When the devs at CD Projekt Red confirmed it Kingdom Come: Redemption 2 is serving as a major source of inspiration for The Witcher 4 In 2025, it immediately reframed expectations for the RPG's potential. The the witcher The series has always balanced dark fantasy with grounded worldbuilding, but come to the kingdom Represents a more uncompromising approach to realism, simulation, and player-driven immersion.
Witcher and Kingdom Come: Redemption As different as franchises can be. One is set in a world of gritty historical realism while the other is defined by its most fantastical lore. However, CD Projekt Red's use of Warhorse Studio's GOTY-nominated title as a source of inspiration should be music to a player's ears. On closer inspection Kingdom Come: Redemption 2 And how its design philosophy can contrast and complement The Witcher 4 Provides a clear picture of Ciri's next adventure.
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The Witcher 4 will shift towards a more responsive, live-in world
one Kingdom Come: Redemption 2Its defining characteristic is its reactivity. The world reacts not only to story choices, but to moment-to-moment player behavior, often in subtle and systemic ways. That effect is already visible The Witcher 4which emphasizes environmental feedback on Ciri's appearance and actions. This can manifest through:
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NPCs reacting dynamically to Ciri's prestige, equipment, or current actions.
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Environmental changes related to player movement, magic use, or combat encounters.
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Less reliance on scripted set pieces and more emergent world behavior.
where The Witcher 3 Often divided responsiveness to quest results, Kingdom Come: Redemption 2 Treats responsiveness as a basic expectation. If that vision carries, The Witcher 4An open world can feel less like a stage and more like a living system that constantly acknowledges the player.
Deeper, more hands-on gameplay systems
part of KCD2Its realism was defined by how hands-on its systems were. Within almost every mechanic KCD2 Asks the player to engage physically and mentally instead of moving through menus. in The Witcher 3:
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Potions are made instantly through inventory menus.
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Weapon maintenance has been reduced to a single interaction.
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Preparation systems are largely automated.
On the contrary, Kingdom Come: Redemption 2 Treats these mechanics as gameplay in their own right. Examples of that The Witcher 4 May reasonably include:
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As in manual crafting systems KCD2 Where the ingredients that make up the drug include sequence, timing, and physical interaction.
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Expanded weapon maintenance, potentially turning sharpening and maintenance into skill-based activities instead of passive buffs.
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Alchemy as a risk-reward system, where mistakes have consequences instead of just wasting material.
This approach favors immersion more than convenience. It's slower, more animation-driven, and deliberately tactile. This will be an adjustment that can significantly change the moment-to-moment pacing The Witcher 4.
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Witcher 4's combat could be more complicated if it took notes from Kingdom: Deliverance 2
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Kingdom Come: Redemption 2The combat departs sharply from traditional action RPG design. It's far from beginner-friendly, but its complexity welcomes experienced RPG players with open arms. Its impact can be significantly reshaping The Witcher 4. Rather fast, animation-cancellation-heavy encounters, come to the kingdom Emphasizes defensive positioning with directional attacks and stamina management that actively discourages button mashing. applied to The Witcher 4This could mean a noticeable change from the fluid, almost power fantasy combat loops. The Witcher 3. Possible changes include:
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Swordplay with more emphasis on precise timing.
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Low invincibility frame and more punishment for overextension.
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Enemy encounters designed around skirmishes and attrition rather than strict crowd-clearing.
As Ciri The Witcher 4hero, this approach doesn't necessarily slow down combat, but it can make each strike and dodge feel more deliberate and consequential.
Preparation as a gameplay, not a checklist
one come to the kingdomThe most impressive design philosophy is that preparation matters and it should take time. This will add to the overall difficulty of the experience, but with intent rather than discomfort. Translating it The Witcher 4 May mean:
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More meaningful pre-battle rituals, including more involved potion preparation and equipment checks.
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Less reliance on universal solutions and more situational problem-solving, extending existing systems The Witcher 3.
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Systems that reward foresight rather than improvisation.
It is naturally aligned Witcher Universe, where monster hunting has always been about research, preparation, and knowledge. The difference lies in the implementation: The Witcher 4 Players can be asked to actively perform that preparation instead of just selecting from a menu.
Come, a deliberate evolution inspired by the kingdom, not a reinvention of the Witcher
The Witcher 4 is unlikely to become a complete simulation RPG in the mold of Kingdom Come: Redemption 2. CD Projekt Red has consistently prioritized accessibility and story pacing, and with masterclass side-quest design, its identity will be entirely its own. However, adopt a choice of KCD2systems may indicate a more mature, more demanding development of the franchise. If implemented carefully, The Witcher 4 May represent a synthesis of both approaches: the depth of story and character-driven storytelling the series is known for, combined with systems that ask players to slow down, get deeply involved and achieve their victories. For longtime fans, that change may feel less like a departure and more like a departure Witcher Ultimately it leans in every way to what it has always promised.