Kingdome Come Deliverance 2 Interview – Warhorse Studios on Mod Support, Upcoming Patch, and What’s Next

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Warhorse Studios Talks Optimization, Modding, and KCD2’s Future.

Story Highlight
  • Warhorse Studios is planning to release the official mod support for Kingdom Come Deliverance 2 in the next two weeks.
  • The developers chose to continue using their customized CryEngine instead of Unreal Engine 5, believing it best suits their needs.
  • The developers aimed to make KCD2 more accessible than the first game by improving mechanics and reducing bugs without altering the core gameplay.
  • A large patch with over 1000 bug fixes is in development.

Kingdom Come: Deliverance 2 has been a huge hit, showing that story-focused, historically grounded RPGs still matter in today’s gaming world. With its rich world, fascinating mechanics, and optimized performance, the game has won over both players and critics.

To dive deeper into the studio’s vision, challenges, and what’s next, we talked to Tobias Stolz-Zwilling, Global PR Manager at Warhorse Studios.

In our conversation, we covered a range of topics, from Warhorse Studios’ views on upscaling tech and their choice to keep using CryEngine to the future of single-player RPGs in a time when live-service games are everywhere.

Tobias also gave us a behind-the-scenes look at the game’s development, shared thoughts on the possibility of Kingdom Come 3, and discussed upcoming updates and mod support for players.

Kingdom Come Deliverance 2
Kingdom Come Deliverance 2 recouped its budget within a day of its launch.
With the success of KCD2, are there plans for a third installment, or will the studio explore new IPs?

Tobias: Let’s see what the future brings. Right now, we are only focusing on KCD2 and its DLCs

Xbox has recently shifted its strategy to focus on a multiplatform approach, bringing its exclusives to other consoles. As a developer whose game is available on multiple platforms, how do you view this shift?

Tobias: I guess that is a strategic decision of Microsoft. But from a purely consumer perspective it seems great to be able to play all games, no matter what platform I own.

Do you think it benefits the industry and players, or do you see potential challenges for developers in this new landscape?

Tobias: Developers already have to develop on all platforms at once unless you are an exclusive studio. So for us, for instance, nothing would change.

Modern games are becoming increasingly demanding on hardware, and many developers rely on upscaling technologies like DLSS and FSR instead of optimizing their games for lower-end systems. What are your thoughts on this strategy and upscaling tech in general?

Tobias: We are not standing in the way of technology and progress. But for us we decided that optimizing our game is the better solution than relying on other systems. And yet the work hasn’t stopped yet and fixes and patches are still coming.

Warhorse Studios decided to stick with CryEngine for KCD2 as opposed to Unreal Engine 5. What are your thoughts on the industry’s widespread adoption of UE5?

Tobias: The grass is always greener on the other side of the fence.. We found our engine in our own inhouse version of the CryEngine that we are adjusting to our needs. And again I believe we pushed it to new limits.

KCD2 was made on a fairly modest budget in an era where many AAA titles have excessive budgets. How did you keep costs low without compromising on the impressive production values?

Tobias: Effective work, and not headless spendings on agencies :). But jokes aside, of course, it is generally cheaper to produce anything in the Czech Republic than in the States, for instance.

Despite the current focus on live service and monetization, KCD 2’s success has shown the value of solid single-player titles. Do you think single-player games will eventually become the center of attention again as these recent trends die down?

Tobias: I certainly hope so. Video games often get messy when people in ties get involved.

Kingdom Come Deliverance 2 focuses on advanced and realistic mechanics, so there are no difficulty modes. However, have the developers considered making the game more welcoming for casual and new players in any upcoming updates?

Tobias: Well, in a way. But also not. Generally, we tried really hard to make KCD2 more accessible than KCD1 while staying true to its roots. KCD1 had its fair share of bugs and clunky mechanics so we wanted to smooth these out to simply offer a better experience. The combat, for instance, is still, on its basis, the same combat as in the first game, but a change in the movement sets and generally more animations make it feel much more streamlined and user-friendlier.

How much did Warhorse Studios predict KCD2 would sell during its first week? Was it expected that the project would recoup costs a day after launch?

Tobias: We didn’t do any predictions like that. I mean, we were optimistic that we have a great product on hand, but we were carefully optimistic :). So the success was not a surprise, but also not a given. I think it is fair to say that we are definitely overwhelmed by the amazing reception.

While the game is mostly bug-free and an optimized experience, many fans are asking for hotfixes to deal with tons of glitches and broken quests, such as 'Invaders' and ‘Tournament.’ When can we expect patches to start flowing in?

Tobias: The next patch has over 5 months of work in it and over 1000 bug fixes… so yeah… we are working hard 🙂

Since KCD2 is getting official modding support, just how much will it allow modders to change and tweak? Elder Scrolls- level of modding support in the future?

Tobias: We will start slow and then see where everything goes. Modders can already work with the game, but new quests, for instance, are not possible yet.

When can we expect to see official mod support in the game? Would you give us any time frames or release windows? The roadmap for 2025 does not mention it in any capacity, so we suspect 2026.

Tobias: In the next 2 weeks 🙂

Does Warhorse only intend to work on the realistic RPG genre next? Or can we expect the studio to branch towards more hack-and-slash and action RPG-styled experiences?

Tobias: Well, Audentes Fortuna Iuvat, let’s see what the future brings.

The studio director, Daniel Vavra, previously stated that video games often don’t feature great stories despite being more developed than movies as products. Why do you think that is so? Is there a lack of good writers in the industry?

Tobias: I don’t think so. There could be various reasons, and there is definitely no easy answer to it. If there would be, then we wouldn’t be in this situation.

What do you think contributes to the longevity of a game? The Kingdom Come games can go on for decades.

Tobias: Again, this is a case-by-case thing. In our game the fact that you can solve most quests in multiple ways helps a lot in replayability but also in this “I am crafting my own story” feeling. Also, mods can help a lot, so we are curious to see what people come up with.

Is Warhorse Studios satisfied with the review score of KCD2?

Tobias: Absolutely. And what is more important than that is that the score is pretty much the same on all platforms.

KCD2 writing was purely beautiful. Can you tell us how much time it took to write the script?

Tobias: 6-7 years … the writing never ends. There are always ideas and things to do.

Is there any possibility that Kingdom Come: Deliverance will expand as an IP beyond the video game?

Tobias: Absolutely. We are already working on a project called Kingdom Come: Deliverance LIVE, where we will expand the gaming experience into the real world.

Kingdom Come: Deliverance 2 has gone above and beyond, offering a stellar RPG experience rooted in history. Warhorse Studios’ focus on the game’s optimization, meaningful player choices, and authentic storytelling makes the game stand out in an industry often dominated by RPGs.

From its polished gameplay to its dedication to single-player experiences, the team clearly prioritizes quality over quick fixes. With ongoing support through updates, DLCs, and future modding tools, Kingdom Come Deliverance 2 has a bright future ahead.

A big thank you to Tobias Stolz-Zwilling for sharing insights into the game’s development, Warhorse Studios’ approach, and what’s coming next. It’s inspiring to see a studio so committed to its vision, and we’re excited to see what they do next—whether it’s a new historical RPG, more content for KCD2, or something completely different. 

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