Kingdom Come: Deliverance II Reaches 6 Million as Henry Is Still Quite Hungry
Six million copies is a striking number for a role-playing game this committed to friction. Deep Silver's official milestone post confirms that Kingdom Come: Deliverance II crossed the mark. The result matters because Warhorse did not sand away the routines, social constraints, and awkward early competence that give Henry's version of Bohemia its identity.
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 milestone cannot tell us why each copy sold. Word of mouth is a plausible contributor, but it is not something the public figure can isolate. What the number does establish is that the audience for an exacting historical RPG is much larger than its uncompromising pitch might suggest. It is possible to value convenience without demanding that every role-playing game provide it.
The publisher paired the announcement with a summer promotion of up to 80 percent off selected franchise products. That discount was a limited event, not a standing recommendation, but the pairing made editorial sense: the original game supplies emotional and mechanical context that the sequel assumes. New players should check current store prices rather than rely on an expired promotion.

Patch 1.5.6 Brings 'A Jester's Visit'
The sales post arrived beside Patch 1.5.6, whose most visible addition is A Jester's Visit. The notes place a peculiar jester outside the Hangman's Halter Tavern and point players toward a new quest. That is all the publisher commits to, so its length and wider significance should remain a surprise rather than an invented promise.
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.
— Warhorse Studios, Patch 1.5.6 notes
Warhorse has kept the details deliberately vague, which suits a game whose best detours often begin with an overheard problem rather than a glowing map marker. The promotional shot below establishes the comic tone without answering what the jester actually wants from Henry.

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 world finally won me over, and the sequel became a reference point for how an open world can make ordinary routines feel consequential. This is a personal comparison, not a controlled review: my old play notes do not preserve the exact platform, build, or hours for those sessions, so the observation should not be read as performance testing.
Kingdom Come: Deliverance II continues Henry's journey, but calling it his definitive closing chapter would go beyond what Warhorse has established. Six million sales and a small new quest are different scales of news, yet together they underline the same strength: this world can make a tavern-side oddity feel worth investigating long after the central campaign has had its moment. Check the official Steam announcement for the current patch context rather than treating an old sale as evergreen.






