Why Kingdom Come: Deliverance Refuses to Hold Your Hand — And Why That Might Be the Point
Warhorse Studios' creative director Prokop Jirsa says the studio expects some players to quit because the games are deliberately difficult. That admission reveals a design philosophy at odds with the modern gaming industry's accessibility push.

Warhorse Studios knows that some players will stop playing Kingdom Come: Deliverance. Not because the games are broken or boring, but because they are designed to be difficult — and the studio is fine with that.
Creative director Prokop Jirsa outlined this stance publicly, stating that the series is built around intentional friction. Combat rewards preparation over reflexes. Survival mechanics punish improvisation. There are no quest markers pointing the way, no hand-holding tutorials recycling every five minutes. The games expect players to adapt, not the other way around.
The admission landed in gaming circles as something between a confession and a provocation. In an industry that has spent the better part of a decade orienting itself toward broader audiences — easier modes, generous checkpoints, comprehensive UI hints — Warhorse has chosen a narrower path. Whether that stubbornness is artistic integrity or commercial risk depends on who you ask.
The Franchise That Said No to Casuals
Kingdom Come: Deliverance, first released in 2018, positioned itself from the start as a historical action RPG set in medieval Bohemia. The pitch was specificity: real-world geography, period-accurate weapons, a combat system drawn from historical martial arts rather than fantasy archetypes. There were no magic spells, no dragons, no glowing quest markers. Players learned to fight with a sword by actually training with it in-game.
The sequel, Kingdom Come: Deliverance II, expanded that vision. It also maintained the same punishing philosophy. Jirsa's recent comments did not introduce a new stance — they clarified an existing one that the studio has held since the first game. The studios' willingness to alienate casual players is a feature of the brand, not a bug its developers are quietly working around.
Sales figures for the original Kingdom Come: Deliverance suggest the approach found an audience. The game sold more than a million copies within two weeks of release and eventually moved past five million units across all platforms. That is not blockbuster territory — games like Call of Duty or Elden Ring dwarf those numbers — but it is enough to fund a sequel and justify a studio's existence. The audience that showed up showed up committed.
When Difficulty Becomes a Content Warning
The modern gaming industry has largely moved toward what designers call "accessibility." That term covers a range of features: adjustable difficulty sliders, screen-reader integration, customizable control schemes, and so-called "assistance modes" that let players breeze through content meant to challenge them. Sony, Microsoft, and Nintendo have all marketed games in recent years by touting how many players managed to complete them. Completion rates are a selling point.
Kingdom Come: Deliverance does not market completion rates. Jirsa's framing treats player attrition not as a failure of design but as a natural consequence of honest design. If you build a game that demands something from the player, some players will decline to give it. That is not cruelty — it is transparency.
Critics of the difficulty-first approach note that "accessibility" and "challenge" are not mutually exclusive. A game can offer multiple paths to engagement, with optional difficulty modifiers, without abandoning its core identity. Elden Ring, for instance, is notoriously difficult but includes cooperative multiplayer as a built-in workaround. It finds the middle ground.
Warhorse does not seem interested in the middle ground. The studio appears to believe that certain experiences only work if they demand something from the player — that the satisfaction of earning a victory in Kingdom Come cannot be replicated if the victory is handed out at the door.
The Economics of a Niche Hit
The commercial logic here is worth examining. AAA game development has increasingly become a winner-take-all proposition. Studios spend hundreds of millions of dollars and need blockbuster sales to recoup. That financial pressure pushes toward broader appeal, safer design, and the systematic elimination of friction that might cause players to quit.
Warhorse Studios is not a AAA studio. Its budget constraints are real, but so is the creative latitude that comes from not needing to sell fifteen million copies to survive. The studio can afford to make a game that works for a specific audience rather than trying to work for everyone. That is the structural logic behind the difficulty-first philosophy: it is both an artistic choice and a market position.
The gamble is that the specific audience is large enough to sustain the studio — and committed enough to buy the sequel, the DLC, the merchandise. Kingdom Come: Deliverance II suggests the bet is paying off, at least for now. The question is whether the audience grows with each installment or eventually reaches its natural ceiling.
What the Future Holds for Deliberately Difficult Games
The gaming industry is not going to abandon accessibility. The pressure from disability advocates, from platforms like Xbox that have made inclusive design a marketing pillar, and from publishers who want every possible sale — all of that is structural and will not reverse. Games will keep getting easier, or at least more accommodating, at the margins.
But that trend may create space for studios like Warhorse. As the mainstream moves toward accessibility, the games that hold the line on difficulty become rarer and more distinctive. For players who want a challenge — who find modern gaming too forgiving — Kingdom Come: Deliverance offers something increasingly unusual. Scarcity can be its own selling point.
Jirsa's admission that some players will quit is, in that light, not a warning. It is a promise. The studio is telling you exactly what kind of game this is. Whether you stay is up to you.
This publication covered the difficulty-as-design debate through the lens of commercial strategy rather than player entitlement — a framing the gaming press often defaults to, treating challenging games as hostile to their own audience rather than honest about their audience. The Kingdom Come franchise suggests those framings need not be mutually exclusive.