- Hotfix - 1.05.017 - 7 October 2026
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…
- Patch - 1.05.016 - 23 September 2026
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 TeamChangelog - 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…
- Hotfix - 1.05.015 - 8 September 2026
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 t…
- Hotfix - 1.05.014 - 31 August 2026
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/De…
- Hotfix - 1.05.013 - 21 August 2026
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\ T…
- Hotfix - 1.05.012 - 18 August 2026
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 SafeThat covers the code part on our end regarding this issue. But there's another possibility that popped up…
- Hotfix - 1.05.011 - 18 August 2026
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\\K…
- Hotfix - 1.05.010 - 16 August 2026
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 s…
- Hotfix - 1.05.009: Autosave/save crash fix - 16 August 2026
Finally identified the culprit behind the on save crashes. Decorations. Not all, but some. Saving with them in the city would essentially freeze the game on saving, push it into a loop and crash it. 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 - 1.05.008 - 15 August 2026
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 de…
- Hotfix - 1.05.007 - 14 August 2026
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 - 1.05.006 - 14 August 2026
Hotfix ChangelogFixed an issue where the Pounder gun artillery unit wouldn't unlock as it should when you reach the appropriate development stage.
- Hotfix - 1.05.005 - 14 August 2026
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…
- Hotfix - 1.05.004 - 14 August 2026
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. ZyggyHotfix 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 bottlenec…
- Hotfix - 1.05.003 - 13 August 2026
Hotfix ChangelogFixed an issue where immigration for The British Isles were too low to register meaning playing on those maps would prevent your population from growing.
- Hotfix - 1.05.002 - 13 August 2026
Hotfix 1.05.002 ChangelogFixed an issue in the second tutorial "Modern Warfare", where if you click Central Europe while having your infantry division selected the Tutorial soft locks.You need to select Central Europe, any selected division is force deselected to prevent confusion and to enable direct selection of a regionEven if a division is then reselected, the region will recognize clicking on it
- Kaiserpunk: Strategic Warfare - Available Now! - 13 August 2026
Governors! Kaiserpunk: Strategic Warfare Update is officially out now! After months of talking about what’s coming, it’s finally time to get your hands on it. New frontline mechanics, new AI, refreshed diplomacy, updated military production - and plenty more. We’re really looking forward to hearing what you think of this update and seeing how you take on the new battlefields. Your input and feedback over the past year has been incredibly valuable and helped us understand where to put our efforts. We’ll continue to gather feedback from you all and likely make some hotfixes in the short term to make sure you can happily conduct your wars and expand your empires. Now, it's over to you, Governors!Old Saves Games & Strategic WarfareNote that if you wish to continue any ongoing save games you have, you have to switch over to the previous_version branch in Steam as your old saves won’t be comp…
- Strategic Warfare Update - Launches Tomorrow August 13th - 12 August 2026
Governors! Big news! Tomorrow at 3pm CEST we’ll be releasing Kaiserpunk's new warfare update, Strategic Warfare. It’s been a long time in the making and now it’s finally time! Read further down for instructions on how to stay on your current version before the update rolls out. For the past months we’ve covered most of the significant changes coming with the Warfare update. It’s a huge list, with several major systems, including AI, essentially ripped out and rebuilt from scratch. While this has been challenging and time-consuming work, it gives us a much stronger foundation moving forward and allows us to focus on other areas of the game in future updates. Stay tuned for the full changelog tomorrow! Important info about your save gamesGiven the extent of the overhauled systems, save games from the previous live version of Kaiserpunk will not be compatible with the new version of the ga…
- Dev Diary 23 - Diplomacy & Trade - 6 August 2026
Hello folks, It’s not long until it’s release day for the Warfare update now, but today is D-day. D as in Diplomacy! While Warfare is the big focus for the update, there’s going to be some changes to Diplomacy and Trade with the other nation states of the world. So without further ado let me lay it out for you! Why we touched Diplomacy at allWarfare didn't just add new ways to fight, it changed what war costs and what peace is worth, so Diplomacy had to catch up. The goal with this pass wasn't to reinvent the whole system, it was to make sure the numbers actually mean something, make deals and treaties easier to read at a glance, and give the other nations of the world a bit more of a personality when they're negotiating with you. Smarter AI, smarter neighboursThe new AI doesn't just react to what's on your border anymore, it actually weighs things up. Every nation has a personality now…
- Dev Diary 22 - Regions - 29 July 2026
Greetings governors, The frequency of our dev diaries has ramped up, as the new Warfare Update draws closer! We hope you're as excited as we are!Last time, in Dev Log 21, I went over how we’ve improved your ability to focus on building your city while still staying on top of what’s happening on the World Map. Today, I’ll take you through some of the changes we’ve made to the Regions on the World Map and how your military units will now be able to navigate them. Here’s a sneak peek on the introduction of new Ocean Regions Let's start on the water, since that's where the biggest shift is happening. The World Map now has proper ocean regions carved up into 31 sea zones, and for the most part, your ships can move through them freely without getting stuck queuing behind each other the way armies used to. Open water outside those zones is fair game for anyone, but the zones themselves still p…