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Cyberpunk 2077 |OT| The Future Is Now

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Developer: CD Projekt Red
Publisher: CD Projekt
Director: Adam Badowski
Engine: REDengine 4
  • Microsoft Windows
  • PlayStation 4
  • PlayStation 5
  • Stadia
  • Xbox One
  • Xbox Series X/S
Release: December 10th, 2020
Genre: Action role-playing, first-person shooter
Mode: Single-player, multiplayer
Cyberpunk 2077 is a narrative-driven first-person open-world action-RPG, for PC, current and past gen consoles, and Stadia. It depicts an oppressive world, an alternate version of the future when body augmentations are the norm and big corporations rival governments in their reach and power over citizens. The game’s primary location is Night City, a costal politically independent metropolis in Northern California, West Coast of the New United States of America.

The game is developed by CD Projekt Red in close partnership with Mike Pondsmith, author of the original pen-and-paper roleplaying system on which the title is based. In conjunction with digital distribution platform GOG.com, the Warsaw-based developer belongs to CD Projekt SA, a now publicly listed company Marcin Iwiński and Michał Kiciński originally start back in May 1994. The studio establishes itself through the adaptation of The Witcher, Andrzej Sapkowski’s popular fantasy novels and short stories, in a game series that hit the 50 million sales mark this year. The latest entry in the franchise, The Witcher 3, launches in May 2015 and ends up winning more than 800 awards and accolades, including Game of the Year from IGN, GameSpot and Game Informer. Its Metacritic Metascore currently sits at 93/100 and the user score has reached the notable 9.4/10.


Following his interest in the subgenre pioneered by Ridley Scott in Blade Runner, Mike Pondsmith joins forces with a host of authors to develop a comprehensive tabletop RPG in the same vein, complete with rich lore and detailed ruleset. He originally launches Cyberpunk in 1988 through his own company, R. Talsorian Games, dubbing the IP “The Roleplaying Game of the Dark Future”. He goes on to publish several revisions and expansions, including Cyberpunk 2020 and Cyberpunk V3.0. The fourth and latest, Cyberpunk RED, is set in 2045 and serves as a prequel to the events featured in Cyberpunk 2077. Both the jumpstart kit and the full edition of RED are out now.

Visit CD Projekt Red [] Visit R. Talsorian Games []


Watch 2012 Cyberpunk 2077 Original Announcement [] Watch 2013 Cyberpunk 2077 Teaser trailer [] Watch Mike Pondsmith about Cyberpunk World feature []



As the name implies, the game is set in the year 2077 and located in Night City, one in a handful of fictional megacities, more precisely, an international free and independent city-state, an enclave in the Free State of Northern California, or NORCAL, itself an autonomous zone within the New United States since 2016. It's able to declare federal laws null and even issue legislation of its own.

Night City can be found in the southern part of NORCAL, occupying the head of Del Coranado Bay, the equivalent of real-life Morro Bay, between San Francisco and Santa Barbara, facing the Pacific Ocean to the west. Further to the south lies the border with neighbouring Free State of Southern California. Winner of the dubious accolade “the worst place to live in America”, the metropolis is nevertheless home to almost 7 million inhabitants. Richard Night, then a young visionary and construction businessman, founds it in 1994. Referencing its location, the original name was Coronado city, but the city was renamed to pay homage to the founder.

From the very inception, Night City’s fate is closely tied to the megacorporations battling it out for supremacy. Its silhouette certainly bears witness to their influence, with its towering skyscrapers, alongside trademark self-sufficient residential megabuildings. But within the estimated 24 square kilometres of the map and its six multi-layered districts, the city and its surroundings offer a wide variety of styles, subcultures and tech-infused landscapes.

Watch Postcards from Night City feature [] Visit Night City Love official site [] Look up real-life Morro bay on Google Maps []


Naturally, the full plot of the game is still under wraps. But multiple sources and official promo materials suggest the premise is that Arasaka has managed to store Johnny Silverhand’s conscience, his Engram, inside an old prototype piece of biotech called Immortality Chip, or The Relic. The player chooses one of three lifepaths, each placing them at a different starting location on the map and unfolding in completely different ways. But even though each is said to have significant ramifications further down the line, all three converge in a single narrative branch during the prologue.

As such, V and Jackie then prove themselves to fixer Dexter Deshawn, first by meeting with Meredith Stout, Senior Operations Manager for Militech and then recovering the corporations stolen spiderbot from a Maelstrom gang group led by Royce, as showcased in the 2018 48-minute gameplay demo. Later, in a meeting that involves netrrunner T-Bug as well, Dexter entrusts the duo with the task to steal the Immortality Chip from Arasaka. They succeed but because the sealed container malfunctions, V is forced to plug the biochip in, before being double-crossed by Dexter. The fixer leaves V out to die in a dumpster. When V regains conscience, Johnny Silverhand inhabits it and V is stuck with the autonomous, sometimes antagonistic outspoken character, who’s on a revenge mission against Arasaka.

Somewhere along the plot, V goes to Pacifica and encounters Maman Brigitte, leader of the local group of netrunners and Placede, her second-in-command. Sasquatch, leader of a violent rival gang , complicates life for V. Little else is known about the story and plot, aside from extensive if credible speculation.

Watch Official E3 2018 Trailer [] Watch Official E3 2019 Cinematic Trailer [] Watch 2019 Deep Dive gameplay demo [] Watch The Gig trailer [] Watch 2077 in Style feature [] Watch The Dinner Cinematic Trailer []Watch Johnny Silverhand trailer [] Watch official Gameplay Trailer []


The geopolitics of Mike Pondsmith’s fictional world diverge significantly from our own and the split begins in 1989, when the four federal intelligence agencies, NSA, CIA, FBI and DEA, assemble in a secret collective known as The Gang of Four. Their goal is to effectively run the United States, formally still a constitutional republic with an elected president. On the other side of the now extinguishing Cold War, the Soviet Union does not collapse like it did in real-life in 1991. Instead it lives on, as in the previous year General Secretary Mikhail Gorbachev appoints a successor to carry out a more in-depth program of reforms. Up until 1994, the new leader transitions the nation into a federation of sovereign country-like republics glued together by a free trade zone formally known as the Union of Sovereign Soviet Republics, thus managing to retain the old USSR acronym.

But the fundamental differences with our own timeline do not stop there. The European Economic Community, EEC, which in reality was formed back in 1957, begins its fictional existence in 1992. The project unites the mostly democratic countries of the whole of Western Europe in one block under one common currency, the Eurodollar, which quickly begins to spread its influence beyond the borders of the old Continent and helps the EEC to assert itself as the global rising economic power. Accordingly, one peculiarity of this alternate version of history is that the Eurodollar is adopted by Japan, which at the time boasts the world’s most powerful corporation, Tokyo-based Arasaka, a firm specializing in security, banking and manufacturing. Alongside, EEC’s prosperity allows it to send aid to the new struggling USSR states, a gesture met with opposition by the US government and one that eventually leads to the breakup of Euro-American military alliance NATO. Another important consequence is that the USSR too adopts the Eurodollar over the US currency, further cementing EEC’s global influence.


In Cyberpunk, megacorporations cannot be described as mere goods and services providers. They usually are transnational entities which wield government-like power, have government-like agendas and often attempt to advance them though whatever means necessary, including bribery, extorsion and assassination, a repertoire that applies both to their recurrent internal power struggles as well as to their dealings with governments and competitors. This generally translates into a steady diet of armed conflicts known as Corporate Wars, waged on land, sea, air, space and cyberspace.

Powerful as they are, corporations are not the only players out there. Much of Night City’s day-to-day life is equally impacted by rival street gangs who in specific cases have strong ties to big business. The existence of gangs is in part historically connected to The Collapse, as the state crumbles or becomes ineffective, forcing citizens to take matters into their own hands. They start coming together along ethnic, territorial, philosophical, or simply pragmatic lines to defend their lives and their property against rampant violence. Naturally, some gangs are entrenched in pure criminal activity while others uphold a sense of community that transcends mere vigilantism. This diversity is reflected in sheer number of gangs referenced in Cyberpunk lore, which goes beyond fifty different groups.

The designation “boostergangs” denotes the most common type of gang: those whose members use cyberware. There is a relationship between boostergangs and violence, since as the number of implants goes up so does the risk of cyberpsychosis. Some go overboard and do lose their humanity.

Watch Gangs of Night City trailer []


Underneath all the action elements, Cyberpunk 2077 features a robust RPG heart that governs all aspects of gameplay.

Character customization

The first step in tailoring the player's character is to decide its appearance. Players will be able to see their character in a select few cutscenes, special mirrors and in photo mode. Character customization offers several presets and a randomize option to stick with or start from and then fine-tune. Among others, players can determine: Skin tone and skin type; Hairstyle and hair colour; Eyes and eye colour; Ears; Beard, beard style, and beard colour; Cyberware; Facial scars; Facial tattoos; Piercings and piercing colour; Teeth; Eye makeup and eye makeup colour. Featured are also sliders for the Penis size, Breast size, Vagina type; and Buttocks. Player’s choice between voices sets what gender their character is, and, apparently, the choice of genitalia translates into what NPCs can be romanced.

Life paths

After character creation, the player is given a choice of three distinct lifepaths, or backstories, which determine how the intro unfolds, right from the starting position on the map. The first, Street Kid, has V beginning in the Heywood district and getting hired to carjack a luxury model for Kirk, a fixer. Night City Police Department agents abruptly put an end to the plan. The second lifepath, Nomad, puts V wandering through an unremarkable small town in the Badlands, where he first gets into trouble with the local sheriff and then with corporate agents, as he tries to cross the border into Night City. The last lifepath, Corporate, drops V at the heart of Arasaka tower, in the role of an intelligence officer working for Jenkins, a top executive trying to stage a coup. V is left to face the consequences of the ill-fated attempt.

Each lifepath determines how V hooks up with and eventually befriends fellow mercenary Jackie Welles, a former Valentino gang member who decides to become a free-lancer to appease his mother. As a Street Kid, protagonist V runs into Welles during the carjacking attempt. Nomad V meets Jackie during a job in the Badlands and, finally, V as a corporate agent is already friends with Welles.

Stats, Attributes, Skills and Perks

The player character has classic RPG stats like armour, health, and stamina, among others. Whereas your clothing, which also bears stats, determines Armour, the rest result from the interaction of RPG layers: Attributes - core elements which affect basic stats - open into Skills - more specialized elements affecting gameplay - which themselves open into Perks, highly specialized passive buffs or active abilities. In short, 5 attributes open to 12 skills which branch off into more than 240 perks. All of these are organized in a hierarchy: the points you invest into each Attribute determine how many you can spend in the respective skills and perks.



Watch 2018 Official 48-minute gameplay demo [] Watch 2019 Deep Dive gameplay demo [] Watch Lifepaths feature [] Watch Cyberpunk in Style feature [] Watch Rides of the Dark Future feature []





As we embark on this journey and discover more and more about the game together, corrections, erratas and clarifications by fellow GAF users are not only welcome - they are essential. Information posted here will be added to the OT as time goes by.


See a summary of the state of LGBTQ+ rights in Poland [] Read an interview with Adam Kiciński and Adam Badowski from CD Projekt on Diversity and Inclusion [] How you can support LGBTQ+ rights in Europe []

This OT was created for the appreciation and discussion of the piece of electronic entertainment known as "Cyberpunk 2077". All those who love, are hyped for and who simply want to shoot the breeze about this game are encouraged to join. LGBTQ+, BIPOC, those with special needs (we will add information on adaptive controller compatibility ASAP) and others, you are welcome and valued. We will try to keep this OT focused on the game. For spoiler-related discussions, please refer to the Spoiler thread. For those who want to discuss the media reception of the game, we point you towards the Review thread. We leave you with the words of the head of the CD PROJEKT RED studio.


It's time to jack in.

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Though CD Projekt Red announces Cyberpunk 2077 in May 2012, heavy duty development only starts after the completion of The Wicther 3’s final expansion, Blood and Wine, which releases in May 2016. Pre-production is said to involve a team of 50 to 75 developers, but conflicting reports exist as to when it kicks off. Nevertheless, by May 2019, the team expands to 400 developers and may have grown since, all in all exceeding Witcher 3’s headcount at the peak of development.

Cyberpunk 2077 is originally set to premiere on April 16, 2020. The release date first moves to September 17, then to November 19 and finally, as third time is indeed a charm, to December 10. Speaking to its long development, AAA production values and an exuberant international marketing campaign which features Keanu Reeves , the budget is projected to largely surpass the roughly $85 million TW3 cost, since, in the second quarter of 2020 alone, the company reports spending more than $120 million in development, the lion share of which surely go to Cyberpunk 2077. Some estimates put the final figure at a whopping $314 million. To fund the project, alongside its own capital, CD Projekt Red secures $7 million from the Polish government in grants to develop technology for “City creation”, “Cinematic feel”, “Animation excellence” and “Seamless multiplayer”.

At the helm of the project is Adam Badowski, Game Director, head of Warsaw studio and member of the board. Alongside, several seasoned developers who have worked together for a while now lead the team. Among the too many to list, Animation Director Sebastian Kalemba doubles as Associate Game Director; Konrad Tomaszkiewicz, formerly TW3 Game Director, is now Design Director; Marcin Blacha is Story Director; Thronebreaker Director Mateusz Tomaszkiewicz returns as Quest Director; Jędrzej Mróz works as Lead Producer; Michal Stec is Lead Narrative & Art Producer; Pawel Mielniczuk is Characters, Vehicles and Weapons Art Director; Jakub Knapik carries out duties as Lighting & FX Art Director; Lea Leonowicz is Concept Art Coordinator; Marcin Przybylowicz fills the role of Musical Director and also composes for the project; Borys Pugacz-Muraszkiewicz is English Adaptation Director; Marcin Gollent is Rendering Lead ; Jacek Matuszewski is Senior Mission Coordinator; Coming over from Warhorse Studios, Tomas PLch is AI Lead Programmer; Łukasz Babiel is Quality Assurance Lead; and, finally, Tomasz Tinc is Global Marketing Director.

Even before full-fledged development of Cyberpunk 2077 begins, CD Projekt Red starts expanding, opening a new studio in 2013. Now headed by John Mamais, formerly TW3 Executive Producer, the Krakow branch of nearly 70 developers collaborates on Cyberpunk but will eventually move on to projects of their own. Since 2018, the Warsaw and Krakow teams are joined by the smaller Wroclaw studio, staffed with 18 developers, now apparently focused on Cyberpunk’s multiplayer component. Outside help has also be called in, notably, QLOC, a game localization and quality assurance company.

Like TW3, Cyberpunk 2077 will feature a series of free DLCs and several paid big expansions. Both will be revealed after launch. Likewise, free update patches for Xbox Series and PS5 will be out sometime in 2021.

As mentioned, Cyberpunk 2077 will have a separate standalone multiplayer component, with a speculated target release date of 2022. The multiplayer campaign is officially out of the R&D phase and now in full swing production, through the efforts of a separate CD Projekt team in conjunction with Canadian firm Digital Scapes. CDPR has announced more details will be disclosed on the first quarter of 2021.

Watch 2012 Cyberpunk 2077 Original Announcement [] Watch 2013 Cyberpunk 2077 Teaser trailer [] Watch Mike Pondsmith about Cyberpunk World feature []


At the beginning, each Attribute starts off with 3 points and the player gets a an additional budget of 7 to spend around. Then, as they get experience points, XP, they eventually level up at certain thresholds. As they level up, they get Attribute points and, independently, Perk points, which they can spend to unlock new ones along a classic perk tree structure. Additionally, they also earn Skill points by using the respective skills. They can mix and match points, as player are not bound to a rigid class system.

The five Attributes are:


This refers to raw physical power. It sets max health and max stamina, increases accuracy and melee damage, and reduces bullet spread. The body attribute opens into the following skills: Annihilation; Street Brawler; and Athletics.

An example of a perk is: Hard Motherfucker - Armor and resistances increase by 20% for 10 seconds.


Spending points here shortens hacking upload times and reduces hacking difficulty levels. Intelligence opens into the skills of Device hacking and target hacking.

One of the perks is: Master Memory: Increase memory regeneration speed by 25%.


Each point spent on Reflexes has the following effects: increases in 1% the chances of Critical damage; increases in 1% the chance to evade enemy attacks; increases Mantis Blade damage; increases attack Speed; increases movement speed; increases proficiency in rifles. pistols and revolvers; quickens your XP gains for related skills. Reflexes is comprised of the Handguns, Rifles, and Blades skills.

Perks include: Bullseye (Passive) [1 Level] - Increases Rifle damage while aiming by 10%.

Technical abilities

Each point spent on Tech anilities increases Armor stat in 5%; increases crafting proficiency; increases Tech weapon proficiency; increases combat efficiency against robots and drones; potentially opens new Tech dialogue options; potentially open new game world object interactions. The Tech Abilities skills are Engineering and Craft.

Among the perks, the player can find: Revamp - Increase sale price of crafted items by 25%.


This attribute symbolizes the ability to stay calm and focused under pressure. It positively impacts stealth, increases critical hit chances, and increases resistances. Cool consists of the following skills: Assassination; Nerve; Sniper Rifles; Stealth; and Cold Blood

Perks include: Merciless - If Cold Blood is active, critical chance is +10% and critical damage is +2%.

Street cred

Street cred is a special stat which the player increases by completing side quests and open world missions, or by wearing certain iconic pieces of clothing, like the Samurai jacket. Certain vendors impose Street Cred restrictions on the items they sell, and some content is also locked behind Street Cred requirements.

Loot and inventory

A now standard colour-coded rarity system applies to all items, that is, weapons, cyberware and pieces of clothing. The system spans five increasingly rare categories: common, grey; uncommon, green; rare, blue; epic, purple; and legendary, golden. Loot drops are symbolized by boxes enemies leave once they die, but encumbrance exists. However, you can install cyberware or carry a backpack to increase your carrying capacity. The player’s vehicle also provides additional storage space. In terms of clothing, head, upper body, and lower body all have two inventory slots each and there is one additional slot for a special whole-body item.


In Cyberpunk 2077, the quest structure is an evolution of the non-linearity already showcased in TW3. The main branch is the Main quest, which has the longest quests, involving central character arcs, and whose completion is necessary for the game to be finished. These normally can be finished though a variety of playstyles, from guns blazing to hacking, and anything in-between. These quests can have not just immediate consequences but impact the main thread down the line. They have recommended levels, again, like the TW3.

Side missions are also available and are not required to finish the game. But their outcome sometimes affects the Main quest, though generally serve to reveal more details about specific locations, communities, or characters, sometimes rivalling some of the Main Quests in terms of length. Street Stories and Minor quests complete the gamut, the former being the equivalent of TW3’s Monster Hunts, this time around designed by a dedicated Open World team, while the latter represent a type of brief, for the most part isolated and inconsequential side quest.

The player starts quests by interacting with NPCs in general, and specifically fixers can call the player to propose jobs. Additionally, the map lists an array of opportunities, the relevant icons including: Main job; Side job; Gun for hire; Search and Recovery; Agent Saboteur; SOS; Merc needed; Special delivery; Assault in progress; and Cyberpshycho sighting.

Quests usually involve a mix of combat, hacking, dialogue, looting, possible braindance or netrruning. When talking to NPCs, the player might get specific dialogue options based on their Lifepath; a Time-constrained choice, as the player is given a limited amount of time to pick one option, and V will choose for them when the time is up, and even then it’s said a failure to reply in due time might get the player killed; an options that requires the player to have certain items in the inventory. Regardless of size, quests can be failed, and the player is not forced to restart. They should however bear in mind that, like in TW3, actions have consequences, sometimes unforeseen and dramatic.

Cyberpunk is said to have an average playtime of 100 hours, between the main quest and side missions. The number of endings has not been revealed but, like TW3, player choices will be reflected in the final state of the world, even if in intimate or small-scale fashion.


Combat is subject to the RPG system described above and correlated to one of the easy, normal, hard or Death March levels of difficulty the player an choose. It still requires some dexterity. The outcome is not entirely dependent on dice rolls. Nonetheless, beside health and stamina, additional stats play a significant role: physical, thermal, chemical, and electrical resistances, which quantify the amount of damage the player bounces off in the respective form. That amount can be increased equipping the appropriate protection.

There is no level-scaling of enemies, but the player can learn all about their relevant stats beforehand using cyberoptics, to choose carefully if and when to engage. Enemies have several states akin to injured or crippled, if legs or other specific critical points are hit. If indeed human enemies' do not die right away, they can be used as human shields. Fist fighting and combat with bladed or two-handed weapons involves swinging, parrying, blocking, and staggering your opponent. This will come in handy in the underground Fightclub-like matches.

Player's health does not regenerate automatically once the player is out of combat. Instead, cyberimplants kick in to heal or the player uses first-aid kits.


Stealthy playthroughs are possible, first off, because optical cyberware allows the player to perform reconnaissance, zooming in on the scene and learning about their opponents’ resistances and potential weak spots. Cyberware is also instrumental in rendering player movement and gun shots silent and upgrading weapons to their non-lethal variants. Apparently, chokes and takedowns are possible.


Hacking no longer requires an access point, like it did in the 2018 48-minute demo, and is performed remotely, either with the nanowire or wirelessly. The first step is breaching the system, which is achieved via a minigame, where the player must match hex codes. The puzzles get more difficult and vary according to the security level of the hacked infrastructure. Once the player is in, they can perform actions like disabling cameras, tampering with robots or opening doors. Cyberattacks against human enemies require the use of a cyberdeck. It’s a collection of malware, each individual piece of software called a Daemon, each performing a different action. Daemons can be acquired throughout the world. But the cyberdeck’s capacity for Daemons, its memory, is limited, though expandable via cyberware. That means the player musty plan and decide which Daemons they’ll be carrying to the fight. Daemons can, for example, disable cybernetic eyes or implants or force enemies to commit suicide. Specific known Daemons include: Overheating – Overload a target’s cyberware setting it in fire; Short circuit – Overload a target’s Cyberware; Optics Restart – Target is rendered blind temporarily by resetting the target’s implants; SOS signal – Emits a fake emergency signal causing the target to search an area.

Human enemies and bots can also hack the player, even at a distance and using some of the perks the player can have.

The Net

Glimpses of The Net have been shown during the 2019 Deep Dive gameplay demo. Indeed, cyberspace which was once rumoured to be one of the several giant sandbox spaces the player could explore. It remains to be seen how extensive it will be, but CDPR's Community Manager Marcin Momot once said it was his favourite part of the game, so there is hope it will be included and have depth to it.


The player can craft new items and improve existing ones on the run, without the need to use specific workbenches. But two categories are excluded: neither new clothes nor implants can be created, although their stats can be improved, and the appearance of the former changed. Crafting is open to all playstyles, but specific perks exist under Technical Abilities. The materials can be found throughout the world, from dismantled items, or bought from vendors.


The player will be able to review Braindance tapes to solve quests. In editor mode, an investigative tool, the BD Rollers Sensory array is viewable, as the player pauses, moves, and zooms around the recorded scene in virtual reality fashion. Three independent layers can be played, fast-forwarded or rewound at will, together or separately: visual, audio, and sometimes thermal.

Moving around

Options for moving around Night City include walking, running, swimming, jumping, and double jumping with the appropriate cyberware. Fast-travel is also available, to and from specific spots, like in TW3. Driving and riding are also viable, with bikes and cars varying greatly, as they’re made by 12 different manufacturers and behave according to 3 stats: horsepower, curb weight, and production year. The models themselves are grouped into Economy, Executive, Heavy Duty, Sport, and Hypercars. The game features street races where all the differences between models will come into play. But the player will be not be able to drive AVs, ride the subway or wall-run.



More than in other videogames, music is integral to Cyberpunk because the co-protagonist, Johnny Silverhand, is himself a musician, the lead singer of chrome rock band Samurai. Mike Pondsmith made sure the fact was relevant to pivotal backstory beats, like the 2012 infiltration of the Arasaka towers. Swedish hardcore punk band Refused have been tasked with the job of writing and interpreting Samurai’s music. They are vocalist Dennis Lyxzén, guitarist Kristofer Steen, drummer David Sandström, and bassist Magnus Flagg. Samurai’s music still bears Lyxzén’s trademark guttural screaming and Steen’s intense guitar playing, both of which are evident in the tracks “Chippin' in” and “Never Fade away”, two of the five tracks already made available.

In-house CD Projekt composers Marcin Przybyłowicz and P. T. Adamczyk and Los Angeles-based Paul Leonard-Morganm, who previously worked on Warhammer 40,000: Dawn of War I, have written the descriptive music, which consciously deviates from the synth-wave genre associated with cyberpunk. It goes in a darker direction, closer to Industrial music. Apparently, P. T. Adamczyk scored Johnny Silverhand’s parts, Leonard-Morgan took on Arasaka-related material and Przybyłowicz, besides acting as music director and composing other material, also developed the soundscape for cyberspace in conjunction with Sound Designer Piotr Malinowsk.

The soundtrack is delivered through ten in-game radio stations, with names like Radio Vexelstrom, Body Heat Radio, Pacific Dreams, or Morro Rock Radio. The player is able to listen to many hours of recorded material, ranging from jazz, downtempo, techno, hip-pop to heavy-metal, and even, in some form or another, music from Romantic Polish composer Chopin. It was recorded recruiting the craft of many different artists, appearing in the game under pseudonyms. For example, fusion singer Grimes is Lizzy Wizzy and SOPHIE and Shygirl are Clockwork Venus. The list of 20 names already disclosed also includes Nina Kraviz, who also voices a ripperdoc, Run the Jewels, Le Destro, Yugen Blakrok, Konrad Oldmone, Deadly Hunt, among many others.

Watch Becoming Samurai feature [] Listen to Samurai playlist on Spotify [] Listen to Cyberpunk OST on Spotify [] Watch Behind the Music feature [] Watch Behind the Scenes: Score and Soundtrack feature [↑]



NVIDIA Game Ready Driver 457.51 Radeon Adrenalin 2020 20.12.1











GAF members Kupfer Kupfer and God Enel God Enel have done amazing work compiling a community playlist for this game. Why don't you check it out?




B B-universe - Copy
mortal mortal - Graphics
Black Chamber Black Chamber - "Jack In" animated GIF
Komatsu Komatsu - Copy (Tabletop, General Summary), Graphics
EviLore EviLore - Thank you for hosting the pagelets!
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Fantastic OT.

Can't wait. This is sure to be a legendary game in the long run even if some things need to be ironed out just like TW3. CDPR haven't disappointed me yet and they are one of the only big developers who are willing to stick it to the mob.

I'll be joining you all whenever the 3080ti launches... Have fun brothers.


Let's goooo hype activate! Epic ot! I have the rest of this month to dominate this game!

Question. Can you do a pacifist playthrough?
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Confirmed Asshole
I'll happily read your thoughts! Didn't preorder, so I'll decide somewhere around the 15th whether I want to inject this into my Christmas time or not. GLHF


Excuse me? Why aren't there more PoC in the dev team photo? Are there trans? If so, is there enough? What about non-binary folx? I can't in good conscience support this until they have better representation at this company. Lives are at stake.


Jokes aside great work to everyone involved, can't wait. I wonder how it will compare to TW3. I'm expecting another top tier experience.
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