- Release Year: 2018
- Platforms: Windows
- Publisher: Koch Media GmbH (Austria)
- Developer: Warhorse Studios
- Genre: Special edition
- Game Mode: Single-player
- Average Score: 76/100

Description
Kingdom Come: Deliverance (Backer Collector’s Edition) is a special limited edition of the 2018 action role-playing game set in the medieval Kingdom of Bohemia in 1403 during a tumultuous war under King Wenceslaus IV. Players control Henry, a humble blacksmith’s son whose village is ravaged by mercenaries, as he rises from commoner to warrior, joining the resistance led by Lord Radzig Kobyla against the invading Hungarian king Sigismund, navigating an open-world environment with realistic combat, branching quests, and period-accurate historical detail.
Kingdom Come: Deliverance (Backer Collector’s Edition) Cracks & Fixes
Kingdom Come: Deliverance (Backer Collector’s Edition) Mods
Kingdom Come: Deliverance (Backer Collector’s Edition) Reviews & Reception
ign.com : Kingdom Come gave me the abundantly satisfying feeling of transforming from doe-eyed scrub to stone-cold killer.
metacritic.com (76/100): Generally Favorable
imdb.com : One of the best and most immersive RPG’s to come out in a very long time.
Kingdom Come: Deliverance (Backer Collector’s Edition) Cheats & Codes
PC
Press the ~ (tilde) key to open the console. Some commands require adding -devmode to the Steam launch options.
| Code | Effect |
|---|---|
| wh_ui_ShowCursor 0 | Disable cursor (1 = ON; 0 = OFF) |
| wh_pl_showfirecursor 1 | Enable bow cursor (1 = ON; 0 = OFF) |
| g_showHUD 0 | Turn off HUD (1 = ON; 0 = OFF) |
| wh_ui_showCompass 0 | Turn off Compass (1 = ON; 0 = OFF) |
| cl_fov X | Change field of view (FOV) to X |
| e_ViewDistRatio X | Change view distance to X (default 500) |
| e_ViewDistRatioVegetation X | Change tree view distance to X (default 500) |
| e_MergedMeshesInstanceDist X | Change plant view distance to X (default 20) |
| wh_horse_CameraCentering X | Change horse view center speed to X (default 0.2, 0 disables) |
| r_ssdo 0 | Disable SSDO (1 = ON; 0 = OFF) |
| r_vsync 0 | Turn off vsync (1 = ON; 0 = OFF) |
| r_MotionBlur X | Change motion blur (0 off, 1 camera only, 2 default) |
| wh_ui_showHealthbar 1 | Show health bar (0 to hide) |
| wh_dlg_chatbubbles 1 | Show character chat bubbles (0 to hide) |
| r_depthofFieldmode 0 | Disable depth of field during dialogue |
| sys_MaxFPS X | Set maximum FPS to X |
| e_TimeOfDay | Display current game time |
| wh_pl_fasttravelto X Y Z | Fast travel to coordinates X Y Z |
| goto X Y Z | Teleport to coordinates X Y Z |
| q | Quit to desktop immediately |
| save (filename) | Save the game with specified filename |
| load (filename) | Load the game with specified filename |
| wh_cheat_money X | Add X Groschen to inventory (requires -devmode) |
| wh_cheat_addItem X Y | Add Y of item ID X to inventory (requires -devmode) |
| g_godmode 1 | Enable godmode (requires -devmode, may not work properly) |
| p_gravity_z X | Set gravity to X (default -13, requires -devmode) |
Kingdom Come: Deliverance (Backer Collector’s Edition): Review
Introduction
Imagine plunging into the muddy trenches of 15th-century Bohemia, not as a dragon-slaying hero, but as a bumbling blacksmith’s son fumbling through duels, dodging hunger pangs, and navigating the brutal class divides of a war-torn kingdom—no magic, no elves, just the gritty authenticity of history brought to interactive life. Kingdom Come: Deliverance, released in 2018 by Czech studio Warhorse Studios, redefined the open-world RPG by stripping away fantasy tropes in favor of unflinching realism, earning a cult following and over 10 million sales by 2025. The Backer Collector’s Edition, exclusive to higher-tier Kickstarter and Warhorse backers (starting at £65 for the Earl tier), elevates this triumph of crowdfunding passion into a tangible artifact of gaming history, bundling the core game with premium physical swag like wooden dice, a brass coin, artbook, soundtrack CD, and DLC. Thesis: While the base game dazzles with immersive storytelling and innovative mechanics hampered by launch bugs, this edition immortalizes Warhorse’s underdog journey from prototype to phenomenon, cementing its legacy as a bold pivot toward historical fidelity in RPGs.
Development History & Context
Warhorse Studios emerged from the ashes of Czech gaming veterans like Daniel Vávra (ex-Mafia director) after he left 2K Czech in 2009. Facing rejection from local investors, Vávra pitched a historically accurate medieval RPG, securing seed funding from billionaire Zdeněk Bakala to form the studio on July 21, 2011. Licensing CryEngine 3 in 2012, they built a prototype over 17 months amid a landscape dominated by fantasy behemoths like Skyrim (2011) and The Witcher 3 (2015). Technological constraints of CryEngine—optimized for shooters but adapted for dense open worlds—necessitated compromises, like no fast travel initially and a punishing needs system.
The 2014 Kickstarter exploded, raising £1.1 million (exceeding £300K goal), followed by £500K more via their site, totaling $2M from 38K backers. This funded the Backer Collector’s Edition: Earl Tier offered 4 DVDs, manual, soundtrack disc, digipak, logo dice, brass coin, T-shirt, artbook, map poster, and digital perks (game, making-of video, Combat Academy, A Woman’s Lot DLC). Duke/King tiers added tin figures, silver coins, engravings; ultra-high tiers included swords/shields. Deep Silver (Koch Media) handled publishing in 2016, amid a post-Breath of the Wild era craving grounded worlds. Budget hit ~$36.5M (750M CZK) including marketing. A massive day-one patch fixed code issues, but Linux support was axed. Post-launch DLC (From the Ashes, Band of Bastards) and mod tools (2019) extended life; a Switch port arrived in 2024 via Saber Interactive. In a sea of loot-grinding fantasies, Kingdom Come was a defiant bet on realism.
Key Milestones
- 2011: Studio founded.
- 2014: Crowdfunding success enables Backer Edition.
- 2018: Launch (PC/PS4/Xbox One); peaks 95K Steam concurrents.
- 2019-2025: Royal Edition, mods, sequel (Kingdom Come II, 2025).
Narrative & Thematic Deep Dive
Set in 1403 Bohemia during Sigismund of Hungary’s invasion amid Wenceslaus IV’s weak rule, the plot thrusts player as Henry of Skalitz—a fictional commoner son of blacksmith Martin—into vengeance after Cumans raze his silver-mining village. Core arc: Henry forges Radzig Kobyla’s sword, survives the raid (witnessing parents’ murder by Markvart von Aulitz), joins Rattay’s resistance, uncovers bandit conspiracies, sieges camps like Pribyslavitz/Vraník, and learns he’s Radzig’s bastard. Branching quests culminate in Talmberg siege, epilogue diplomacy at Trosky Castle.
Characters shine through motion-captured realism: Radzig (noble mentor), Hanush of Leipa (gruff lord), Hans Capon (rival heir turned friend), Theresa (romance option), villains like István Tóth (sword thief) and Runt (brute). Dialogue trees demand timed choices affecting reputation—persuade via Speech/Charisma stats, built organically. Themes: Social mobility’s rarity (Henry’s peasant-to-knight rise is anachronistic yet aspirational); war’s toll on commoners; historical fatalism (no “chosen one,” just survival). Nonlinear quests (e.g., Neuhof farm raid via stealth/diplomacy/combat) emphasize consequences—NPC routines adapt to crimes, leading to fines/jail.
Controversies underscore depth: Critics lambasted lack of racial diversity (developers defended Bohemia’s homogeneity), simplistic Cuman/Hungarian portrayals as “barbarians,” and gender roles. Yet, this authenticity—drawing from real sites like Sázava/Rattay—immerses in ideological tensions pre-Hussite Wars, critiquing chivalric romance myths. Branched endings and dream epilogues (Martin’s afterlife nod) elevate it beyond revenge tale to meditation on legacy.
Plot Layers
- Act 1: Skalitz destruction, Rattay integration.
- Act 2: Bandit hunts, Sasau/Vraník infiltration (Tóth reveal).
- Act 3: Sieges, revelations, open-ended alliance.
Gameplay Mechanics & Systems
Classless RPG in first-person open world (Sázava-Rattay region, real Czech locales). Core loop: Explore horseback (AI-aware horses fight/carry gear), quests via nonlinear paths, manage needs (eat/sleep or debuffs), repair gear via mini-games. Combat revolutionizes realism: Physics-based inverse kinematics; directional strikes/parries (4 upper-body angles + stabs); stamina dictates clashes. Swords quick but anti-armor weak; maces crush plate. Unskilled Henry flops—master via combos, skill points (Fetchbutch tutorials included digitally).
Progression: Stats (Strength/Agility/Vitality/Speech) rise via actions; perks hybridize (thief/bard/warrior). Clothing layers (gambeson + mail + plate) degrade/dirty, altering appearance/protection. Needs/UI flaws: Sleep/eat mandatory (spoilage timer); save via Schnapps (alcoholism risk). Lockpicking/stealth/alchemy mini-games punishingly skill-based. Inventory cumbersome (weight/sorting woes). Horses add depth (5 armor slots). Bugs plagued launch (crashes, quests), fixed via patches/mods.
Innovations/Flaws:
| System | Strength | Weakness |
|---|---|---|
| Combat | Physics variety, skill ceiling | Steep curve, unpolished |
| Needs | Immersion | Tedious micromanagement |
| Quests | Branching, NPC routines | Buggy, console load times |
| UI | Realistic degradation | Clunky inventory/save |
World-Building, Art & Sound
Bohemia’s forests/castles (Rattay/Talmberg templates) bustle with AI routines—NPCs eat/work/react to crimes. CryEngine visuals: Lush foliage, dynamic weather, layered armor visuals (blood/dirt). No HUD immersion amplifies atmosphere, though pop-in/jank hurt consoles (PC 76/100 vs. 68-69).
Sound: Jan Valta/Adam Sporka’s adaptive orchestral score (recorded at Rudolfinum) swells sieges; period dialogue (Czech accents) grounds verisimilitude. Backer Edition’s soundtrack CD lets fans relive it offline. Collectibles like artbook/poster/map deepen lore—wooden dice evoke medieval gaming, coin/T-shirt foster community.
Elements synergize: Realistic mud slows movement; taverns buzz politics; monasteries host alchemy. Result: Powder-keg Bohemia feels alive, powdering immersion despite tech limits.
Reception & Legacy
Launch: PC acclaim (PC Gamer 84/100 for “detailed life sim”; IGN 8/10 story/combat) but mixed consoles (EGM 3.5/10 bugs/save; GameSpot 8/10 quests, 6/10 mechanics). Metacritic: PC 76, PS4/Xbox 68-69. Sales: 1M in weeks, 10M+ by 2025 (sequel boost). Backer Edition: 5/5 player score (MobyGames, sparse reviews).
Evolution: Patches/DLC stabilized; mods thrived. Controversies (diversity, Vávra’s GamerGate ties) sparked debates on “authenticity” vs. expectation—historians praised weapons/food accuracy, critiqued anachronisms (no crossbows). Influenced Mount & Blade II, Manor Lords; sequel doubles world. Czech Game of the Decade (2020); narrative awards.
| Reception Highlights | Score | Quote |
|---|---|---|
| PC Gamer | 84/100 | “Bursting with love and detail.” |
| IGN | 8/10 | “Story and characters excel.” |
| GameSpot | 8/10 | “Incredible historical detail.” |
| EGM | 3.5/10 | “Crippled by bugs/save system.” |
Conclusion
Kingdom Come: Deliverance (Backer Collector’s Edition) is a flawed masterpiece: revolutionary realism in narrative, combat, and world-building, born from crowdfunding grit, marred by launch woes but redeemed by patches/legacy. The edition—artbook, dice, soundtrack—honors backers’ faith, packaging a 10M-seller that dared authenticity amid fantasy dominance. Verdict: Essential for RPG historians (9/10)—a pivotal shift proving grounded history rivals magic, paving for its behemoth sequel. Play it, back it, cherish the edition: Bohemia’s call echoes eternally.