Kingdom Come: Deliverance
Realistic single-player RPG set in the medieval Europe. Open-
world sandbox with period accurate melee combat. Dungeons &
A first-person, open world, realistic RPG that will take you to Medieval Europe in a time of
great upheaval and strife. A humble, young blacksmith loses everything to war. As he tries
to fulfill the dying wish of his father, Fate drags him into the thick of a conspiracy to save a
kidnapped king and stop a bloody conflict. You will wander the world, fighting as a knight,
lurking in the shadows as a rogue, or using the bard’s charm to persuade people to your
cause. You will dive deep into a sweeping, epic, nonlinear story from Daniel Vávra, an
award-winning designer from the Mafia series. Our unique, first-person combat system lets
you wield sword or bow in both one-on-one skirmishes and large-scale battles. All of this
- and more - brought to life beautifully with next-gen visuals delivered via Cryengine.
- Planned platforms: PC, Xbox One*, PS4*, Mac, Linux
- Release date: Q4, 2015 on PC, Max and Linux
- Approx. gameplay time: 30 hours (Act 1), 70+ hours (all 3 acts)
also influence release date there.
- Non-linear story lets you choose between being a villain or a savior. Every quest can
be solved in multiple ways.
- A revolutionary combat systembased on inverse kinematics, the only one of its kind
to offer a rich, authentic yet easy-to-control, first-person melee experience. Based on
actual 15th century fighting techniques and designed in cooperation with medieval
martial arts experts.
- Improve your character. Different play styles - warrior, rogue or bard - can be mixed
and matched as you see fit. You can develop your skills, earn new perks, and fine-tune
- Large realistic, medieval-themed, open world landscape covering 3.5 square
miles and 30 hours of gameplay (in first act, out of 3 total).
- Lead the charge in enormous, open field battles and sieges. You are no
superhero. If you’re going to take on an army of enemies, you better find one of your own
to back you up.
- Take a trip through the Middle Ages: Traverse sprawling cities, magnificent castles,
towering, dark forests, and muck-strewn villages.
- Discover this huge world from horseback or on foot. If you can see it, you can visit it.
- A dynamic world comes alive. Every inhabitant plays a role in their communities, and
as night follows day, you can watch people work, help them when needed, or try to
interfere in their routine and see what happens.
- Build relationships with characters, become a criminal or a local hero, seduce local
women, threaten your enemies or pardon vanquished opponents.
- Create your own weapons, cook, brew up potions, or dig around for silver. All crafting
occurs in-game, using clever mini-games, rather than boring, soulless menus.
A different kind of RPG
You will not find any dragons, half-naked Elven warriors, or wizards in Kingdom Come:
Deliverance. At no point will you have to collect seven pieces of a legendary magic staff to
defeat an ancient evil bent on destroying the world with an army of demons. We think there
are enough such games out there.
We want to bring you a strong story rooted in the height of the Middle Ages, brought to life
in all its glory. So what is Kingdom Come: Deliverance? Think of it as Braveheart: The
Game. Majestic castles, armored knights, large, open field battles, and political intrigue set
in a vast, emergent world. We want to make the experience as authentic as possible –
real-world locations, real castles that don’t look like something from Disneyland, period
-accurate armors and costumes, combat and fencing systems designed in collaboration
with the most knowledgeable, skillful swordsmen around, and a story based on actual,
All this, on a foundation built capably upon the solid game mechanics of a true, hardcore
RPG – nonlinear quests with multiple solutions, branching dialogue choices with points of
no return, several roles to play (warrior, bard, thief), a mountain of different stats, skills,
perks, and ultimate character customization details (including 4 layers of clothing and armor
in 16 equippable slots!), as well as alchemy and crafting professions, the need to sleep and
eat to stay healthy…even food that goes bad if it sits in your inventory for too long!
We’re mixing the freedom and mechanics of Skyrim, the setting of Mount and Blade,
the storytelling styles of The Witcher and Red Dead Redemption, and the tough combat
dynamics of Dark Souls into a single, gorgeous package. You could say we’d like to give
ArmA (a franchise many of us worked on) an RPG makeover, streamlining the systems and
controls and polishing the overarching world while keeping the unique, genuine feeling of its
action and environments. Interested?
Our tale is based on historical events and takes place in 15th century Europe.
The year is 1403, and it is most certainly not the best of times. The old king is dead and his
heir is weak. The new king’s brother, hungry for power allies himself with a faction of the
nobility that sees this moment as an opportunity for advancement, kidnaps the king,
invading the country with an army of his own to plunder this defenseless land. The
aristocracy is divided between which side to support. Civil war is coming...
In the midst of this plunder and chaos, a son of a blacksmith will emerge as a hero. His
home destroyed and his family murdered by the invading army, he must redeem his failure
to protect those he loved and set things right again. Avenging the dead, safeguarding the
kingdom’s rightful ruler, and restoring order will prove no small feat for you or our adventurer.
But beware - this is not a fantasy fairytale, and you are not the chosen one! This will be a
tough, dirty job that only a champion with enough wits and strength will survive.
Freedom of choice
Your character is defined by your choices. Your abilities and stats grow depending on what
you do. You decide how you want to appear. Every quest can be solved in multiple ways.
Branched dialogue trees grant you the freedom to express yourself. Your reputation is
based on your choices, and every choice you make carries appropriate consequences.
There are no class restrictions, you can do anything you want to.
Stand tall as a brave knight in powerful armor, going it alone or finding allies to lead
into battle. Complete quests with brute force. Intimidate and threaten your enemies. Be
confident, arrogant, or righteous.
Sneak behind enemy lines as an invisible thief and assassinate the enemy. Stab.
Snipe. Strangle from behind. Resolve difficult situations as an invisible phantom, stealing
important evidence and threatening people to get information.
Win hearts as a popular bard, persuading nobles with your silver tongue and convincing
them to fight one another. Use your wits rather than your muscles to get the job done. Share
drinks with people, be the funny guy everyone likes… and then stab your rivals in the back
when they least expect it.
We’re not trying to create the biggest game ever; we want to concentrate on quality rather
than quantity. Instead of 200 generic dungeons, we’d like to focus on just a few, crafting
each one as something unique, memorable, and special. Our world is large, but again, the
focus is on creating a natural, organic space, not one so overpopulated (find out more
about this in our blog, here). The same philosophy applies to quests. We don’t want to
inundate players with an insane amount of quests, but rather ensure that those we have are
rich in detail, with multiple solutions (including non-violent approaches, where appropriate)
suiting different play styles and making an impact on the world.
Sick of killing rats in the basement? Or being treated like a messenger, transporting stuff
from point A to point B? So are we! That’s why our quests are different. Play as a medieval
investigator searching for a mass murderer, lay siege to a bandit fort with an army at your
back, experience epic battles between armored knights, interrogate, bribe, threaten, love,
help, fight… It’s up to you to decide what to do. There are multiple ways to finish every
quest - use your sword, quick fingers, or your wit.
Conversation is an integral aspect of Kingdom Come: Deliverance, just as important as
combat and just as difficult. It isn’t possible to absent-mindedly click through every dialogue
option. Your time to make decisions is limited, your choices affect your relationships with
others, and you cannot take back what you say. Just like in real life, you have to think
carefully about what you say to whom.
Almost everything that can be turned into a game will be playable – and that extends to
crafting, as well. Blacksmithing doesn’t happen in menus but rather with a hammer at a
forge. These mini-games are skill-based and affected by the player’s stats. You’ll be able to
forge, sharpen, and repair weapons, create potions and ointments through alchemy, pick
locks and pockets, distill alcohol, and prepare food.
The exploration of the world is free. If you don’t want to play the main quest line, it will “wait”
for you, and you can go about exploring the world and doing other stuff – side quests,
random events, hunting, crafting, small side stories, and much more. A giant world based
on beautiful, real-world locations
Cryengine allows us to quickly create huge areas of landscape. The world covers approx.
9 sq km2 (3.5 sq. miles), with a sprawling city, vast forests, majestic castles, and dozens
of villages and hamlets devastated by war. Of course, there will also be underground
locations to discover, like mines, secret passages, and catacombs.
Our world is a living, breathing, and COMPLEX ecosystem, ready to be toyed with.
Everything happens for a reason, every character has his/her daily routine, and every
routine can be affected by the player. Characters are able to react properly to all player
actions and adjust their routines to them.
Advanced reputation and law system
The world will organically react to your deeds. NPCs will report your crimes to authorities,
who will punish you for your crimes accordingly, either with a fine, time in jail, or by subjecting
you to the stocks or torture. Crime will affect economics and NPC behavior; people will get
suspicious or aggressive after unresolved crimes. Your reputation will spread by word of
Creating intriguing, enjoyable, first-person melee combat systems has been a real challenge
for developers. It's hard to mix easy, intuitive controls with a first-person view and sufficient
variety of moves. Many have tried and failed.
Our combat mechanics are the most challenging feature of our game. They’re based on
actual 15th century techniques and designed in cooperation with medieval martial arts
experts to be as authentic as possible. The controls are as intuitive as in first-person
shooters and, thanks to a few tricks, we have a large amount of different moves and combos.
On top of that, the whole thing is based on real-time physics and inverse kinematics, so
when you hit something, your hands and weapon, not just your target, react accordingly,
which is something that was not possible on last-gen hardware.
You can specialize in different fighting styles and weapon classes and will constantly learn
new moves and techniques, as well as unlock new weapons and armors. Every weapon has
its own uses, pros, and cons. The sword is universal, but weak against plate armor;
hammers are ideal against plate armor, but weak against sword; the longsword is strong,
but slow, and cannot be used from horseback, etc.
We will have several weapon classes: swords, longswords, daggers, sabers, axes,
hammers, shields, bows, and crossbows.
Battles and castle sieges
You are no superhero - fighting multiple enemies at the same time is very difficult. It is often
a good idea to have allies at your side (and, at times, a lot of them). Our goal is to have as
many characters in fights as possible and to offer players big battles and castle sieges to
take part in. Not many battles, mind you - more like one or two in the first act. For us, a
battle is a climax, not a ‘wow’ moment that needs to happen every two minutes. The
precise scope of these battles and the amount of characters on screen are still things we
are evaluating – they are complicated feats to pull off even on next-gen hardware.
Horses are your primary means of transportation in our sprawling world, but you can fight
from horseback, as well. War horses can be used as living weapons with special moves
and attacks (strafing, running backwards, several different kicks, etc.). Horses also serve
as a secondary inventory for the player. We’ll have three types of horses in-game (courser,
destrier, rouncey), and each offers different abilities, stats, skills, and perks. Your steed
levels up on its own throughout the journey, and even comes with five slots for armor and
What would a role-playing game be without character development and customization?
Your character in Kingdom Come: Deliverance will have STATS (Strength, Speed, Agility,
Vitality, and Speech), CONDITIONS (Stamina, Health, Hunger, and Sleep), SKILLS
(Swordsmanship, Archery, Alchemy, and many others), and PERKS (special combat moves,
crafting abilities, or varying advantages). Conditions change as you become injured,
exhausted, etc. Stats and skills will increase when you use them. Perks can be unlocked or
learned. Stats and conditions can be temporarily or permanently modified by alchemy. You
must also eat and sleep - you need to keep your character alive, after all!
Thanks to our clothing system, you can create the ultimate armored knight. We have 20
slots for weapons, clothes, and attachments, as well as 4 layers (!) of clothing or armor on
every character. That’s a lot of customization options! Different types of armor are effective
against different weapons. Your clothes and their state affect your charisma and reputation,
which, in turn, influence NPC reactions toward you. They also affect your visibility and the
noise you produce, which affect your stealth skills.
Early access for backers
Since we are going to self-publish the game and are asking for the help of the community,
we are also willing to give something back and develop the game with the community.
What does it mean? In about 6 months, we will release an early build of the game, with one
smaller location (village and a part of the countryside) where you will be able to test core
mechanics of the game. We will start with the basic mechanics (interaction with the world,
inventory, map, NPC cycles) and we will constantly update this build with new features as we
progress with the development (dialogues, bows, hunting, crafting, combat, horses). This is
the access to Alpha version of the game and it will be available to all tiers from the Baron
When the game is in Beta stage, we will release the full game beta as Early Access on PC
(or any other platform where it’s going to be possible) for all backers up from the Knight Tier.
Our backers can influence the development, help us improve the game, and give us
feedback about our game mechanics.
We are using CryEngine to power our game. It’s a powerful, out-of-the-box toolset that runs
on all major platforms and allows us to concentrate on the game instead of technology. It's
been used to create cutting-edge games like the Crysis trilogy and Ryse, as well as the
crowd-funded project Star Citizen. CryEngine affords us with unparalleled macro and micro
details, including unlimited viewing distance, HD textures on all objects, and a functional
day/night cycle with varying weather patterns, all set in a vast, beautifully lit, seamless world,
free of cumbersome load times.
On top of that, we are developing our own proprietary RPG-MAKING TOOLS for easy
development of this and any future content, including custom support for game design,
animations, branching dialogue, clothing definitions, et al. We plan to release these tools to
the modding community in the future.
We plan to release the game on all major platforms: PC, MAC, Linux and next-gen consoles.
If you pledge for Baron tier and above, you will be free to choose any platform the game will
be released on as your reward. Regarding Early Access to the game, at the moment we can
guarantee it only on PC, however we will do our best to make it available on as many other
platforms as possible.
We are going to aim for simultaneous release on all supported platforms, but we cannot
guarantee this for the next-gen consoles where the releases is subject to approval by the
Who are we?
As a studio, Warhorse may be new to this industry, but the people behind it are not. Our
team has worked on games like Mafia, Mafia 2, ArmA, Operation Flashpoint, Crysis 3,
and Forza Horizon, to name a few. Most of us have worked together in the past, so we know
each other well. As of now, we have about thirty people on staff, which is, of course, not
enough to make the kind of large RPG we have in mind in any timely fashion. Ideally, we’d
like to grow our studio to about 75 people for a project of this nature.
Most of us have experience working on open world games (Mafia, Flashpoint), so we’re
already quite familiar with the typical challenges, roadblocks, and potential pitfalls that come
with their development. We want to avoid the common mistakes that can bog down a project
of this nature, and that starts with having a clear vision, detailed design, mature technology,
efficient internal processes, and an experienced team.
Specifically, our plan asks for another 1,000 months of manpower, which means we need
another 20 months to finish the game (this includes a six-month period for tuning and testing).
We also believe that direct input from the community will help us a lot, allowing us to create
an experience that people actually want to play, and we’re currently devising ways to make
transparent our development process to Kickstarter backers, as well as non-investors still
interested in the final product.
If you’d like to learn a little more about our attitude as a company and as game makers, we
invite you to take a look at our blog. In addition, below you’ll find a little information about
some of our key team leaders:
Director and Design Lead for Mafia, Designer and Screen Writer for Mafia II. Over a
decade of industry experience, starting as a 2D artist on 16-bit computers. Nominated for a
Game Developers Choice Award for Excellence in Writing for Mafia. Mafia won Game of
the Year and Best Screenplay awards in a number of countries and has an 89.5% score on
GameRankings. Dan’s games have sold more than 5 million copies combined. He also
contributed to Hidden & Dangerous, among other projects.
The author of fantasy pen-and-paper RPG Dragon's Lair. In 1997, Martin founded ALTAR
Interactive as an Executive Producer. After releasing Fish Fillets in 1997, the studio created
the real-time strategy game Original War three years later. ALTAR then published the trilogy
of UFO: Aftermath, UFO: Aftershock, and UFO: Afterlight. Martin later moved to
Codemasters in the UK to work on Operation Flashpoint: Dragon Rising.
Designer and screenwriter of computer games for 17+ years. Started with self-published
text games for Atari 800 and then he worked as a lead designer in Bohemia Interactive
(Operation Flashpoint: Cold War Crisis, OFP: Resistance). Later Viktor helped to produce
ArmA, a spiritual successor of Operation Flashpoint, and then worked in 2K Czech on new,
not yet announced title. In his spare time, Viktor creates games for 'smaller' platforms,
including Nintendo DS, XBL, iOS, etc.
Tomas was a Senior Graphics Programmer at Illusion Softworks (later 2K Czech), where
he worked on multiple games, including Mafia 1 & Mafia 2 and Hidden & Dangerous 2.
After finishing Top Spin 4 for 2K Czech, he moved on to Playground Games in the UK,
working as Senior Graphics Programmer on Forza Horizon. He has a great deal of
experience with development on non-PC platforms, having worked on Dreamcast, PS2,
Xbox, PS3, Xbox 360, and iOS.
One of the most accomplished 3D artists in our country. Roman started at Bohemia
Interactive working on Operation Flashpoint and later ArmA. He then moved to 2K Czech to
work on Mafia 2, and later to Crytek to work on Crysis 3. His intimate knowledge of
CryEngine is especially valuable to our current project.
After seeing our trailer, you might ask: “why are we here? This is a big, expensive game
that’s sure to cost a lot of money, right? Does no major publisher want it? This sounds
suspicious.” The answer to those questions might surprise you.
Warhorse is a comparatively small studio. We now have about thirty people, and it took us
more than eighteen months to develop what you've just seen. All this time, we’ve been
funded by a private investor, to the tune of almost 1.5 million dollars in total. We hope the
product you’ve seen reflects that.
Our plan was to develop a prototype, pitch it to publishers, and finish development with the
subsequent money. We tried to do it that way (and you can read about our experiences on
our blog), but in essence, even though everybody we met commended our work, praised
our game’s visuals, and believed in our ability to deliver, negotiations would inevitably hit a
dead end at the point where the publishers' marketing departments got involved. Why?
"Your game is too niche. There’s no magic. People want wizards and dragons."
We beg to differ. The response from players has always been great. We think gamers like
history – look at the success of Total War, Assassin's Creed, Mount and Blade, and Red
Dead Redemption. There is no medieval first-person RPG out there, but it does not
necessarily follow that nobody wants one - only that there is no easy box for marketing to
pigeonhole it in.
Our investor is strong and capable of funding the complete development of our
project. But he does not follow the game industry very closely, and needs proof
that publishers and marketers are wrong about our game - that you are indeed
interested in a mature, medieval RPG that emphasizes freedom and authenticity.
And so we stand, as a studio, at a crossroads. Either those naysayers are right,
and there truly is no desire for the game we are making, or we are right. Either
way, we think Kickstarter is a great way to find out.
The sum we are asking for is about ten percent of our total budget; for our investor,
however, it is proof that there is real demand for the game, and that there is a point to
keeping it funded. Every extra dollar will allow us to make the final product that much
better because it means more money for development and more support from our
Should our Kickstarter campaign fail, it will mean that we were wrong, that there is no
interest to play a game with the atmosphere of Braveheart, and that we will have to start
considering working on some mobile MMO, because that's where the money is these
days (or so everybody tells us). We are, however, positive that our instincts are right.
Edited by LordCrash, 22 January 2014 - 05:00 AM.