Five pillars of Kaiserpunk gameplay

Overseer Games | Kaiserpunk |

Kaiserpunk is an innovative city builder/grand strategy hybrid set in an alternative 20th-century world, where players engage in epic battles on land, sea and air or use economic strength to conquer all. Unleash powerful spells against your rivals - or use economic might to emerge victorious!

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Post news Report RSS Five pillars of Kaiserpunk gameplay

In this dev diary, we take an in-depth look at Kaiserpunk's five key gameplay pillars; these serve as its core features of gameplay.

Kaiserpunk blends two distinct genres together seamlessly: city building and production. As you build and expand, manage, and house a city to facilitate more goods and services production, its workforce will need housing that supports basic needs of workers that make up its population - as they too require fulfilling. Production kicks back into gear once again: no product will come free or easily; instead everything must be organized accordingly for best results.

Luxuries are another thing your workforce wants, although failing to provide them will not cause them to leave your city. After all, Kaiserpunk can be an unpleasant environment; therefore you don't need to fear your residents running away; providing more than the basic services will likely increase happiness as happier citizens spend more money which in turn generates cash into the city treasury - cash that comes directly out of pocket... nothing comes free after all!

Grand strategy is one genre in this mix that we dovetail into perfectly, not simply as an add-on but because its role in society cannot be underestimated; both genres work hand in hand: to have successful global agency requires functioning local levels (i.e. cities). When your resources begin dwindling you must look elsewhere to increase resource income through global exploitation strategies.

Kaiserpunk's grand strategy segment takes place entirely in real time, not turn based. Since this question has arisen since our release of Kaiserpunk, let me make this as clear as possible: You may pause time both locally and globally at your discretion - though any global events take place simultaneously with events happening locally.

Conquering regions will likely be your main activity during the strategy segment of this game. Though not the sole possible activity, with over one hundred regions available and visible at once you're bound to take control of at least some - maybe an entire continent or half? Your choice! At first the world regions remain unknown to you: they take place during the 20th century so landmasses appear uncharted as is political landscape of these places are unknown - groups had formed and what territory they controlled are unknown entities so you'll need to discover this information either through exploration or diplomatic dealings!

Regions provide resources that are accessible for extraction/exploitation as well as strategic purposes (perhaps you need a logistics centre nearby to speed up supply routes for nearby armies for example). Which regions you decide to utilize is entirely up to you - there may only ever be one purpose per region! One key resource available from outside regions are people; as your city grows with increased production needs more workers may become available via expanding outward.

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