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Kingdom Come Deliverance: "I wish we had more time to polish the game before the release"

Warhorse Studios has admitted the final release of Kingdom Come Deliverance wasn't in the condition it would have liked.

Kingdom Come Deliverance was released earlier this month and although it has become a sales hit it's plagued with bugs, from comical to quest-breaking.

Discussing the release on the official forums, executive produce Martin Klima said he doesn't consider the game to be a triple-A game, but neither is it a traditional indie title.

"KCD is an attempt of bridging the two: it is an indie game at heart – more hardcore, more demanding, more fierce – but with the visuals and production values of AAA game," he said.

"I freely admit though that I wish we had more time to polish the game before the release, that’s what AAA game deserves."

Despite Kingdom Come Deliverance being a full-price game which costs the same to buy as other new releases, Klima doesn't like the comparison to a triple-A industry that panders to a "casual and absent-minded" player.

"I don’t see KCD as competing with the likes of Assassin’s Creed or Shadow of War," he added. "We simply don’t have resources to create a game like that.

"I don’t view us as an indie game either, though. The trend I see in ‘real’ AAA games, like the ones I mentioned above, is toward making games more and more forgiving, better suited to the most casual and absent-minded players; they are games that in effect are ‘playing themselves’. So, you have all those different markers, prompts and handy hints that you never have to think about what to do next.

"This is not entirely wrong. I can see why the companies that make these games take this approach and obviously there is a demand for it, as evidenced by the sales of these games."

Klima admitted it's been a tough development project for Warhorse Studios over six years, but the majority of the team has remained together and committed to the final game.

"We – I – certainly did my share of poor decisions and blunders," he said. "We have wasted time and energy on things that we eventually had to abandon. We had to crunch a lot this last year.

"However, I believe that we did some things right, too. We had a remarkably low team turnover – only about thirty developers have left over the six years of development, so I presume that people, if they not actually like working for Warhorse, at least put up with it. We created an open and friendly environment where everyone can speak up their mind.

"And in the end, we managed to cook the pudding, and that’s something, isn’t it?"

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