diaries are coming up until launch! Join Reddit and Discord to chat more about Kaiserpunk.


Until next time - Stay well everyone!

Overseer Games

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