
Build a city to rule the world in Kaiserpunk, a grand city builder blending production-focused city building with world conquest in an alternate 20th century world. Manage your city, grow industries, build a military, and defeat rivals to become the greatest empire.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.57/day in the week to Aug 14 → 4.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
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.
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 100 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.
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.
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 over a 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.
Engagement
Reviews
Themes across 125 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
What I love most is how the game ties military strength directly to production. It’s not just about building tanks or units—it’s about understanding the entire backbone behind them. That connection between industry and warfare makes every expansion feel meaningful, like you’re slowly building the war machine piece by piece. You can recognize this approach even visually: if you choose to go all-out in military conquest, your local map will eventually be endless stream of mining facilities, factories,heavy industries… all churning out countless tanks, airplanes and artillery shells that will be lost within weeks after reaching the frontline. I personally LOVE this depiction of world war, feels brutal and accurate.
Hi All, I have left only a handful of feedback (review) of games in more than a decade playing constantly on steam. I however, feel the urge to make one for Kaiserpunk. It is certainly not a perfect game and tastes are all subjective. For me the premise of City building (such as Anno, Patron etc) and a grand strategy (such as HOIIV) mix is perfect. Ive seen a ton of negative reviews and I get it, this game is not perfect, some might even argue it is in early access stage, but the devs are on it and I already have great fun, so if those games I have mentioned above and interested in the merry mix of them in this game, then give it a shot. 2 Hours I believe is free and you can get a refund if its not for your taste or the UI, Gameplay etc feels like incomplete. Give this game a chance.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Thai +3 more
Hours played at review time, across 125 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
近しいゲームをあげると「New cycle」が近い。街づくりの方向性は類似性が多くみられる。 「Banished」系統とは全く違う。生活必需品がなくなっても即座に市民が流出・餓死するわけでもなく、いなくなったとしても割とすぐに補充されるので、市民増加・減少に悩むことはほぼない。 物流・資源管理といった要素はこのゲームではそこまで深みはない。 倉庫が4次元ポケットのようになっており、どこに資源をしまっても、どこの倉庫からでも取り出せるのだ。 資源管理の要素は意図的に簡略化されているようにみえる。しかし、複雑な資源管理はゲームを重くするし、ここに焦点をあてないなら、これ自体は悪いことではない。 居住地と仕事場の距離が遠くとも、人員はしっかりアサインされる。あくまで、街にいる人口に対して、必要な労働力が足りているか、しかゲーム内では見ていないため。通勤のような概念はない。これも、コロニーシム系ゲームで、重たくなる要素の一員であるため簡略化することは悪いことではない。 工場は都市規模が膨らめば、かなり大量に立てる必要がある。同じ見た目の工場がパン屋がずらりずらりと並ぶ。見た目的には面白みに欠ける。 戦闘面は少々味気ないが、工業力があればあるほど軍隊を強くできる。という要素自体は史実にも言えることで、工業国になればなるほどより機械化、兵質の強化、数の増強ができるので。コロニーシムに足りなかった、街を作った後に、その工業基盤で何かしら世界に干渉するという要素は面白い。また、占領地域から資源を獲得することができ、植民地主義的な要素もある。ちゃんと対外拡張に意味を持たせているのは良い点。 ただ、ベースが都市建設ゲームなので、戦争テンポはかなり遅い。街づくりもしなくてはならないため、戦争に注力しすぎると、資源が溢れたり、資源不足になったりするので注意。 研究は、建てた建造物から研究ポイントを獲得できる仕様。たとえばインフラを立てまくればインフラ系の研究ポイントが増える。消防署をたくさん立てれば公共系の研究ポイントが増える。そして教育機関はすべての研究ポイントが増える。この教育機関は大量に、大量に建設して研究ファームすることが重要。なお最適解は高校が作れるようになるまでは小学校を大量に作る。 高校はとにかくたくさん作る。家の数=高校の数になる勢いで大量に作る…たぶん高校が一番得られる研究ポイントに対するコスパが一番いい。より上位の施設に大学と研究センターがあるが、市民の需要を満たす目的で最低限つくればよく、メイン研究は高校でいい。それは仕様としてどうなんだと思うが、そういう仕様である。 外交はかなりアバウトといえる。売りたい資源は何でも売れるし、買いたい資源はなんでも買える。 他国の資源需要・余剰という概念がなさそう。 建造物に、資源を取引するデポットが存在するが、これらは取引量が低く、何がいつ取引されるかもランダムであり、はっきり言って全く使えない。旅商人が遠方の地域情報を教えてくれるという、マルコポーロみたいな時代の要素があるので、そのために作るものだと認識すべき。 イベントはかなり極端で唐突に始まり、デバフもデカく、選択肢によってどのような影響が起きるか、初見だとわからないので、つらい。急に電気、水が圧倒的に不足したりする。 序盤はそこそこやりごたえがあるが、やればやるほど、街づくり+グランドストラテジーというジャンルを嚙み合わせることが難しいかがよくわかる。複雑すぎないようにした結果、どちらも浅くなってしまった感がある。 軍事要素については、戦艦、重戦車が最強ユニットであり、それらが大量生産できるなら、駆逐艦や軽戦車はいらないというバランスだが、現実の戦争では、駆逐艦や巡洋艦は戦艦の直衛や船団護衛を行い。軽戦車は偵察と、役割が違うだけで必須ではある。もっと兵站・編成を複雑にした方が深みがでるのではないか。
KAISERPUNK is an ambitious strategy game that attempts to merge the careful planning of a production-heavy city builder with the broader ambitions of global conquest. Developed by Overseer Games and co-published by Overseer Games and Elda Entertainment, it takes place in an alternate version of the period between 1918 and 1945. The Great War has left the world fragmented into competing city-states, giving the player an opportunity to transform a struggling settlement into an industrial powerhouse capable of influencing and eventually dominating the wider world. The foundation of the experience is city construction, but KAISERPUNK demands considerably more than arranging attractive neighborhoods. Housing, employment, public services, industry, transportation, and logistics all contribute to the health of the city. Citizens need jobs and satisfactory conditions, while morale becomes another concern as the population expands. Technological development gradually opens access to more than 100 buildings alongside numerous upgrades, allowing a modest settlement to evolve into a sprawling 20th-century metropolis. The progression from relatively basic infrastructure to advanced industrial and military facilities creates a strong feeling that the city is advancing alongside the historical period. Industrial management is arguably the game's defining feature. More than 90 interconnected production chains create an economy where raw materials gradually become increasingly sophisticated products. Trees can ultimately contribute to newspaper production, while extracted ore can eventually become ammunition and other military necessities. The important part is everything occurring between those endpoints. Factories require resources, resources require transportation, workers are necessary to operate facilities, and finished products must reach appropriate destinations. Expanding production without expanding logistics can therefore create impressive-looking industrial districts that accomplish surprisingly little. This complexity gives economic planning considerable satisfaction. Instead of treating resources as abstract numbers that automatically appear wherever required, KAISERPUNK encourages players to consider how goods move throughout the economy. Trade provides another means of balancing shortages and surpluses, but developing a largely self-sufficient industrial system can become an absorbing challenge. Improving one production chain frequently reveals another weakness elsewhere, producing a continuous cycle of optimization. Players who enjoy discovering bottlenecks and reorganizing inefficient infrastructure will find plenty to occupy them. What distinguishes KAISERPUNK from a conventional city builder is that this industrial machinery ultimately supports geopolitical ambitions. The city serves as the engine behind military expansion, and armies cannot operate effectively without adequate supplies. Building a large military therefore means little when the economy cannot consistently equip it. This creates an effective relationship between civilian development and warfare. Decisions about factories and logistics made long before a conflict can determine whether an offensive succeeds once fighting begins. The strategic world contains more than 100 regions available for conquest, with rival city-states competing for influence and territory. Players can approach these powers diplomatically or confront them through warfare. Military operations involve land, naval, and air forces, broadening the strategic considerations beyond simply maintaining an army. The progression from early technologies such as zeppelins toward more formidable bombers reinforces the alternate-history atmosphere while giving industrial advancement a visible military payoff. The combination of city building and global strategy is also where the game's limitations become most apparent. Players primarily interested in peaceful urban design may find themselves less interested in the geopolitical layer, while dedicated grand-strategy enthusiasts may expect deeper diplomatic and military simulation. KAISERPUNK works better when considered a city builder whose economic systems extend into warfare rather than a traditional grand-strategy game with city construction attached. Production and logistics remain the heart of the experience, while conquest gives those systems a larger purpose. Its alternate Interbellum setting helps establish a distinctive personality. Industrial architecture, military machinery, rapidly developing technology, and the constant tension between reconstruction and conflict fit naturally within the fictionalized 1918-to-1945 period. The game captures the impression of a society rushing toward industrial modernization while preparing for another generation of warfare. The soundtrack reinforces this atmosphere with 29 original tracks designed to accompany everything from routine industrial activity to military conflict. KAISERPUNK also benefits from the sheer number of interconnected decisions available during a campaign. Players can prioritize different industries, restructure transportation networks, pursue different technological directions, trade for missing resources, emphasize military production, or approach territorial expansion at different speeds. Since economic development directly influences military capability, changing the structure of the capital can substantially alter the strategic possibilities available later. This relationship gives campaigns meaningful replay potential for players interested in experimenting with more efficient economic models. The complexity inevitably creates a substantial learning curve. With numerous production chains operating simultaneously, identifying why an economy is struggling can require careful examination. A shortage may originate several stages earlier than where its consequences become visible. Managing citizens, factories, transportation, trade, military supplies, and territorial ambitions simultaneously can become demanding, particularly as the empire grows. Yet this is also the source of much of the game's appeal. KAISERPUNK rewards players willing to understand its interconnected systems rather than offering immediate success through unrestricted expansion. From a technical standpoint, the scale of the simulation also comes with notable requirements. The Steam version is designed for 64-bit Windows 10 or 11, requires 20 GB of storage, recommends installation on an SSD, and does not officially support Steam Deck. The recommended specification calls for 16 GB of memory and hardware around the level of an RTX 2060 or RX 5600 XT, which is worth considering for anyone planning to construct particularly extensive cities. Ultimately, KAISERPUNK succeeds because construction, economics, logistics, and warfare are parts of the same strategic cycle. A productive population supports industry, industry supplies the economy and military, logistics keeps those resources moving, and military strength opens opportunities for territorial expansion. Overseer Games has created a strategy experience where designing an efficient industrial capital matters just as much as commanding forces beyond its borders. It can be demanding and its grand-strategy elements are more effective as an extension of the city builder than as an independent simulation, but the overall combination is distinctive and rewarding. For players fascinated by production chains, industrial optimization, alternate history, and empire building, KAISERPUNK offers an unusually substantial mixture of ideas. Rating: 8/10
I enjoy the game but would sugest one thing to devs – please add some level of automation for city building element of game. Someone already mentioned this and I agree. Once your focus if fully directed on global warfare (in later stages of game), it is too much having to switch and manage everything on your city level. By that time, please allow us to appoint a governor to conduct day-to-day operations, and alert us only when something important happens in the city. Rest of the time, let us conquer our pathethic neighbours in peace without interference
aside from many optimisation issues which seems to be huge part of the negative reviews, the game is promising mix of city build and strategy, its great
I've never played a game that crashed more. Several crashes during gameplay, but what makes this game unplayable is the crashes while saving. Crashed on auto-save, so I disabled auto-save. Crashed while saving game over an old save file, so I only save to new game files. Crashed while creating a new save game file. This is not a finished product.
good game not overly complicated but still feels great
So far, I wanna like the game but there are some severe issues I have noticed. The game's color palette, graphics and lighting makes it feel that this game was made since the guild 2 but sub par. these are 10 years old color palette that makes it hard to focus on the game. This is on top of the fact that this game already takes up much resources from the computer when running. Almost as hard as helldivers 2 at full graphics. Serious optimization needs to be improved, there needs to be far more unique weather dynamics and lighting. If I am going to build my city in central Europe, I want to have it at least look like the wallpaper art they use on their steam store. Not like I am in the Caribbean where I am playing tropico 2 or some 2005 game. Please fix the coding so it doesn't run as hard and replace the lighting. I want to build in germany, not in Cuba!
The darn game killed me more times then I wish to remember. I have no issues with creating and managing cities. It is a big task, and to be successful you’ll need a lot of complicated manufacturing chains. But that’s all manageable and pretty logical what needs to be done. Global map is where problems start. I produce enough weapons, secure enough manpower for respectable armies. But as soon as I deploy them and start marching, my enemies switch to berserk mode and retaliate in such force I cannot match. I’ll just continue trying different tactics and wait for incoming strategy overhaul developers promised. Maybe path to success becomes more clear then because my city is mighty and powerful and my budget is full. I deserve to conquer the world . Game gets thumbs up because it’s still more fun then frustrating, even before update.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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