Kingdom Come: Deliverance II Reaches 6 Million as Henry Is Still Quite Hungry

RpgGames··5 min read·Alan of Astora

Six million copies. That is a staggering number for any single-player RPG, and an almost improbable one for a game this slow, this stubborn, and this uninterested in holding your hand. Kingdom Come: Deliverance II, Warhorse Studios' sprawling continuation of Henry's story in early 15th-century Bohemia, has officially passed the mark. Warhorse aimed its announcement squarely at the people who have wandered its muddy roads and survived its desperate skirmishes: 'Six million of you have now stepped foot in Bohemia.'

It is a remarkable figure for a game that refuses most of the shortcuts the genre takes for granted. There is no fast-talking power fantasy here, no map smothered in weightless icons that beg to be cleared. Kingdom Come: Deliverance II asks you to learn its world the slow way, to fail at things until you get better at them, and millions of players have answered that call without complaint. That is not the audience most publishers think they are chasing, which makes the number all the more telling.

Six Million Strong in Bohemia

The six-million mark arrives with the kind of momentum that does not usually follow a single-player release this long after launch. There is no live-service hook here, no battle pass or seasonal grind quietly inflating the count from week to week. For a story-driven RPG, sustained sales like these are the clearest possible signal that word of mouth is doing the heavy lifting, with players finishing Henry's journey and pressing it into the hands of friends who would not normally touch a 15th-century history simulator.

Warhorse has leaned into that momentum by putting both games on sale at the same time, pairing the original Kingdom Come: Deliverance with its sequel so newcomers can experience the full saga from the very beginning. It is a smart move. The first game is the foundation that makes the sequel land as hard as it does, and bundling them together turns a milestone announcement into an open invitation. If you have been waiting for the right moment to start, the studio has all but rolled out the carpet.

Kingdom Come: Deliverance II key art marking six million copies sold.
Six million players have now set foot in Warhorse's recreation of medieval Bohemia.

Patch 1.5.6 Brings 'A Jester's Visit'

The celebration came with a gift. Hot on the heels of the sales news, Warhorse rolled out Patch 1.5.6, headlined by a new piece of content called A Jester's Visit. A peculiar jester has started to appear in front of the Hangman's Halter Tavern, shouting about a strange new game and beckoning Henry toward a fresh quest. It is exactly the sort of curious, off-the-beaten-path hook that the series does so well, the kind of distraction that pulls you away from your plans for an hour and somehow keeps you up half the night.

A peculiar Jester has started to appear in front of the Hangman's Halter Tavern shouting about a strange new game. A new quest awaits. So it begins…

Warhorse Studios, Patch 1.5.6 notes

Warhorse has kept the details deliberately vague, which is half the fun. 'So it begins,' the patch notes tease, and that ellipsis is doing a lot of work. Whether the jester's strange new game amounts to a self-contained diversion or the first thread of something larger, it is the sort of mystery that rewards the players who never stopped poking at every corner of Bohemia. The promotional shot below sets the tone perfectly.

Promotional artwork for the A Jester's Visit content in Kingdom Come: Deliverance II.
Promotional art for A Jester's Visit, the new quest added in Patch 1.5.6.

What Else Changed in 1.5.6

Beyond the new quest, Patch 1.5.6 tidies up a handful of rough edges across quests, controls, and the punishing hardcore mode. None of them will dominate a headline on their own, but together they reflect the kind of steady, attentive support that keeps a long RPG feeling cared for months after release. The full changelog is short but pointed:

  • Quests: fixed an issue where Mikesh or Kozliek were still required to be recruited even though they were dead, if the player had visited the Mysteria Ecclesiae monastery after killing them.
  • Controls: implemented support for the Steam Controller.
  • Controls: fixed the game sometimes getting stuck on the Xbox control scheme even when playing on a handheld device with a connected mouse and keyboard.
  • Hardcore mode: fixed a UX glitch when confirming the disadvantage selection screen without the required number of perks being selected.

The quest fix is the most meaningful of the bunch, closing a frustrating loophole that could leave players stuck behind a recruitment requirement for characters they had already killed. The controller work, meanwhile, widens the net for the growing crowd playing on handhelds, where input schemes have a habit of getting confused the moment you dock a device or plug in a keyboard. It is unglamorous maintenance, but it is the connective tissue that keeps a hundred-hour game from quietly falling apart under its own weight.

Why Henry Is Still Worth the Hunger

If the 'quite hungry' jokes still land with this community, it is because the game earned that affection the hard way. I bounced off the first Kingdom Come twice before its stubborn, unforgiving world finally won me over, and the sequel is the open-world RPG I now measure the rest against. Few games in the genre treat their world with this much conviction, or trust the player to sit with its quieter, messier, less heroic truths. Henry is not a chosen one; he is a man who learns, bleeds, and grows, and the world around him behaves as though it existed long before he showed up and will carry on long after.

Kingdom Come: Deliverance II is both the continuation and the closing chapter of that journey, and six million players is a fitting send-off for a saga that bet everything on substance over spectacle. With A Jester's Visit beckoning from outside the Hangman's Halter Tavern and both games on sale, there has rarely been a better time to step into Bohemia and find out for yourself why so many players refuse to leave. The saga, it turns out, is still quite hungry for more, and judging by these numbers, so are the rest of us.