Warhorse Studios intentionally avoided trying to match the budgets of Ubisoft’s Assassin’s Creed Shadows and EA’s Dragon Age: The Veilguard when developing Kingdom Come: Deliverance 2. The studio’s lead designer and executive producer spoke about the decision in Edge Magazine issue 420, saying financial limits shaped core design choices.
Lead designer Prokop Jirsa described the team’s gamble as a bet on players who want to feel like they are doing the work themselves. He said the game was built to feel tougher than it actually is by combining hardcore RPG and survival mechanics with systems that remove a lot of tedious micromanagement. Jirsa said the project contains many of the mechanics familiar from hardcore survival games, but Warhorse reduced the number of mundane tasks players must perform. The intent was to preserve challenge and reward without forcing players into overly repetitive chores.
Executive producer Martin Klíma framed the approach as a financial necessity. He said, “you really can’t compete with these games on their own terms,” and added that Warhorse had to “change the rules of the game” rather than attempt a direct budgetary contest. That mindset influenced visible design choices. Players will notice survival and resource systems that contribute to tension and consequence, while everyday actions are streamlined so the game does not bog players down. The result is a title that aims to feel demanding while remaining playable for a wider audience.
Kingdom Come: Deliverance 2 continues to receive updates and story content after launch, including later expansions and support for multiple platforms, the game’s final Mysteria Ecclesiae DLC closed Henry’s story in November 2025 and expanded alchemy and investigation features on PC.
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Kingdom Come: Deliverance II
Developed by Warhorse Studios

















