Kingdom Come: Deliverance 2 is a very particular game. Where other games strive to be streamlined, KCD2 tries to be arduous. Take its armour system, for example: in any other game, putting your gear on is a matter of selecting it in your inventory and hitting go. In KCD2? You need to layer up properly so all your pointy metal armour bits don't hurt your delicates. The project nearly included a San-Andreas-like Fat Henry system that would have let you create Bohemia's chunkiest boy, and forced you to wear clothes that fit to boot.
In a recent conversation with PC Gamer, Warhorse co-founder and KCD2 executive producer Martin Klima recalled a scrapped concept that would have pushed this granularity even further. He described a Fat Henry system that would have let players sculpt Bohemia's chunkiest character and would have prevented wearing certain items if weight restrictions were exceeded. According to Klima, the team explored a version where weight gain or loss from eating would physically impact clothing viability: "Some NPCs would be fat and some would be thin, and then the clothing they wear would be either too large or too small for you." In the version that shipped, however, the approach is different. Klima explained, "Currently in the game as we released it, all men wear the same clothes you do… basically, you can put on anything that you find." The contrast between those two ideas highlights Warhorse's willingness to experiment with realism, even if the final product trades certain simulations for practical playability.
The scrapped weight-system idea illustrates a broader design philosophy at Warhorse: realism is a means of shaping player behavior, not just a flourish. KCD2 is described as a game that prioritizes arduous mechanics over streamlined convenience. The armor system itself requires players to manage how different plates and pieces fit together so they do not interfere with movement or cause discomfort. This is a deliberate choice in a market where many RPGs simplify gear management to a handful of clicks; Warhorse instead treats equipment as a tactile constraint that influences decisions about appearance, protection, and travel. The result is a game that invites careful planning and patient engagement rather than rapid, effortless customization.
The tension between authenticity and accessibility is what makes KCD2 notable within its niche. The original Kingdom Come: Deliverance balanced historical atmosphere with functional game systems; its sequel doubles down on the idea that authenticity has a cost. By exploring potential systems—such as variable clothing fit based on character weight and NPC physiques—Warhorse revealed an interest in modeling the social and physical realities of its medieval setting. Even though the fat-attribute concept did not survive to release, its existence in development notes shows a willingness to push a scene toward greater specificity, even if the final game simplifies some variables for the sake of pacing and clarity.
As players encounter gear in KCD2, they may notice the practical constraints of equipment management are not merely cosmetic. The armor layering mechanic, the potential for weight-driven changes, and the consistency of clothing across adult male characters all contribute to a more grounded experience. In an era when many RPGs treat armor as a light, discrete layer, Warhorse's work on KCD2 remains a reminder that realism can come with a price—one paid in time, attention, and deliberate, sometimes frustrating, choices. The result is a title that leans into its culture of realism while acknowledging the need for accessible entry points for players who want to engage with Bohemia without becoming mired in micromanagement.