
Kingdom Come: Deliverance 2 isn’t trying to outmatch Skyrim or The Witcher by copying them. It distances itself by building a grounded, historically-informed world where magic and monsters are absent, and the drama stems from very human struggles. This design choice makes it a distinct entry in the RPG genre, often defined by high fantasy.
Setting and Realism
Skyrim is a land of dragons and ancient prophecies, while The Witcher blends folklore with political chaos. Kingdom Come focuses instead on 15th-century Bohemia during the Hussite Wars. Rather than saving the world, you’re navigating feudal politics, civil unrest, and personal revenge. The realism of its architecture, clothing, and daily routines is unmatched by the more fantastical worlds of its peers.
The game’s locations are based on real historical maps and documentation. Villages have believable economies. Castles aren’t just stage dressing but reflect actual medieval fortification principles. Where Skyrim might have you exploring Dwemer ruins or Witcher sends you into monster nests, Deliverance 2 has you dealing with village banditry, food shortages, or strained alliances.

Combat and Character Progression
Combat is where the divide grows sharper. Deliverance 2 builds on its predecessor’s layered system of directional attacks, stamina control, and period-authentic swordplay. It’s not flashy or forgiving. You don’t slice through crowds. One wrong move can mean death, and training is essential. There’s no levelling up by spamming spells or potions. Improvement comes through practice, whether with a sword or alchemy.
By contrast, Skyrim gives players immense flexibility and immediate power. The Witcher builds Geralt as a mutant swordsman with access to signs, potions, and combat arts. Both favour style and spectacle. Deliverance demands patience and discipline.
Storytelling and Protagonist Design
Skyrim offers a blank-slate character in a world built for exploration. The Witcher centres its narrative around a well-defined protagonist. Kingdom Come falls somewhere in between. You play as Henry, a blacksmith’s son, but your actions shape his reputation and skills. He’s not an all-powerful chosen one. He’s vulnerable, inexperienced, and constantly challenged.
This makes Deliverance’s storytelling feel closer to lived experience than myth-making. The game uses actual historical conflicts as its narrative backdrop. Dialogue respects the social structures of the time. Speaking rudely to a noble or showing up dirty can genuinely affect outcomes. There’s little room for modern power fantasy.

No Fantasy Crutch
Perhaps the most defining difference is what Kingdom Come deliberately omits. No magic. No fantasy races. No monsters. Every conflict stems from people, politics, greed, religion, or revenge. This absence isn’t a limitation. It’s a statement. The tension comes from its realism. You can’t rely on a fireball or a silver sword. You rely on strategy, diplomacy, and knowing when to walk away.
World Interaction and Systems
Skyrim and The Witcher are about world breadth. Kingdom Come favours depth. The game tracks how clean your clothes are. If you haven’t bathed or have blood on you, people will react. Horses behave differently depending on breed and training. The lockpicking and pickpocketing systems take time to learn, not because of artificial skill bars but because they’re designed to mimic real physical skill.
Even sleep, food, and reading matter. If you don’t eat or rest, your stats drop. If you want to read a book, you actually have to learn how to read in-game. These elements make Deliverance feel like it takes place in a living world, not a theme park.
The Seven Swords takeaway
Kingdom Come: Deliverance 2 isn’t trying to compete with Skyrim or The Witcher on spectacle or fantasy. It carves its own space by being unflinching in its realism and historical authenticity. That won’t appeal to everyone, but for those tired of dragons and destined heroes, it offers a slower, sharper, and more grounded kind of adventure.