The Intentionally Unforgiving Game Studio That Refuses to Apologize

Warhorse Studios knows that some players will quit. That is the point.
The Czech developer behind Kingdom Come: Deliverance — a medieval RPG set in fifteenth-century Bohemia that prizes historical fidelity above almost everything else — has built its reputation on a combat system that punishes impatience with the same certainty that a longsword punishes an unarmored flank. The game does not offer an easy mode in any conventional sense. It does not give players the option to simply not engage with the friction that makes the world feel real. Creative director Prokop Jirsa has now confirmed what critics have long understood: that difficulty is structural to the experience, not an oversight to be patched away.
"We make games that are difficult on purpose," Jirsa said in recent comments that have circulated widely among the studio's community. The studio is aware that this approach costs it players. It absorbs the attrition and keeps building.
The question worth asking is why.
A Design Philosophy That Fights the Player
The conventional wisdom in game development, particularly in the years since accessibility became a mainstream industry term, is that friction is the enemy of engagement. The logic is straightforward: if a player cannot get past a particular obstacle, they will stop playing. If they stop playing, they do not spend money on expansions, cosmetics, or sequels. Studios that have internalized this calculus have spent the better part of a decade smoothing out their difficulty curves, adding optional assists, and embedding adjustable parameters deep in their settings menus.
Warhorse has not done this. Kingdom Come's combat is learned — its block timing, directional striking, and armor weaknesses form a system that takes hours to internalize and rewards mastery in ways that most contemporary RPGs simply do not. The game does not let players fail forward. They fail, they reset, and they try again with slightly more knowledge.
The design bet is that this friction produces something that easy mode cannot: a genuine sense of earned competence. When a player finally defeats a group of bandits that had humiliated them for days, the victory feels different than it does in a game where the mechanics are a formality and the engagement lives in the narrative. Warhorse is selling the feeling of becoming dangerous in a world that takes violence seriously.
The Counterargument That Deserves Full Hearing
Not everyone agrees that this is a sufficient justification.
The accessibility movement in games — accelerating through the early 2020s — has pressed studios to consider players who are excluded by conventional difficulty assumptions. Motor disabilities, cognitive differences, visual impairments, and simply less gaming experience create populations that encounter design choices as barriers rather than invitations. When a studio markets a game as historically significant and culturally serious, the argument goes, it has some obligation to allow those players access to that experience.
This is not a fringe position. Major publishers have acknowledged it. Sony's Santa Monica Studio added accessibility options to God of War Ragnarök that would have seemed unimaginable in the series's early entries. Microsoft has baked controller-assist features into its first-party lineup for years. The industry consensus, insofar as one exists, has shifted toward accommodation.
Warhorse's refusal to follow that consensus is a statement. It says: the design has a thesis, and the thesis is not separable from the difficulty. You cannot strip out the combat and preserve the experience, because the experience is the combat. This is an honest position. Whether it is a generous one is a different question.
What the Broader Industry Has Chosen — and Why Warhorse Has Not
The economic case for accessibility accommodations is not subtle. A player who can complete a game is a player who can be sold additional content. Studios that have added optional difficulty sliders and assist modes report — anecdotally, in the earnings-call language of investor relations — that completion rates rise and the player base broadens. The logic is compelling enough that it has become industry default.
Warhorse operates outside that logic for reasons that are partly economic and partly philosophical. The studio is relatively small by AAA standards; Kingdom Come was funded partly through Kickstarter before its 2018 release and its 2019 sequel Kingdom Come: Deliverance II built a substantial audience on the back of the first game's reputation rather than on marketing spend. The studio has a core audience that specifically seeks out what it makes because no one else makes it. That audience is not looking for accommodation.
The structural consequence is that Warhorse has carved out a niche in which difficulty is the product. It is not a game that happens to be difficult; it is a game whose difficulty is the feature that its audience purchases. This is not unlike certain genres in other media — art-house cinema, literary fiction, extreme sports photography — where the audience actively wants the friction that mainstream production tries to eliminate. The parallel is not exact, but the economic logic is similar: serve a defined audience deeply rather than a broad audience superficially.
The Stakes for Warhorse — and What the Industry Is Watching
The bet carries risk. As the gaming audience ages and new players arrive from demographics less inclined to tolerate the friction that Warhorse considers essential, the studio's core market may shrink. The enthusiast community that made Kingdom Come a cult hit in 2018 may not be large enough to sustain the studio's next cycle of development without expanding into adjacent audiences.
Warhorse appears to have calculated that risk and found it acceptable. Jirsa's public statements — that the studio knows players will leave and has decided not to design for their return — suggest an organization that has made a genuine choice about what it is and is not willing to become.
That clarity is relatively rare in an industry that has spent years chasing the broadest possible audience and, in doing so, has made a great deal of its output interchangeable. Studios that refuse the logic of maximum accessibility are not making a naive choice; they are making a specific bet about what their work is for. Whether it pays off depends on whether there are enough players who want what Warhorse is actually selling — not a game with optional difficulty modes, but a world that takes its own rules seriously enough to hold the player to them.
Some will stop playing. The studio is counting on the ones who stay to be enough.