Kingdom Come: Deliverance may have cornered the market on historical role-players but this new indie game takes a more strategic approach to a similar concept.
While there are countless games based on Tolkien’s vision of the Middle Ages, blending people living in primitive conditions with magic, fantastical beasts, and mythical evils, there’s another breed of role-playing game that ignores fantasy in favour of a more realistic and nuanced simulation. Kingdom Come: Deliverance is the most obvious example of that brand of historically authentic first person role-playing.
Another is Bellwright, which has just launched on PlayStation 5 and Xbox Series X/S after a successful spell in early access on PC. It shares much in common with Deliverance, from its emphasis on unvarnished realism to its Central European setting and historical time period, but it’s in the areas where they differ that Bellwright really gets interesting. While both cast you as an initially lowly peasant who has to work your way up from ragged insignificance, where Kingdom Come is all about you as an individual, Bellwright is a management game at heart.
Not that you won’t be fully involved in absolutely everything, from the mechanics of survival in a harsh winter to battles with brigands, wolves, and soldiers loyal to a corrupt monarch, but thriving in those scenarios is about far more than just forging stronger weapons and armour. In Bellwright, success is a team effort, but at the beginning of the game that team is just you and a grumpy hunter who’s been cast out by the local village elder.
Finding yourselves alone in a fairly hostile wilderness, you decide to pool your efforts and resources, building an encampment out of materials you scavenge from nature. Where plenty of games have you looting resources for construction, few match Bellwright’s dedication to accuracy, which has you adding each individual branch to your emerging building, assembling the wooden frame piece by piece, before finishing it with a covering of foliage.
You’re immediately encouraged to assign tasks to your new friend, who can be deployed as anything from labourer to mercenary: finding materials, bringing them to the site, and using them to build your camp, mining ore, or acting as a lumberjack. You can also set him to work at the research table, expanding your mastery of its medieval tech tree, a process that improves your ability to survive and fight, as well as letting you build more advanced structures.
That’s also enabled by the living countryside around you. As you explore, the map automatically records the locations of useful building materials, bandit camps, and natural features. Bellwright is admirably short of mollycoddling, letting you work things out for yourself, wherever it makes sense. That includes where to strike camp in the first place, a decision that turns out to have innumerable ramifications.
The first of those is proximity to resources. If your assembly lines are close to trees, water, and seams of ore to quarry, you’re in good shape, but you also have to consider the territory of local packs of wolves and the location of brigand encampments. Initially, before you’ve researched and assembled serviceable weapons and armour, meeting either of those groups is instantly lethal, and ensuring your opening hours are spent without running into either one is essential to survival.
As your settlement grows, you’ll increasingly need to gain additional expertise. It’s simply not feasible to become expert in everything, which means you’ll need to recruit specialists in everything from forestry and farming to combat. To do that you need to liberate villages by gradually growing your reputation with them, partly through trading with their elders and partly through completing side quests for locals.

