Why Knight’s Path Is More Than a Kingdom Come Comparison

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Knight’s Path is an upcoming action RPG made almost entirely by solo developer Jan Tichota, a Czech indie creator. The game is currently available to wishlist on Steam and is already gaining attention for its grounded take on medieval life and combat. Rather than leaning into high fantasy, Knight’s Path focuses on a low-fantasy world inspired by 15th-century Bohemia during the Holy Roman Empire.

The story follows Alryk, a disgraced noble who starts with nothing and slowly earns his place as a knight. The journey is shaped by feudal politics, faction choices and personal skill, all set in a hand-crafted open world filled with forests, villages and stone castles. Magic is almost nonexistent, and fantasy creatures are rare and treated more like strange folklore than epic monsters. Wyverns and other odd beings appear as unsettling parts of nature, not as everyday enemies.

Combat is where Knight’s Path truly stands out. Fights are slow, heavy and skill-based, inspired by real historical European martial arts with a clear Sekiro-like rhythm. Timing matters more than button mashing. Early swings feel clumsy and weak, but movement and strikes improve naturally through practice.

Interest in the project exploded after the official gameplay trailer dropped just recently. The video quickly reached millions of views and showed off landscapes, brutal sword fights, siege moments and a brief tease of a wyvern hidden in the fog. Built in Unreal Engine 5, the game looks sharp while still keeping a rough, grounded tone.

With that attention came backlash. Some online voices accused Knight’s Path of copying Kingdom Come: Deliverance, pointing at similar armor styles, castles and historical details. These claims ignore a simple fact: medieval history belongs to no studio. Helmets, swords and Bohemian castles are real-world designs, not owned assets. The developer responded calmly, explaining that the visuals come from the same historical sources and that experts were consulted to ensure accuracy. The armor designs were created independently and often reflect a wider range of mid-to-late 15th-century styles.

The comparison to Kingdom Come also misses the bigger picture. Knight’s Path plays very differently. It uses a third-person camera, focuses heavily on timing-based combat and keeps its world smaller and more focused. While Kingdom Come leans into deep simulation systems, Knight’s Path aims for tight combat, clear progression and strong atmosphere. The two games share an interest in history, but they are not trying to do the same thing.

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