When developers at CD Projekt Red confirmed this: Kingdom Come: Deliverance 2 It serves as a major source of inspiration. The Witcher 4 2025 immediately reshaped expectations about the potential of RPGs. that witcher The series has always maintained a balance of dark fantasy and grounded universe building. kingdom come It represents a much more uncompromising approach to realism, simulation, and player-centric immersion.
the witcher and Kingdom Come: Salvation It's as different as the franchise. While one is set in a world of gritty historical realism, the other is defined by the most fantastical stories. But CD Projeckt Red citing Warhorse Studios' GOTY-nominated title as a source of inspiration will be music to players' ears. If you look closely Kingdom Come: Deliverance 2 How design philosophies can contrast and complement The Witcher 4 It gives us a clearer picture of Ciri's next adventure.
Kingdom Come: Deliverance 2 testers found the stealth system too realistic and therefore buggy.
Game Rant sat down with Kingdom Come: Deliverance 2's design director Viktor Bocan, who explained why testers mistook realistic stealth for a bug.
The Witcher 4 will move towards a more responsive and living world.
one of the following Kingdom Come: Deliverance 2A characteristic of is reactivity. The world reacts not only to narrative choices, but also to moment-to-moment player actions, often in subtle and systematic ways. The impact is already visible. The Witcher 4A technology demonstration highlighting the environmental response to Ciri's presence and actions. This may manifest itself through:
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NPCs that dynamically react to Ciri's reputation, equipment, or recent actions.
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Environmental changes related to player movement, magic use, or combat encounters.
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There is less reliance on scripted set pieces and world action is more emergent.
where The Witcher 3 Responsiveness is often categorized as a quest outcome, Kingdom Come: Deliverance 2 Treat responsiveness as a default expectation. If that philosophy continues The Witcher 4's open world can feel less like a stage and more like a living system that continually acknowledges the player.
A deeper, more realistic gameplay system
portion KCD2The realism of was defined by how hands-on the system was. almost any mechanic KCD2 It asks players to engage physically and mentally rather than engaging abstractly through menus. in The Witcher 3:
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Potions are crafted immediately through the inventory menu.
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Weapon maintenance is reduced to a single interaction.
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Preparation systems are largely automated.
In contrast, Kingdom Come: Deliverance 2 treats these mechanics as gameplay in their own right. That example The Witcher 4 Things that can reasonably be adopted include:
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Manual crafting system as follows: KCD2 Potion making involves ingredient order, timing, and physical interactions.
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Weapon maintenance has been expanded, potentially turning grinding and repairs into skill-based activities rather than passive buffs.
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Alchemy is a risk-reward system where mistakes have consequences rather than simply wasting ingredients.
This approach favors immersion over convenience. It's slower-paced, animation-driven, and intentionally tactile. This will be an adjustment that can drastically change the pace of the moment. The Witcher 4.
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Combat in Witcher 4 can get more complicated, taking note from Kingdom Come: Deliverance 2.
Who is that character?

Check out the silhouette before time runs out.
start

Check out the silhouette before time runs out.
Easy (7.5 seconds) Medium (5.0 seconds) Hard (2.5 seconds) Eternal Death (2.5 seconds)
Kingdom Come: Deliverance 2's combat differs significantly from traditional action RPG design. It may not be beginner-friendly, but its complexity will welcome seasoned RPG players with open arms. The impact can change significantly The Witcher 4. Rather than encounters that are fast and have a lot of animation cancellations. kingdom come There's an emphasis on directional attack and defensive positioning, along with stamina management that actively prevents button presses. Applicable to The Witcher 4This can mean a noticeable change from the fluid, almost power-fantasy combat loop. The Witcher 3. Potential changes include:
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It is a swordsmanship that places greater emphasis on precise timing.
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Reduced invincibility frames and increased penalty for overextension.
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Instead of strict crowd clearing, enemy encounters are designed around dueling and attrition.
with Siri The Witcher 4As the protagonist of , this approach doesn't necessarily slow down combat, but it does make every attack and dodge feel more deliberate and consequential.
Preparation as gameplay, not a checklist
one of the following kingdom come's most influential design philosophy is that preparation is important and takes time. This may add to the overall difficulty of the experience, but it is more intentional than inconvenient. If we translate this into The Witcher 4 It can mean:
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More meaningful pre-battle rituals, including more relevant potion preparations and equipment checks.
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Extend existing systems by reducing reliance on universal solutions and enhancing contextual problem solving. The Witcher 3.
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It is a system that rewards foresight rather than improvisation.
This is a natural fit. the witcher Monster hunting has always been about research, preparation, and knowledge. The difference lies in execution. The Witcher 4 Instead of simply choosing from a menu, you can ask players to actively make those preparations.
An intentional evolution inspired by Kingdom Come rather than a re-creation of The Witcher.
The Witcher 4 It is unlikely to be a full simulation RPG in the framework of . Kingdom Come: Deliverance 2. CD Projekt Red has consistently prioritized accessibility and narrative momentum, and with the design of the Masterclass side quests, that identity will become entirely its own. However, selective adoption KCD2's system could represent a more mature and demanding evolution of the franchise. If done carefully, The Witcher 4 It may represent a synthesis of two approaches. This means that the series' renowned narrative depth and character-driven storytelling are combined with a system that asks players to slow down, engage deeply, and emerge victorious. For longtime fans, this change feels more like a departure than a departure. the witcher I'm finally leaning in to do what I always promised.