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About the game

Kingdom Come: Deliverance

Single-player open-world action role-playing game

Nobles and armed men confer inside a medieval chamber.
Kingdom Come: Deliverance · Game artwork

About Kingdom Come: Deliverance

In 1403 Bohemia, blacksmith’s son Henry is pulled into a conflict that reaches far beyond his home village. Kingdom Come: Deliverance is a first-person open-world role-playing game built around grounded combat, practical skills, and quests shaped by how Henry prepares, speaks, travels, and responds to the people around him.

Kingdom Come: Deliverance places Henry, a blacksmith’s son from Skalitz, in Bohemia during 1403, as political conflict and armed forces reshape the lives of ordinary people. The attack on his home draws him into the struggle surrounding King Wenceslaus, his rival Sigismund, and the local lords caught between them. Radzig Kobyla, Divish of Talmberg, and other historical and fictional figures connect Henry’s personal story to the region’s wider tensions. The setting is a network of villages, market towns, castles, farms, roads, and wooded country rather than a succession of isolated fantasy dungeons. There is no magic or supernatural combat system: travel, work, authority, money, and violence follow the rules of a late-medieval society, while the story focuses on a young man who begins without a soldier’s training or status.

The main quest moves Henry between settlements and places him in situations where finding information can matter as much as winning a fight. People may be questioned, persuaded, helped, or confronted, and the available response can depend on Henry’s skills, clothing, reputation, and the circumstances of the conversation. Quests can involve investigation, errands, negotiation, preparation, or combat, and not every problem is framed as a simple target to eliminate. Story missions and side quests bring Henry into contact with local residents, soldiers, clergy, and nobles, whose requests can ask for practical assistance or information. The open world also contains side quests and activities that add context to communities and their residents. Exploring is therefore tied to noticing who has information, which routes are safe, what a settlement needs, and whether Henry is equipped to enter a situation openly or should approach it more carefully.

Combat uses directional attacks and defense, with the player steering sword strikes toward different openings while watching an opponent’s guard. Weapons do different kinds of damage, and armor changes which attacks are effective: a blade, a blunt weapon, and an axe each have their own practical uses. Henry must manage stamina and position, and blocking continuously can leave him vulnerable when his energy runs out. Trainers teach techniques such as perfect blocks, dodges, feints, and weapon-specific combinations as his development allows. A successful opening can lead into a combo, but an opponent who blocks or evades an attack can interrupt the sequence. Fights also ask the player to judge numbers, armor, and surroundings; a group can overwhelm Henry, so choosing when to engage, retreat, or use a bow is part of the combat loop rather than a cosmetic preference.

Nobles and armed men confer inside a medieval chamber.
Nobles and armed men confer inside a medieval chamber. Official game screenshot; copyright belongs to its respective owners.

Henry’s improvement comes through a combination of attributes, skills, perks, equipment, and practice. The game tracks areas such as swordsmanship, defense, warfare, speech, stealth, and other practical abilities, and using a skill contributes to its growth. Training with a qualified character can teach techniques or improve capabilities, while perks let the player emphasize particular strengths. Equipment is functional: armor protects but adds weight and can affect movement or visibility, and weapons and clothing need attention as they wear down. Speech checks can open routes through conversation, while different clothing and personal cleanliness affect how Henry is received. This means character progression is not only a menu choice. The player can shape Henry by the activities they pursue, the training they buy, the gear they maintain, and the way they present him in social situations.

Daily needs add another layer to travel and preparation. Henry becomes hungry and tired, so the player must find food and a place to sleep while moving between settlements. Inns offer paid lodging, and beds associated with particular people or locations can provide a place to rest; cooking pots and purchased provisions supply food, with some foods spoiling over time. Carrying capacity matters because a heavily loaded inventory limits what Henry can take away from a fight or bring on a journey. Horses make longer trips easier and can carry additional equipment, but riding through unfamiliar countryside still involves choosing routes and keeping an eye on the world. Saving also has an in-world cost through Saviour Schnapps, with certain beds and quest moments offering other ways to preserve progress. These systems make preparation a recurring activity between quests rather than a one-time tutorial task.

Non-combat skills offer ways to approach the world through observation and manual work. Stealth can help Henry avoid drawing attention, while lockpicking and pickpocketing create opportunities to take items quietly but carry the risk of being noticed and accused. Reading is a learned ability, and books can provide knowledge or improve skills once Henry has learned enough to make use of them. At an alchemy bench, the player follows a recipe using gathered ingredients and a sequence of preparation steps to brew potions; this makes ingredient collection and careful execution relevant outside combat. Hunting, herb gathering, repairing equipment, and trading connect the landscape to the inventory and the needs of a journey. These activities are optional ways to develop Henry and solve particular problems, each with its own skill requirements and consequences if the player is caught or unprepared.

Armored fighters clash beside a wooden palisade.
Armored fighters clash beside a wooden palisade. Official game screenshot; copyright belongs to its respective owners.
Developer
Warhorse Studios
Genre
Single-player open-world action role-playing game