Why did it flop?

brainlets like you ruin everything

It sold millions, what the fuck.

Shit combat, buggy as fuck, terrible optimization, full priced indie game, etc

#nazigamersfuckoff

I mean if the game were made well and was content heavy enough to justify it there'd be no problem with it being full priced. But usually it isn't.

Games should be priced based on their length. "AAA" games that are only like 5 hours long and are still $60 are also complete bullshit.

Because most of the realism shit is a fucking chore that doesn't do anything for immersion and the writing isn't that interesting.
It's a forest hike simulator with bad combat.

"Hurdur Cawaadooty only has 5 hours of content XDDD"

>what's multiplayer
>what's zombies/extinction/etc

People who buy games like that for SP only should be hung.

>winner of PC Game of the Year, RPG Game of the Year, and Developer of the Year
>over two million copies sold
>flop

It didn't flop. Relatively speaking in terms of an initial product debut, KC:D is a resounding success of historic proportions. Warhorse earned the respect of gamers and fellow developers through their commitment to the fan base, staying in constant communication with fans and releasing frequent and numerous patches to eliminate bugs and improve the game.

Was KC:D a mess upon release? A bit, yes. Is it a rock solid game and all around extraordinary RPG now? Asbolutely. If you ask RPG devotees which future RPGs they are most looking forward to, their first answer is KC:D2.

No trannies and chubby female muslim scientists.

Nobody said Call of Duty. Calm down, Bobby, your games are selling fine.