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Kingdom Come: Deliverance 2 devs wanted negative feedback during playtests after deciding players should initially "feel extremely weak": "Then the validation of gaining strength feels earned"

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By Ashley Bardhan Contributions from Andrew Brown published 15 December 2025

Necessary evils

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A farmer standing in front of a distant town in Kingdom Come: Deliverance 2
(Image credit: Warhorse Studios)
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I'm sure no video game developers enjoy hearing negative feedback during playtests, but for Kingdom Come: Deliverance 2 developers, unhappy customers were a happy sign they were making the historical RPG as punishing as they'd wanted.

"We had playtests where some players started a game, did something wrong, immediately got arrested, and gave negative feedback," Warhorse lead designer Prokop Jirsa tells GamesRadar+. "We had the strength to say, 'Yes, that's what we want.'"

"We want the player at the beginning to feel extremely weak," he explains, "because then the validation of gaining strength feels earned." Jirsa remembers it feeling "scary" to commit to this style of slow progression – opposing the culture of instant gratification Warhorse thinks has infected other games.

Article continues below
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  • Kingdom Come: Deliverance 2 Kingdom Come Deliverance 2 devs knew the sequel "had to stand taller" after "experimenting" on the first game
  • KCD2 screenshot of a combat encounter Kingdom Come: Deliverance 2 dev had to "change the rules of the game" because it couldn't compete with giga budget RPGs
  • kingdom come deliverance official artwork Kingdom Come: Deliverance's crime system couldn't be historically accurate because it would be "too harsh" on Henry

But the success of the first Kingdom Come: Deliverance 2 in 2018 helped ease some of Warhorse's fears. "Even though," Jirsa says, "there were many discussions [asking] 'Are we really going the right way? Are we really into these survival elements, do we really want to take everything from the player at the beginning? Even their place to sleep?'"

Still, Jirsa knows audiences are versatile. It isn't impossible for hard games to find a loving home, and he gives FromSoftware as an example: "With Dark Souls and Elden Ring, they took something that was very niche to the mainstream audience and were very successful."

"I honestly believe there's big potential for original ideas that, if they were given a chance to be polished, could reach mainstream," he says.

Kingdom Come: Deliverance 2 developers made my favorite RPG of 2025 by trusting their original vision: "We had the strength to say, 'Yes, that's what we want.'"

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Ashley Bardhan
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Ashley is a Senior Writer at GamesRadar+. She's been a staff writer at Kotaku and Inverse, too, and she's written freelance pieces about horror and women in games for sites like Rolling Stone, Vulture, IGN, and Polygon. When she's not covering gaming news, she's usually working on expanding her doll collection while watching Saw movies one through 11.

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