Kingdom Come: Deliverance II

Deep Silver2025Xbox Series X|S, PC (Microsoft Windows), PlayStation 5

Hardcore first-person medieval combat RPG simulation

Sprawling 50–70 hour grounded story campaign

Harsh saves and constant high-stakes consequences

Is Kingdom Come: Deliverance II Worth It?

Kingdom Come: Deliverance II is worth it if you love grounded historical worlds, demanding combat, and the feeling of slowly mastering a harsh system. It’s not a quick, forgiving power fantasy; it’s closer to living a medieval life with all the inconvenience and danger that implies. You’ll need patience for long rides, strict saving, and an early game that can feel punishing and awkward. In exchange, you get a rich, branching story, excellent character growth, and a world that reacts believably to your build and choices. If you can regularly spare 60–90 minute sessions and enjoy slow-burn immersion, this is absolutely a full-price buy. If you’re curious but unsure about the difficulty or time demands, waiting for a discount makes sense—you’ll feel less pressure if you end up bouncing off the early hours. If you dislike harsh penalties, strict save systems, or serious, violent themes, it’s probably best to skip it altogether.

When is Kingdom Come: Deliverance II at its best?

When you have a focused 90-minute evening and want one big quest arc, from preparation and travel to a tense showdown and a safe ride back to town.

On a quiet weekend afternoon where you can spare two or three hours to push the main story, accepting that a mistake might cost you a noticeable chunk of progress.

When you’re craving deep historical roleplay alone with headphones, ready to think through dialogue choices, stealth routes, and moral tradeoffs instead of chatting casually with friends online.

What is Kingdom Come: Deliverance II like?

This is a sizable commitment. Seeing Henry’s main journey through both regions with a healthy amount of side content will easily take 50–70 hours, often spread across many weeks for a busy adult. Sessions feel best when you can spare at least an hour, ideally ninety minutes, to ride out, tackle a substantial quest step, and get back to a safe bed. The limited save system means you can’t always dip in for ten minutes and bank clean progress. You can pause freely and use Save & Quit, but permanent saves still require planning, and surprise interruptions can cost ground. Returning after a long gap isn’t effortless either; you’ll need time to remember your build, pending quests, and the local political mess. The flip side is that this commitment builds a strong bond with the world and characters. It’s less a quick fling and more a season of prestige TV you inhabit rather than watch.

Tips

  • Aim for 60–90 minute sessions
  • Stop near a bed or town hub
  • Avoid multi-week breaks mid-campaign

Playing this game asks for real concentration. You’re not just swinging a sword; you’re constantly weighing routes, supplies, reputation, and how today’s actions might echo through future quests. Combat is slower and more deliberate than most action games, but you still need to read animations, manage stamina, and react within a fair but unforgiving timing window. Outside of fights, you’re planning travel, budgeting money for gear or beds, checking wanted status, and choosing between dialogue, stealth, or open violence. Long horseback rides give brief breathers, yet even there you scan the horizon for ambushes, herbs, or patrols. It’s hard to half‑watch a show or chat deeply with someone while playing; too much is at stake moment to moment. In return, that steady mental engagement creates a strong sense of presence, like inhabiting a real medieval life rather than clicking through waypoints.

Tips

  • Plan one major quest per session
  • Do inventory and prep at the start
  • Avoid playing when mentally exhausted

You don’t ease into this one. The opening hours can feel awkward and even unfair while you fumble with directional blocking, sluggish stamina, strict saving, and the subtleties of crime and reputation. Expect to feel clumsy and underpowered for a good chunk of your first 10–20 hours. The upside is that genuine learning matters more than in many RPGs. As your timing improves, you start reading enemy movements, managing distance, and using terrain to your advantage. You learn when to talk, when to sneak, and when to run. Systems that once seemed opaque—alchemy, lockpicking, saving, bribing guards—become tools in your kit. Progression numbers help, but you feel the difference mainly in your own confidence. For adults who like the sense of “I earned this” rather than being handed power, that journey is deeply satisfying. For those wanting something you can fully grasp in an evening or two, it’s a tougher sell.

Tips

  • Treat first 10 hours as training
  • Focus early perks on survivability
  • Practice combat in low-stakes encounters

This is not a relaxing comfort game. Early on especially, every fight, theft, or risky conversation can spiral into disaster, and the save system means mistakes often cost a noticeable chunk of time. Knowing that a botched stealth run or failed persuasion can undo 30–60 minutes raises your heart rate even before blades are drawn. Combat itself is gritty and personal: you see and hear steel meet flesh at close range, and injuries linger. The story leans into war, executions, and moral grey zones, so big set pieces can be emotionally heavy as well as mechanically tough. There are lighter moments—banter in taverns, quiet rides at sunrise—but the baseline mood is serious and precarious. If you enjoy white‑knuckle tension and the thrill of surviving by the skin of your teeth, this delivers strongly. If you’re already stressed from work or family, some evenings it may feel like too much pressure.

Tips

  • Lower difficulty if stress overwhelms you
  • Treat risky quests as special occasions
  • Stop after wins, not frustrating losses

Frequently Asked Questions