Warhorse Studios is not treating its new Middle-earth RPG as a simple licensed project. The Kingdom Come: Deliverance developer says the game is an “absolute passion project” and will be built in the studio’s own style, with a focus on open world reactivity, systems driven role playing, strong storytelling, and a living world.
The project was announced alongside news that Warhorse is also working on another Kingdom Come game. That means the studio now has two major open world RPGs in development at the same time. According to Warhorse communications director Tobias Stolz-Zwilling, the team has grown enough to handle both projects while still operating as one connected studio.
The next Kingdom Come game is expected in Embracer’s next fiscal year, which points to a possible 2027 release if development stays on track. Warhorse said fans will not have to wait seven years for another Kingdom Come release, which should be welcome news after the long gap between the first two games.
Warhorse wants to bring its reactive RPG formula into Tolkien’s world
The Middle-earth RPG is being led by Viktor Bocan, design director on Kingdom Come: Deliverance 2. Meanwhile, the third Kingdom Come project is being led by KCD2 creative director Prokop Jirsa. Both games will be open world.
That detail matters because Warhorse has built its reputation on grounded, reactive RPG design. Kingdom Come is known for realistic medieval systems, detailed world simulation, difficult combat, and quests that often respond to player choices in practical ways. Bringing that approach to Middle-earth could make this one of the more interesting Lord of the Rings games in years.
| Project | Current details |
|---|---|
| Middle-earth RPG | Open world, led by Viktor Bocan |
| New Kingdom Come game | Open world, led by Prokop Jirsa |
| Studio | Warhorse Studios |
| Development approach | Reactive systems, immersion, strong narrative |
| Kingdom Come release target | Next fiscal year, possibly 2027 |
Stolz-Zwilling stressed that Warhorse is not acting like a hired studio simply taking on a job. He said the team is making games it wants to make, in the way it wants to make them. That is an important message because licensed games can sometimes feel controlled by brand rules rather than creative direction.
Warhorse says the Middle-earth RPG will be made in a “very specific Warhorse way.” That likely means players should expect more than a simple fantasy action game. The studio is talking about a deeply immersive world, memorable places, interesting characters, and a strong narrative focus.

The biggest question is how Warhorse will adapt its style to Tolkien’s universe. Kingdom Come is grounded in historical realism, while Middle-earth is full of fantasy races, ancient powers, legendary locations, and moral mythology. The studio will need to keep its systems driven identity while respecting the tone and scale of The Lord of the Rings.
Combat will also be watched closely. Kingdom Come’s melee combat is one of the studio’s defining features, built around weight, timing, and physicality. A Middle-earth RPG could push that system in new directions, especially if it includes different weapon types, enemy races, or fantasy elements.
For now, Warhorse is not sharing many story details. But the early message is promising. The studio wants its Middle-earth RPG to feel like a proper Warhorse game, not a generic licensed adventure. If it can combine Tolkien’s world with the depth and reactivity that made Kingdom Come stand out, this could become one of the most ambitious Lord of the Rings RPGs yet.



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