Four players and a dog meeting in a village street in Kingdoms Connected, the KCD2 multiplayer mod

FEATURES · LIVE v1.6.5

Everything Kingdoms Connected brings to Bohemia.

A shared world, real fights between players, proximity voice, servers you host yourself and a scripting framework for the game modes your community dreams up.

FILMED ON LIVE SERVERS

Real players.
Real sessions.

Every clip and screenshot below was captured in Kingdoms Connected, on servers running today’s build.

Players in costume gathered by torchlight in a castle courtyard at night in Kingdoms Connected

ROLEPLAY

Stories that run past nightfall.

A monk, a noble archer and a torch-bearer meet in a castle yard after dark. Every character in this scene is another player, dressed for their role.

Nine players in medieval clothing posing together with name tags at a wooden palisade fort in Kingdoms Connected

SHARED WORLD

Your whole company, in one Bohemia.

Nine players at the gate of a palisade fort, each in their own clothes and seen the same way by everyone else. A server holds up to 512.

First-person view drawing a bow on a player with a sword and shield in a castle courtyard in Kingdoms Connected

PVP COMBAT

Draw on a friend.

Bows, swords and shields between players, with the game’s own targeting. Each blow is resolved once, so everyone sees the same fight.

A castle gatehouse and keep engulfed in flames placed with the Kingdoms Connected map editor

EFFECTS

Set the castle ablaze.

Place the game’s own fire and smoke from the map editor or a server script, and every player on the server watches the same blaze.

A green preview of a wooden watchtower being placed in a castle yard with build mode in Kingdoms Connected

BUILD MODE

Raise a watchtower with a command.

Type /build, preview the piece where it will stand, and place it for everyone. Spots the server refuses are flagged before you build.

A player character next to the Your body appearance menu in Kingdoms Connected

APPEARANCE

Choose the face you ride with.

Change your head, hair, beard and body, and every other player sees the look you wear.

A player facing four other players with name tags in a sunlit castle courtyard in Kingdoms Connected

PROXIMITY VOICE

Talk to whoever stands near you.

Voices carry only to nearby players, with push-to-talk or voice activation, and a speaker icon shows who is talking.

One shared Bohemia

Multiplayer here is the game’s own map with other people in it, not a separate arena. Most of the work goes into keeping one world consistent for everyone: the server owns the clock, the weather, every door and every item lying on the ground, so what you see is what the player next to you sees.

  • The game’s own world

    Everyone rides, fights and explores the same Bohemia, in Kuttenberg and its countryside or in Trosky. Other players appear as native player characters.

  • Same clock, same sky

    Time, weather and even the wind are decided by the server, so every player sees the same trees sway under the same rain.

  • Horses and dogs

    Horses come saddled and can be hurt, killed and revived; a rider is thrown off the way the game does it. Dog companions are synchronised, petting included.

  • A world that remembers

    Props and items on the ground are shared and can be picked up. Every door and gate is known to the server, which rejects impossible opens and lockpicks.

  • Movement in sync

    Ladder climbing, vaulting and emotes are shared, and network updates are rated by distance so nearby players stay smooth.

  • Your game files, untouched

    The mod runs from its own folder through its own launcher. The single-player campaign stays exactly as it was.

Combat and conflict

Fighting another player uses the game’s own targeting, blocks and perfect blocks rather than a simplified stand-in. Two clients left to themselves would disagree about who landed a blow, so the server resolves each exchange once and tells both players the same outcome.

  • Player-vs-player combat

    Lock on to other players with the game’s own targeting. Each blow, block and perfect block is resolved once, so every player sees the same fight.

  • Pickpocketing

    Steal from other players on the game’s own minigame. The server settles every theft, and a thief who is caught is named to both players.

  • Death and revival

    Buffs, death and revival are decided by the server, and scripts are told about damage, injuries and healing.

Voice and chat

Talking to the people around you is what turns a shared map into a shared scene. Voice carries by distance, so a conversation in a tavern stays in the tavern, and a game mode can hold text chat to the same range.

  • Proximity voice chat

    Hear the players standing near you. Push-to-talk or voice activation, noise suppression, and a speaker icon over whoever is talking. Voice chat

  • Text chat

    Chat drawn in the game’s own font, Czech letters included. Game modes can make it proximity based, and players can mute anyone. Chat

Servers and hosting

Every server is run by the community that plays on it, so the player cap, the rules and the game mode belong to its owner. The dedicated server ships inside each release, which is why hosting one does not depend on us staying online.

  • Up to 512 players

    Room for a party of friends, a bustling roleplay town or a whole warring kingdom. Server owners set their own limit.

  • Dedicated servers

    Every release includes a server for Windows and Linux. Run it at home, on a VPS, in Docker or on a Pterodactyl panel. Run a dedicated server

  • Server browser

    Public servers appear in the in-game browser. Players can also connect directly, or join straight from a kcdc:// link. Publish on the masterlist

  • DLC-aware servers

    A server can require Legacy of the Forge or Mysteria Ecclesiae; a player missing one is told which before anything downloads. server.json

Scripting and game modes

A game mode is a resource you write, not a setting you choose. The server half decides the rules and the client half draws the interface, both in JavaScript or TypeScript, which is what lets a roleplay city and a siege server run the same software with different code.

  • JavaScript and TypeScript

    Server scripts run in Node.js and client scripts in a sandboxed V8, with typed declarations for the whole API. Use TypeScript

  • Quests and dialogue

    Write quests into the game’s own journal and branch conversations with dialogue choices. Quests

  • NPCs and vendors

    Spawn NPCs that walk, patrol and follow orders, and open shops on the game’s own trade screen with server-set prices and stock. NPCs

  • Appearance and animation

    Change a player’s face, hair and body, and make players and NPCs play any of the game’s animations, props in hand. Player appearance

  • Interfaces in HTML

    Menus, HUDs and ledgers in HTML, CSS and JavaScript, drawn over the game, alongside the game’s own screens and notifications. Web views

  • Markers, blips and effects

    Place map blips, markers with trigger zones that report players entering and leaving, and the game’s own fire and smoke effects.

  • State and virtual worlds

    Attach data to any entity with state bags, and split players into virtual worlds to run an arena on the same map. State bags

  • Map editor and build mode

    Place props with a searchable asset library, undo and redo, and save your maps to files.

Still growing

Kingdoms Connected is live and new features land frequently. See what arrived in each release in the changelog, get the latest build on Discord, and follow the install guide to start playing.