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  1. CD Projekt RED teased the arrival of Patch 1.3 to Cyberpunk 2077 yesterday, and today, it dropped the patch notes as well as details on the long-promised free DLC arriving to the game, at least the first wave. Keep in mind these DLCs are not the major expansions planned for the RPG. Similar to The Witcher 3's rollout of free DLCs, the additions are minor and largely focus on cosmetic options. First up, Johnny Silverhand is getting an optional new look, as seen above. Players who prefer it to the original style can toggle to it in the Additional Content tab in settings. Also new are two jackets (syn-leather deltajack and luminescent punk) that can be found in V's apartment after The Ride quest. Lastly, the Bandit is arriving as a fresh look for the Archer Quartz line of cars, which can be acquired by completing the Ghost Town quest. The update carrying these mini-DLCs will also bring Patch 1.3 to the RPG. Larger highlights of it include the tweaks announced yesterday such as minimap zoom level fixes and the perk reset button. But there are more features and balance changes too, like a larger number of auto saves and quick saves, ability to craft components in bulk, and less grainy Screen Space Reflections, among others. Via CDPR developer livestream Aside from a horde of bug fixes, performance issues have also been tackled in the update. As with previous patches, CD Projekt says players on old-gen consoles and lower end PCs will see the most benefit from the improvements. The extensive list of changes can be found here. Cyberpunk 2077 Patch 1.3 does not have a launch time attached to it yet, but the studio said it should roll out really, really soon across all platforms. Cyberpunk 2077's first free DLC has an alt-look for Silverhand, plus new cosmetic items
  2. With multiple updates and hotfixes now under its belt, is Cyberpunk 2077 is now on its way to receiving Patch 1.3, its next major update. While a release date has not been shared yet, today, the studio provided an update on some of the changes heading for the game soon. In 1.3, the minimap is getting a much-needed revamp, with the studio adding a zooming out element for when V gets into a car. This should alleviate the blasting past intended turns problem many are having since launch. Another major change is the addition of perk reallocation. Following the update, players will be able to reset the perks they have selected at any point using in-game cash and put the freed-up perk points towards another build. It seems the cost associated with the reset will depend on V's current level, like in other RPGs. Also, arriving as a much smaller change, the Matching Procedure option given to players when they visit the Clouds establishment for a quest has been tweaked. Hopefully, players will no longer be so confused when selecting the doll (Angel or Skye) they want. Essentially, images of the two options will hover more prominently as the dialog progresses after the change. Keep in mind these highlights won't be the only changes present in the 1.3 update, with CD Projekt RED adding that "they’re not the biggest ones and there’ll be more to come." Today's update details came in the form of an in-universe news report. Find the complete blog post here. For those looking for the usual patch notes, they will be landing closer to the update's launch, which should be quite soon. CD Projekt RED will also be hosting a developer livestream at 18:00 CEST on its Twitch channel tomorrow, August 17, to discuss the update in detail. Cyberpunk 2077 is getting minimap fixes, perk reset options, and more
  3. Cyberpunk 2077 gets version 1.23 update with a host of fixes and improvements CD Projekt RED (CDPR) has released a new patch for Cyberpunk 2077 that brings a host of fixes and improvements to the game. The new patch fixes issues related to quests, gameplay, visuals and more. You can head down to check out the full changelog for the update: Quests & Open World Space Oddity Fixed an issue where the "Open the package" objective could change location. Gig: Family Matters Fixed an issue where Juliet's car could disappear on sight after completing the quest. Fixed a streaming issue in Juliet's house. Fixed an issue where it wasn't possible to enter Juliet's house if the player didn't meet either of the Attribute requirements. The Heist Fixed an issue where Jackie could go through glass. Fixed an issue preventing some guards from attacking the player. Fixed an issue where the "Search the Arasaka officer" objective could remain active after fulfilling it. Fixed an issue where the mech didn't spawn in the lobby. Fixed an issue where some Arasaka guards could clip through the door. Fixed an issue where some guards could spawn on player's sight. Fixed an issue where Arasaka officer's body could be unaccessible, making the player unable to loot the shard and blocking progression. The Nomad Removed unnecessary button prompts. The Hunt The news segment in the shard from River will now properly play audio. The Beast in Me Fixed an issue where progression could be blocked if the player left Claire after the Santo Domingo race too early. Queen of the Highway Fixed an issue where the Basilisk could clip through some of the trees. Down on the Street Fixed an issue where there were no quest-related dialogue options when talking to Wakako. Forward to Death Smoke and dust will no longer flicker when riding the Basilisk. Gig: Goodbye, Night City Fixed an issue where progression could get blocked after rescuing Bruce if the player called Delamain. Path of Glory Fixed an issue where V could get stuck in the AV if they stood at the landing spot before it arrived. Gig: No Fixers Fixed an issue where it wasn't possible to open the door to Dakota's garage at the end of the quest. Fixed an issue where Iris could teleport instead of walking. Gig: Getting Warmer... Fixed an issue where fixer's car could drive straight through the intersection instead of turning right. Fixed an issue where the prompt to use the coolant on 8ug8ear could still be selected while plugging her out, which could break the animation. Fixed an issue where it wasn't possible to pick up 8ug8ear. Fixed an issue where NPCs could spawn underground, blocking progression. Gig: Many Ways to Skin a Cat Fixed an issue where notifications from Regina regarding this gig could appear during The Heist. Fixed an issue where it was possible to connect to the computer after failing the quest by destroying the van, which resulted in player getting stuck. Fixed an issue where progression could get stuck on the "Go to the Revere Courier Servies facilities" objective. Cyberpsycho Sighting: Where the Bodies Hit the Floor Fixed an issue where after collecting the information the next objective to send it to Regina wouldn't appear. Cyberpsycho Sighting: On Deaf Ears Fixed an issue where after collecting the information the next objective to send it to Regina wouldn't appear. I Fought the Law Fixed an issue where River wouldn't be present at the meeting spot before entering Red Queen's Race. Apart from addressing the various quest bugs, the new patch also fixes multiple gameplay issues including the one related to Adam Smasher. You can check out the list of fixes below: Fixed an issue where after killing a NPC and stealing their car, their body could get stuck in the car. Adam Smasher will no longer receive damage during animations between his attack phases. Fixed an issue where dropping a NPC's body caused too much destruction. Cataresist cyberware should now work properly. Furthermore, CDPR has also addresses a couple of bugs related to the appearance of characters and NPCs. Here is the changelog for the same: Fixed Johnny's spectral appearance in various quests. Fixed various issues related to clipping in NPCs' clothes. Fixed appearance of rocks in the Badlands. The Pickup Fixed an issue where one of the Maelstromers was T-posing. Moving on, the new update brings some stability and performance related improvements as well. You can check those out below: Numerous crash fixes in animations, UI, scene, physics and gameplay systems. Memory optimizations and memory management improvements in various systems (reducing the number of crashes). Various console CPU optimizations. Memory and I/O improvement leading to fewer instances of NPCs with identical appearances spawning in the same area, and to improved streaming. Lastly, the update brings some platform specific fixes as well. You can head down to check out the changelog for the same: PC-specific Fixed an issue where it wasn't possible to click the upgrade button while playing with 1280x720 resolution. Fixed an issue where toggling the Windowed and Fullscreen modes with Alt+Enter made the game appear unresponsive. [Steam] Changing language settings to default will now set it to the language of the Steam client. A popup message asking to verify integrity of game data will now be displayed when incomplete or corrupted game data is detected. Xbox-scpecific Fixed an issue where signing out during a scene fade-out could result in the game being partially unresponsive. Fixed an issue where the Pause Menu would open again on its own if the Xbox guide and the Pause Menu were closed in quick succession. Cyberpunk 2077 had a rocky start with Sony delisting the game from PlayStation Store and Microsoft offering no-questions-asked-refunds. Even with all the controversies, CDPR sold more than 13 million copies of the game in 2020. Just yesterday, Sony confirmed that it will allow CDPR to re-list Cyberpunk 2077 on the Playstation Store but it also recommended users to play the game on the PS4 Pro or PS5 for the best experience. Cyberpunk 2077 gets version 1.23 update with a host of fixes and improvements
  4. Cyberpunk 2077 sold 13.7 million copies in 2020, more than half on PC Even though its biggest game ever didn't go quite according to plan, 2020 was a very good year for CD Projekt. (Enable subtitles for English) By most measures, Cyberpunk 2077 was (and still is) a big disappointment. But it was also a major sales success for CD Projekt, which said today that more than 13.7 million copies of the game were sold in 2020, more than half of them on PC and Stadia. 56 percent of Cyberpunk 2077 sales went to PC and Stadia, according to figures revealed in today's full-year financial report, while the PS4 accounted for 28 percent and the Xbox One claimed the remaining 17 percent. Across all platforms, nearly three-quarters of the copies sold—73 percent—were digital. That helped propel GOG, CD Projekt's digital storefront, to what was far and away its best quarter, and best year, ever. CD Projekt president and joint CEO Adam Kiciński acknowledged in a management report that Cyberpunk 2077 got off to a rougher start than anyone expected, but defended it as a creative endeavor and reiterated the studio's promise to stick with it. "Developing Cyberpunk 2077 was, without a doubt, the biggest and most complex project we’ve ever engaged in," he said. "We did indeed enter uncharted territory and undertake risks. While not everything has gone according to our plans, from the creative standpoint we are proud of most of the pieces which make up the game. As for those we’re not proud of—we are improving them, and will continue to do so." "Given the knowledge and experience gained in the recent months, we feel we should have handled certain matters differently. This sentiment is reflected by our strategy update, published in late March, which devotes much space to our nascent transformation. Its goal is to streamline our operations and allow us to more efficiently work towards our objectives. Allow me to underscore that we remain committed to pursuing breakthroughs and achieving true innovation. As before, we will not be afraid to enter uncharted territory, undertake risks, and make mistakes." (Image credit: CD Projekt) Despite its troubles in 2020, CD Projekt confirmed its recent financial predictions, reporting total revenues of $563 million on the year, resulting in profits of roughly $303 million. The report also reveals that CD Projekt's refund program for Cyberpunk 2077 ended up costing it roughly $2.2 million, a tidy sum but a tiny slice of the overall pie—certainly not enough to have any meaningful impact on its fortunes. Figures quoted are in Polish złoty thousands. (Image credit: CD Projekt) Cyberpunk 2077 is a big success then, although it remains to be seen whether it can become the long-term success of The Witcher 3: Wild Hunt. CD Projekt noted that The Witcher 3 surpassed 30 million unit sales in 2020, while The Witcher series as a whole broke 50 million. The studio recommitted to making Cyberpunk a game it can "be proud of," but there are a lot of hurdles to overcome, including the fact that, as CD Projekt said in December 2020, the majority of those 13 million sales—roughly eight million—came as preorders. These days, the bloom is fully off the rose: It remains in decidedly not-great shape, and still isn't available on the PlayStation Store. Despite that, CD Projekt said that it's not turning its back on the Cyberpunk series, and also hinted at new Witcher games coming down the road, describing both as "pillars of the company's further growth.” "In addition to further updates to Cyberpunk and free DLCs, in the second half of the year we plan to release dedicated next-gen console editions of both Cyberpunk and The Witcher 3," chief financial officer Piotr Nielubowicz said. "In addition, we’re approaching the release of The Witcher: Monster Slayer, a location-based augmented reality mobile game. And of course we continue to work on other projects which will bear fruit in later years." Source: Cyberpunk 2077 sold 13.7 million copies in 2020, more than half on PC
  5. CDPR refuses to give up on Cyberpunk 2077, wants to sell it 'for years to come' CD Projekt Red's (CDPR) highly anticipated title Cyberpunk 2077 had a very rocky launch, to say the least, and things haven't massively improved since then. Sony removed the game from the PlayStation Store altogether and offered full refunds to customers, while Microsoft gave refunds without removing it from distribution on its digital storefronts. The PC version didn't fare much better and multiple investors sued the firm for false claims. Despite all of this, CDPR has now announced that it has no plans to give up on Cyberpunk 2077. In a statement to Reuters, CDPR joint chief executive Adam Kicinski outlined the company's ambitions for the game by saying that: I don’t see an option to shelve Cyberpunk 2077. We are convinced that we can bring the game to such a state that we can be proud of it and therefore successfully sell it for years to come. The executive pointed out that CDPR is on friendly terms with Sony and that the recent updates to the game are the first steps in the direction to return Cyberpunk 2077 to the PlayStation Store. Kicinski also highlighted that the standalone multiplayer version of the title is canceled because the new format is too risky for the company right now. He went on to say that the company is on the lookout for acquisition opportunities as part of its efforts to work on two AAA games in parallel starting from next year. All in all, it's not particularly surprising that CDPR is refusing to give up on Cyberpunk 2077 so quickly. Redemption stories for games that launched in a questionable state are not entirely uncommon. While the title lost 75% of its active player base on Steam almost a month after launch, it still managed to sell over 13 million copies overall after processing refunds. As such, it makes sense that the developer wants to fix the game to rebuild confidence in the studio while offering a more playable experience to gamers. Source: CDPR refuses to give up on Cyberpunk 2077, wants to sell it 'for years to come'
  6. Cyberpunk 2077 players show game is still a mess despite hundreds of fixes Things continue to be rough in Night City Image: CD Projekt Red It’s been a little over three months since the disastrous launch of Cyberpunk 2077, CD Projekt Red’s highly anticipated open-world game starring Keanu Reeves. During this time, the Polish studio has released a few updates for the game, including two major ones. The March 1.2 patch takes aim at everything from police AI, to small but funny oversights, like typos. The list of fixes is long. But based on what many Twitch streamers and YouTubers are sharing post-patch, it seems that Cyberpunk 2077 is still looking rough. Right now, most of the top Twitch clips of the game hail from streamer Vinesauce’s recent broadcast, where the personality showcases a number of remaining glitches. The most common type of glitch, which is popping up repeatedly on social media, has to do with spawning cars. When players call in a ride, the game will spawn all of the vehicles in the same place — sometimes leading to complete mayhem, as cars explode against each other, or the game struggles to render so many objects at once. There also appear to be a number of physics-based hijinks, according to other clips from the stream. Driving, in general, still seems to be hit or miss. In one YouTube video uploaded by Kevduit, the player throws a grenade into the distance, prompting every single NPC to step out of their car in unison. Then he looks away for a split second and every one of those people disappears into thin air. These are but a few hitches highlighted in the nearly four-minute video. That same footage also shows that the police aren’t quite up to par yet — sometimes they kill the player instantly, sometimes they despawn mid-chase, and other times they completely ignore crimes happening right in front of them. Similarly, other clips floating around at the moment don’t paint the game in a very positive light. Simple things, like aiming down sights, are still not working correctly according to players trying the patch. Cyberpunk 2077 released a HUGE patch today, so I checked it out on stream pic.twitter.com/KZFeTZb3Z3 — OmegaPro (@OmegaProYT) March 30, 2021 On places like Reddit and Twitter, there are reports of the game loading slower than before, though performance appears to vary depending on platform. This far in, though, some are questioning whether or not it’s worth coming back to a game that could still be considered broken, or whether they should just get a refund. As of this writing, Cyberpunk 2077 is still not available on the PlayStation Store after being delisted in late 2020. In January, CD Projekt Red laid out a roadmap for Cyberpunk 2077, which specifically numbered two patches for the game. While the troubled RPG will continue to get unspecified tweaks and fixes throughout the year, based on the roadmap, the developer will also start to pivot toward developing free DLC and next-gen upgrades. Hopefully the upcoming changes do more than put a Band-Aid on the experience, which to date has sold millions of copies despite controversy. Correction: A previous version of this story misstated how long it’s been since Cyberpunk 2077 was released. Source: Cyberpunk 2077 players show game is still a mess despite hundreds of fixes
  7. 'Cyberpunk 2077' patch delayed as developers reportedly can't access their VPN A Bloomberg report points out what developers are dealing with while they try to fix 'Cyberpunk 2077.' NurPhoto via Getty Images Earlier today, CD Projekt Red announced that the second major patch for Cyberpunk 2077 will be delayed until late March, and it cited a recent ransomware attack as well as the patch's extensive scope as reasons why. The company didn't go into detail, but a report from Bloomberg cites anonymous sources who say that things are even worse than we probably thought. For employees, already facing the nightmarish prospect of hackers exposing personal ID information, "most" have been locked out of their workstations for the last two weeks. With the ransom unpaid, developers can't get into the VPN to access the tools they need from home, and they were apparently asked to ship their computers to the IT department so they could be scanned for malware. Cyberpunk 2077 was already a uniquely troubled project, and the recent attack is only making things worse. If you were planning on taking a trip to Night City once the major issues were resolved — or planning a replay once the DLC or next-gen upgrades arrive — you will probably have to stretch those plans even later into the year. Source: 'Cyberpunk 2077' patch delayed as developers reportedly can't access their VPN
  8. Cyberpunk 2077 Players Warned To Avoid Mods After Security Exploit Found Cyberpunk 2077 developers CD Projekt Red have had to issue a warning today that anyone deciding to install a mod for the game should “use caution” after a security issue was discovered. The issue is a “vulnerability in external DLL files which can be used to execute code on PCs”. While the company works on a fix, they’re asking players to “please refrain from using files from unknown sources”, which would basically mean any mod. CD PROJEKT RED CS @CDPRED_Support If you plan to use @CyberpunkGame mods/custom saves on PC, use caution. We've been made aware of a vulnerability in external DLL files the game uses which can be used to execute code on PCs. Issue will be fixed ASAP. For now, please refrain from using files from unknown sources. 3:03 PM · Feb 2, 2021 CDPR only launched mod tools for the game last week and, in true Cyberpunk 2077 fashion, things have not been going well. Source: Cyberpunk 2077 Players Warned To Avoid Mods After Security Exploit Found
  9. New Cyberpunk 2077 patch fixes frustrating Takemura quest bugs CD Projekt Red releases update fixing item and quest bugs. (Image credit: CD Projekt) CD Projekt Red has released an update to fix frustrating item and quest-related bugs in Cyberpunk 2077. The developer says the Hotfix 1.11 patch — available now on PC, consoles and Stadia — will address issues that arose after Patch 1.1, including the restoration of item randomization and a frustrating bug that halts progress in the Down on the Street sidequest. During the mission, players had been encountering bugs at the "Wait For Takemura's call" objective if playing on a save made in version 1.06 of the game. After loading the same save on version 1.1, the holocall would lack dialogue options and block interactions with other NPCs, leaving players unable to progress through the sidequest. CD Projekt Red now says the issue has been patched, and also added that the save/load loot exploit — which allowed players to generate unlimited eurodollars pre-update — will be “investigated further.” Slowly improving After the shakiest of shaky starts, which saw CD Projekt Red refund players who bought the game but were left unhappy with its crippling bugs, Cyberpunk 2077 is on the up. The game received a significant patch in December 2020, containing major fixes to crashes and ‘multiple stability improvements’, with the developer committing itself to repairing quest-breaking bugs which prevented players from progressing through the game. This latest update comes as proof that CD Projekt Red is engaging with Cyberpunk’s still-strong player-base and quickly responding to issues arising from glitches and previous updates. But does the sudden attention to detail mean too little too late for some? Steam recently reported that the futuristic RPG had lost 75% of its players post-launch, with many seemingly unwilling to return to a game that induced fury around the world for its lack of polish and playability. In any case, for those players still roaming the admittedly-remarkable streets of Night City, CD Projekt Red’s latest update will come as a welcome reminder that they haven’t been abandoned. New Cyberpunk 2077 patch fixes frustrating Takemura quest bugs
  10. Cyberpunk 2077 gets official mod support so gamers can fix it themselves Life in Night City is about to get more interesting… (Image credit: CD Projekt Red) Cyberpunk 2077 has now got official modding tools, so while there are plenty of mods around already, you can expect a good deal more to pitch up soon enough. CD Projekt Red released its modding support tools alongside a brief note which promised that continuous updates would be provided alongside game patches, therefore hopefully avoiding any thorny compatibility issues. Speaking of patches, Cyberpunk 2077 has just received its first patch of 2021 which applied numerous useful fixes – but sadly also broke something rather critical in the main quest line, although there is a workaround available. As mentioned at the outset, there are already a bunch of third-party mods out for Cyberpunk 2077, including one (pictured above) which allows you to play in third-person (rather than just drive in that view). Although the initial incarnation of this mod was rather glitchy, the bug fixing is already underway… Hopefully now that there are official tools, the life of modders will be made considerably easier, and as you might guess, there’s been some chatter about how this could be a great launching platform for dedicated players to start improving and even fixing the game themselves. Fixing holes Clearly, there’s still a lot of work to be done by CD Projekt Red in fixing Cyberpunk 2077, even with the PC version which is in far better shape than the consoles. Naturally, curing the latest game-breaking bug will be of paramount importance for the devs – providing a proper solution, and not just a workaround, that is. And a major patch is due soon – it should arrive in February – which will hopefully make some serious strides forwards, without taking any backward steps afterwards. Cyberpunk 2077 gets official mod support so gamers can fix it themselves
  11. ‘Cyberpunk 2077’ update introduced a game-breaking bug CDPR is working on a hotfix it hopes to issue "as soon as possible." CD Projekt Red Cyberpunk 2077’s 1.1 update was supposed to set the troubled game on the path toward redemption. Instead, it seems to have come with its own set of problems. Per Eurogamer, players have discovered a game-breaking bug involving Cyberpunk 2077’s “Down on the Street” quest. To move the mission forward, your character is supposed to receive a call from an NPC named Goro Takemura (pictured above). Unfortunately, as things stand, Takemura will call V but won’t say anything, making you unable to progress the quest, and subsequently move the main storyline forward. We're working on the issue where the conversation with Takemura may not start during the quest "Down on the Street" for @CyberpunkGame and plan to release a Hotfix to address it as soon as possible. In the meantime, here's a potential workaround👇https://t.co/ujjxb8snGu — CD PROJEKT RED CS (@CDPRED_Support) January 25, 2021 CDPR said it’s working on a hotfix to address the issue it plans to release “as soon as possible.” We’ll update this article once it’s live. In the meantime, the studio has shared a workaround you can use to bypass the problem, but you’ll need an earlier save. As you might imagine, the Takemura bug is one of the reasons 1.1 hasn’t gone down well with Cyberpunk 2077 players. When CDPR detailed its schedule of updates earlier in the month, it said the game’s upcoming 1.2 update would include more significant fixes and improvements. Source: ‘Cyberpunk 2077’ update introduced a game-breaking bug
  12. Cyberpunk 2077 reportedly has a nasty save game corruption bug on PC Big-time crafters beware (Image credit: CD Projekt Red) There’s now evidence that Cyberpunk 2077 on PC is affected by one of the worst kinds of bug – a save game corruption gremlin. As Tom’s Hardware spotted, apparently larger saved games (over 8MB) can be plagued with the possibility of going bad, and this might affect those who really get into the crafting side of Cyberpunk 2077 – seeing as that’s a major cause of the file size becoming larger. This complaint from PC gamers surfaced on CD Projekt Red’s own forums and via Reddit, with one post doing a good bit of digging and comparing, coming to the conclusion that crafting and 8MB+ save game file sizes are to blame. If you get hit by this bug, when trying to load a game, you’ll see an error message instead: “Saved data is damaged and cannot be loaded”. According to some of the reports from affected gamers, once the save game file starts to creep up towards 8MB, you may experience long loading times that involve staring at a black screen for 30 seconds or so. If this is happening, consider it a warning that if your save continues to expand, you may experience a corruption issue (so perhaps lay off on the crafting – although that’s hardly an ideal solution). While the developer is apparently aware of a problem here, according to Tom’s, there has been no official announcement of the bug – although a moderator on the CD Projekt Red forums has offered a bit of advice in terms of backing up saves and repairing the game, although the feedback to the usefulness of those measures is rather negative. Furthermore, you should consider re-enabling any mods you might have been using that you’ve disabled. Apparently this could cause problems with save data, as the moderator states: “Any modification to the game can leave reference data that will corrupt the game’s ability to read the save files unless the modifications are also running.” GOG.com has further acknowledged this issue in a support center troubleshooting post, which advises those affected that: “Unfortunately the save is damaged and can’t be recovered. Please use an older save file to continue playing and try to keep a lower amount of items and crafting materials.” Stadia woes The bug has also been observed on Google Stadia saves as well as with the PC version of Cyberpunk 2077, so streamers, you’ve been warned. Seemingly the console versions aren’t affected, but of course they have their own major issues as we’ve seen. Indeed, the PC version is in far better shape than either the PS4 or Xbox One flavors, generally speaking when it comes to performance and polish, but a save game corruption popping up is a distinct blow on PC to say the least. Whether hotfix 1.05, which just arrived for consoles and is planned to land on the PC soon, will do anything, we shall just have to see, but nothing is mentioned in the patch notes. In the aforementioned support post, GOG.com noted: “The save file size limit might be increased in one of the future patches, but the corrupted files will remain that way.” If nothing is done with version 1.05 on PC, the next patch is due in January – unless the developer decides to release a standalone hotfix of some kind. Whatever the case, this is a nasty bug which really does need to be dealt with sooner rather than later. Cyberpunk 2077 reportedly has a nasty save game corruption bug on PC
  13. Amid massive bugs, CDPR offers refunds for Cyberpunk 2077 on consoles Studio promises patches in next two months will fix “most prominent problems.” Enlarge / A Cyberpunk NPC is shown talking before his textures have fully loaded on the console version of the game. CCPR / @MrDelabee Twitter 150 with 103 posters participating Developer CD Projekt Red has issued an apology and offered a full refund to frustrated Cyberpunk 2077 players who are running into numerous issues with the console versions of the game. "We should have paid more attention to making it play better on PlayStation 4 and Xbox One," the company wrote in a statement posted to social media. Ars Technica, like all other outlets receiving pre-release code, was only given access to a PC build of Cyberpunk 2077 before giving our opinion earlier this month. Those looking for impressions of the console versions had to wait until after the game launched publicly last Thursday. At that point, those players would have encountered widespread player and critic complaints of game-breaking bugs, low-resolution graphics, and console crashes. While the PC version had its share of glitchiness, reports suggest the console versions are in much rougher shape. And while there aren't native versions of Cyberpunk 2077 on the PlayStation 5 of Xbox Series S/X yet, reports suggest the last-generation console versions of the game play somewhat better when running in backward-compatibility mode on those next-generation systems. In its note, CD Projekt Red explicitly apologized for "not showing the game on base last-gen console before it premiered and, in consequence, not allowing you to make a more informed decision about your purchase." That comes just days after the developer trumpeted the fact that over 8 million players had pre-ordered the game, most long before any reviews were available, so make of that what you will. CDPR has also promised to "fix bugs and crashes" through continuing updates, including "two large patches" scheduled for January and February of 2021. Between them, those two patches should "fix the most prominent problems gamers are facing on last-gen consoles" the company promised. "They won't make the game on last-gen look like it's running on a high-spec PC or next-gen console, but it will be closer to that experience than it is now." In the meantime, CDPR is encouraging customers who are not "satisfied with their purchase" and not willing to wait for updates to ask for a refund, either through a digital console storefront or a brick-and-mortar retailer, or by contacting [email protected] through December 21. That policy follows reports that Sony had already begun honoring refund requests for the PS4 version of the game, echoing a similar offer when the PS4 version of Anthem failed to live up to technical expectations last year. Last week, CDPR also added an epilepsy warning to Cyberpunk 2077 after an early reviewer suffered a grand mal seizure while playing the game. The developer says it is exploring "a more permanent solution" to let players limit their potential exposure to epileptic triggers in the game. Amid massive bugs, CDPR offers refunds for Cyberpunk 2077 on consoles
  14. Cyberpunk 2077 tips: 7 hints for getting started in the massive RPG Beginner's tips for the new RPG (Image credit: CD Projekt Red) Cyberpunk 2077 has kicked off the next-generation of gaming with a bang – even if the next-gen version of the game isn't due out until next year. The enormous CD Projekt Red RPG has landed after years of anticipation, and during the review period, we’ve seen it through to its bitter end. Given the scale and scope of the game, we believe we’ve got some useful nuggets of knowledge to share for players who are jumping into the game at launch, to help you have the most pleasant experience possible in this inimitable dystopian world. Here’s everything you need to know before you play Cyberpunk 2077. 1. Don’t worry too much about your lifepath (Image credit: Future/screenshot) Approaching launch, a lot of Cyberpunk’s trailers and marketing made mention of the game’s lifepath system. At the start of your playthrough, you’ll be prompted to pick between a Corpo, Street Kid, or Nomad lifepath that will impact the wider story. It’s a neat feature, but you really don’t have to worry or stew about it, as it doesn’t have any major effects on the game beyond the first few hours. You’ll start out in a different scenario depending on what you choose, but after that the ramifications are minimal. We encountered only one or two situations in our playthrough where being a Nomad resolved a quest quicker due to common ground with another character – and there were always other solutions. So just act on instinct and dig in! 2. Quick Save and Quick Load are your best friends (Image credit: Future/screenshot) Cyberpunk’s combat arenas have an essence of Deus Ex about them, given the sheer variety of ways you can approach them. This is why it’s important to save often, and use your quicksaves to experiment within these situations like you’re playing an immersive simulator game (Deus Ex and Dishonored are examples of these types of games). Some of the most fun you can have in Cyberpunk is figuring out how to manipulate the environment to your advantage, or trying to stealth through areas that are near impossible to approach in a covert fashion. Just make sure to press the pause button and tap Triangle/Y on your controller to log a quick save before you try anything stupid... 3. Don’t be a Jackie Welles of All Trades, specialize in something (Image credit: Future/screenshot) One mistake we made during our playthrough was allotting our points too evenly across the game’s core attributes. While we focused on Technical Ability and Intelligence and still became satisfying hacker masterminds, the spread was too thin to reach the revolutionary upper echelons of an attribute’s unlockable skills which we’re now exploring in the postgame. It’s alluring at first to get every attribute to a decent level, given that some weapons and cyber ware is gated by your Body or Reflexes stat – and you’ll want to have enough know-how to sidestep tricky conversations or crack open doors. But focus on two main stats and push them a lot higher than the rest to make the most of the game, even if it feels scary. You can reset your perk points (not your attributes) at a Ripper Doc but it costs a whopping 100,000 eddies, so do be careful. 4. Seriously, don’t rush the main missions Like Skyrim and other similar FPS RPG games, Cyberpunk’s core questline is over sooner than you think, especially if you rush it. The game is designed so that you’ll take careful steps away from the narrative to do your own thing in between the major beats of the story. As well as unlocking special dialogue and ending options by developing side stories, the crucial aspect of this is that you’ll level up and get your skills up to scratch so you can pass certain dialogue checks and meet the requirements to open doors, hack devices and unlock alternate routes and extra opportunities in the main missions. This is a game best experienced slowly. It could have been over in 20 hours, but we wrapped it at 45 just to make the most of its characters, combat, and world. The good news is that you can come back to your ‘Point of No Return’ save after you finish any of the endings – so you don’t have to do everything. Just make sure you wrap up any story relevant side missions before you enter the endgame. Trust us, it’s worth it. 5. Get the access point skills first for easy money and components (Image credit: Future/screenshot) In the skills menu hit up the Breach Protocol tab under the Intelligence attribute and unlock the Advanced Datamine upgrades as soon as possible. Beyond the difficult and limited street brawls, hacking access points in Cyberpunk 2077 is the best way to earn Eurodollars, so making it so you double your income every time you use one is going to make it easier for you to afford those costly augmentations at a Ripper Doc. You should also nab the skill Datamine Mastermind that doubles your component output for every successful hack, as this will make crafting special items and upgrading your arsenal very easy and accessible in a pinch. 6. Upgrade your Operating System as early as possible (Image credit: Future/screenshot) Before buying the double jump or one of the cyberweapons (such as the Mantis Blades or Monowire) you should save up and upgrade your main Operating System to increase its capacity. At the start, you’ll only have a limited pool of RAM and three quick hacks available to you at a time, which really limits the amount of havoc you can cause in combat. You might not want to play as a hacker, but just having more RAM early on will let you interact with more environmental elements to set up satisfying traps, coaxing out the awesome possibilities of the game’s immersive simulator-style systems. 7. Keep in contact with your comrades (Image credit: Future/screenshot) The humble mobile phone call isn’t as dead in 2077 as it is in 2020, and V will spend a surprising amount of time on the blower with their pals throughout Cyberpunk’s narrative. Regardless, it’s easy to overlook the benefits of making leisure calls to your friends to chat about matters beyond work. Once you complete major junctures in the campaign (especially when you suffer a loss, hint hint) you should call up all of your friends and check in on them. Beyond being a good friend, the extra dialogue can lead to quests and content that may have been missed otherwise. There’s a surprising amount of depth tied to each contact which seems locked to these optional phone calls, so make sure you don’t miss them! Cyberpunk 2077 tips: 7 hints for getting started in the massive RPG
  15. Cyberpunk 2077 pre-sold 8 million copies and is now the biggest PC launch of all time Cyberpunk 2077 shifted 4.72 million copies on PC from pre-orders alone (Image credit: CD Projekt Red) Cyberpunk 2077 has become the most successful PC launch game of all-time. Prior to Cyberpunk 2077's arrival, the game that boasted the most day-one sales was World of Warcraft: Shadowlands, which broke records when it released in late November and sold 3.7 million copies on its debut. Only a couple of days ago, World of Warcraft: Shadowlands publisher Activision reported to investors that the latest expansion to the popular MMO was the fastest-selling PC game ever, beating the previous record-holder, Diablo III, which shifted 3.5 million copies on its opening day. Cyberpunk 2077 publisher CD Projekt, however, announced on Twitter that it had clocked up an astonishing 8 million pre-order copies across both console and PC. Thanks to the speedy math of our pals at PC Gamer, this means Cyberpunk 2077 shifted 4.72 million copies on PC from pre-orders alone. The first PC Cyberpunk 2077 mod is already available Cyberpunk 2077 only came out yesterday, and already PC gamers have their first mod to play with. As we reported earlier today, it’s a basic affair which simply extends the field-of-view (FOV). Increasing it makes your viewpoint wider, so you can see more in your peripheral vision – a lot more if you really crank it up. Normally, Cyberpunk 2077 allows you to change the FOV between 70 and 100, with 90 as the default setting. With this mod, however, you can switch between 30 all the way up to 150 in increments of 1-degree. Cyberpunk 2077 pre-sold 8 million copies and is now the biggest PC launch of all time
  16. Steam Play will allow Linux users to play Cyberpunk 2077 Valve has just released Proton 5.13-4 which, according to the release notes, allows Linux users to play Cyberpunk 2077 via Steam Play. For those who’ve not used it, Steam Play utilises Proton, a compatibility layer that allows Linux users to play games that were designed for Windows. Cyberpunk has suffered numerous setbacks during its development but it’s finally being released for Windows, PlayStation 4, Stadia, and Xbox One on December 10. The game is currently available for pre-purchase on Steam and it’s recommended that you have an Intel Core i7-4790 or AMD Ryzen 3 3200G processor, 12GB RAM, and an NVIDIA GeForce GTX 1060 or AMD Radeon R9 Fury. If you plan to run it on Linux, Phoronix notes that your system will need Mesa 20.1-devel Git installed; you can check what version of Mesa you have by typing glxinfo | grep Mesa in the terminal. Valve’s Proton software has been a big win for gaming on Linux as it has made many more games in Steam’s library available on Linux. While more game developers have been adding native Linux support, the vast majority still do not but Proton goes a long way to bridging the gap. It won’t be clear until tomorrow when the game is released how well it will perform on Linux. If you plan on trying it out on Linux all you’ll need to do is check the Steam settings to ensure that Proton 5.13-4 is selected before proceeding to launch the game. Steam Play will allow Linux users to play Cyberpunk 2077
  17. With the grand launch of Cyberpunk 2077 just two days away, some gamers have become irritated by the news that developer CD Projekt Red has implemented Denuvo anti-tamper technology into review copies of the game. Considering the developer's anti-DRM stance, some suggest that using Denuvo is somewhat hypocritical. Absolute nonsense. Cyberpunk 2077 may well be the most-hyped videogame of all time. It will be released in two days’ time and for hundreds of thousands of gaming fans, those 48 hours can’t be over soon enough so they can empty their wallets. Of course, piracy is always a risk, yet after a herculean development cycle utilizing hundreds of workers to put together what developer CD Projekt Red hopes will be its most successful title, the company will throw itself to the wolves by selling the game without copy protection. While that is likely to please many gamers and the anti-DRM movement, the decision must have companies like Ubisoft, who seem to love Denuvo, scratching their heads. But CD Projekt Red isn’t throwing all caution to the wind. Cyberpunk 2077: Meet Denuvo During the past couple of days, reviewers lucky enough to have received an advance copy of Cyberpunk 2077 have been publishing their early opinions. Inevitable bugs aside, the majority seem to have been impressed by the scale and ambition of the game, something which will please fans and the developer alike. However, news that those copies had Denuvo copy protection embedded had some observers doing a quick double-take. Denuvo? In Cyberpunk 2077? A mistake, surely? To better understand why this revelation caused alarm, it’s useful to take a look at CD Projekt’s historical attitudes towards DRM. In addition to its development work, the company also owns GOG, a digital distribution platform for video games and video. Unlike similar services, GOG forces no DRM on its customers, something that has earned it a unique place in many gamers’ hearts. In addition, GOG and CD Projekt are behind the FCKDRM ‘movement’ which highlights the numerous downsides to DRM while promoting DRM-free sources. With slogans like “You bought it, you own it” and “Don’t hand your rights over to corporations that wouldn’t trust you,” FCKDRM is a truth-teller when it comes to DRM and DRM-like systems. The fact is that many games these days could one day refuse to run in the absence of an Internet connection, or could be assigned to history on the whim of a publisher. In common with all gamers, GOG and FCKDRM believe that shouldn’t be the case. So Why Has CD Projekt Turned to Denuvo? It’s important to note that the official release of Cyberpunk 2077 will not have Denuvo, it’s only the free review copies that are affected. Nevertheless, some feel that the company should have shied away from DRM altogether since this clashes with the stated principles of CD Projekt/GOG/FCKDRM. Those people are completely wrong and the decision to use Denuvo, in this case, makes complete sense. From a technical perspective, Denuvo does what it claims to do. It protects games in the important days and weeks following launch, making it a perfect candidate to prevent early piracy of Cyberpunk 2077. However, and perhaps more importantly, what CD Projekt is trying to avoid here is the possibility that its game leaks out on to the Internet before launch. On day one of release, Cyberpunk 2077 will be a sitting duck for pirates. With no DRM, CD Projekt is putting its faith in its ability to convince people to buy the game and not pirate it. To quote company co-founder Marcin Iwiński, “We cannot force people to buy things. We can only convince them to do it. We totally believe in the carrot, not in the stick.” And this is the key point. Until December 10 arrives, no one will be able to buy this game. The developers may have already convinced hundreds of thousands of gamers to buy Cyberpunk 2077 and not pirate it, but if there’s a pre-release leak, all bets are off. Essentially, CD Projekt will have relied on the goodwill of fans and their belief that rejecting DRM is a good thing, and then found themselves beaten, not just by pirates, but by the fact they will be unable to compete for consumption of their own product. For a pro-consumer company, that can never be right. Using Denuvo In *FREE* Review Copies Betrays Nobody Anyone who closely followed the GOG/FCKDRM campaign will have understood its focus. The philosophy of the entire project was to highlight the negative effects that DRM (including systems like Denuvo) can have on consumers. Things like ‘kill switches’, systems that prevent users from modifying game files, and requirements for players to continually prove ownership. While Denuvo arguably contains all of these to some extent, not a single line of Denuvo code will make it to a legitimate copy of Cyberpunk 2077 installed on the machine of a regular PC gamer. In this respect, CD Projekt will have kept every promise it’s ever made. In much the same way they secure their company servers from hackers intent on grabbing content they have no right to access, its use of Denuvo in Cyberpunk 2077 in review copies is merely an extension of that, not a betrayal of its principles. What the developer is saying, it appears, is that it believes it has obtained enough trust from players to invest in its creation, but it will never trust pirates intent on leaking its product before launch. And that stance, regardless of what anyone might say, is the smartest and most pragmatic possible under the circumstances. Source: TorrentFreak
  18. How Cyberpunk 2077 Sold a Promise—and Rigged the System Video game companies are increasingly putting restrictions on what reviewers can show, widening the gap between expectations and reality. After eight years of hype, Cyberpunk 2077 launched as a buggy mess—catching the 8 million people who preordered it unawares.Courtesy of CD Projekt Red You can’t squeeze a video game to check if it’s good like an apple at the supermarket. But if you could, it wouldn’t matter; game publishers would dunk it in enough shiny wax to disguise any imperfections. All the consumer sees is their hand reaching for it. There is a chasm between what gamers thought Cyberpunk 2077 would be and the reality of it. Years of lavish marketing inflated an edgelord open-world game into a cutting-edge, infinite cityscape brimming with intrigue and desire and possibility. Although the game’s transphobic messaging and forced developer overtime put off potential fans, millions held their breath for what they believed would be among the most monumental digital experiences of all time. It emphatically is not. Superficial worldbuilding, stupid AI, and countless bugs deflated expectations. And yet, Cyberpunk 2077 recouped its investment before the game released last week. Eager gamers titillated by the supposedly historic video game’s marketing helped make up the total development expenditure and promotional costs, all over a hundred million dollars, through over 8 million preorders. Many would be disappointed; they’d put a $60 stack of chips on a promise, not a product. But for publisher CD Projekt Red, the system was working as planned. CD Projekt Red is a game developer, but it’s also an expectation machine. An steady flow of high-octane, 4K YouTube clips painted a Cyberpunk 2077 that could jack players into William Gibson’s Neuromancer, but with interactive sex workers and a penis-size toggle. Its setting, Night City, would encompass 65 square miles of psychedelic Tokyo noir. It would play like Grand Theft Auto for grown-ups with grown-up jobs and interests, while transporting them to a state of childlike wonder and awe. Very smart people believed it would be the best video game of all time and blocked out days off of work with the singular plan of playing the game. Anyway, Keanu Reeves would feature. It became clear last Thursday that CD Projekt Red had launched an unsealed rocket into space. Bullets aimed at thighs struck rib cages. Nonplayable characters ragdolled around like reject mannequins. One player’s hardboiled protagonist stood t-posed inside a moving car, naked ass resting on the roof. Enlarged penises clipped through pants. PC players’ reviews on Steam described it as “not the game people thought it would be,” and “Janky ... 8 years of hype to launch what looks like an Early Access game.” It was not the game of the future; playing it on PC made me so nauseous that I had to Google frame rate hotfixes. And that was just for Cyberpunk 2077’s PC incarnation. On the next-gen consoles, Cyberpunk 2077 works all right, but it’s a mess and a half on the Xbox One and PlayStation 4. Visuals blur. The frame rate stutters. NPC mouths are stiff as cave maws. Monday, CD Projekt Red issued a “Dear gamers” apology for “not showing you the game on base last-gen consoles before it premiered and, in consequence, not allowing you to make a more informed decision about your purchase.” It expects “the most prominent problems” for older consoles to be patched up sometime in February. In the meantime, you can get a refund. Performance aside, the game, as a whole, is just OK. While some people do quite like it, Night City gets same-y. Combat is whatever. But that wasn’t the point. The point was the great dissonance between built-up expectations and reality, the feeling of broken trust. CD Projekt Red is directly responsible for the size of that gap. Years ahead of launch, CD Projekt Red offered journalists curated previews that inspired breathless ledes like Metro’s “Cyberpunk 2077 may be the best video game ever made” in 2018. A year later, cinematic teasers and short, monitored gameplay sessions led some to suggest that Cyberpunk 2077 should be on top of gamers’ “most wanted” list. In June, CD Projekt Red had reviewers stream the game from a PC the company controlled. “It's a playground rife with opportunity,” wrote Eurogamer at the time. “It's a game about deciding who you want to be.” In the meantime, the scaffolding was bending: Cyberpunk 2077 experienced three delays, including after January of this year, when CD Projekt Red described the game as “complete and playable,” and after it claimed the game had “gone gold,” or been completed, in October. In November, CD Projekt Red sent nondisclosure agreements to journalists ahead of Cyberpunk 2077’s launch that forbade the inclusion of original gameplay footage in their reviews. They could share screenshots, but the only gameplay footage they could publish had to come from CD Projekt Red. Infringing obligations in the NDA could amount to around $27,000 per violation. (WIRED’s practice is not to sign NDAs from companies we cover.) In Cyberpunk 2077 the video game, the item database characterizes NDAs as “junk ... a standard document that prohibits a lot and offers little in return.” Reviewers also only received the PC version of the game, keeping the abysmal last-gen console play out of view. In a call with CD Projekt Red’s board today, joint-CEO Adam Kiciński admitted that the company had “ignored the signals about the need for additional time to refine the game on the base last-gen consoles” and showed the game mostly on PC during their marketing campaign. (He did apologize.) Once reviewers received their games—often mere days ahead of launch—they mainlined the main storyline and as many side quests as they could muster, wrote a couple thousand words, and posted them online on December 7, three days prior to Cyberpunk 2077’s December 10 launch. CD Projekt Red had nearly a decade to architect the great Cyberpunk 2077 mythos. Game reviewers had just a couple of days to assess it, and were hamstrung in how they could portray it. Gamers who had dropped $60 on this cyberpunk pleasure palace back in 2019 reeled; all the hot air came whizzing out. One professional reviewer, Kallie Plagge, gave Cyberpunk 2077 a 7/10 on GameSpot—not even a pan—criticizing it for one-dimensional world building, disconnected side quests, and large-scale technical issues. Mass harassment attended the review. Reactionary YouTubers, who did not have access to the game, dedicated long videos to dismantling her critique, dissecting her playtime and playstyle. But just days later, once gamers had finally played Cyberpunk 2077 themselves, many did a 180. “Everyone talked shit about her, but I’m starting to agree with Kelly [sp] Plagge,” read one popular post on /r/cyberpunkgame. CD Projekt Red isn’t the first or only gaming company performing marketing psy-ops. In 2016, No Man’s Sky literally promised the world and infinite others; it was slated to be the most expansive, the most immersive, the most most game up until that point. But because the studio behind it, Hello Games, didn’t offer it to reviewers at all ahead of launch, gamers found out the hard way that it failed to deliver on basics like multiplayer connectivity. This year alone, WIRED received over a dozen offers to review big games that came with NDAs attached. It’s not always to hide flaws; sometimes it’s to prevent spoilers, or the result of an overzealous PR team. But putting those kinds of handcuffs on reviewers ultimately hurts the people who buy the games. As the games industry market size summits $60.4 billion dollars, the pressure to micromanage the reviews system grows ever greater. As an example, Bloomberg has reported that CD Projekt Red’s developers’ bonuses were contingent upon a 90+ on Metacritic. (That changed post-release.) The company had built up the video game equivalent of a genie in a bottle. So it did what everybody does when they gain a modicum of power: control the narrative. CD Projekt Red declined WIRED’s request for comment. The same incentives also rig the system against developers, who pull six-day work weeks and sacrifice work-life balance to manifest slogans like “a city that’s larger than life,” “sets new standards in terms of visuals, complexity and depth.” These are the modern expectations for a 60-hour, AAA open world game—an increasingly bloated, and increasingly unsustainable genre. In June, former PlayStation executive Shawn Layden bemoaned the enormous financial and work burden of developing these kinds of games to GamesIndustry.biz. “I think the industry as a whole needs to sit back and go, 'Alright, what are we building? What's the audience expectation? What is the best way to get our story across, and say what we need to say?'” Eight million pre-orders, though, says all this stage-management benefits somebody. Video games are particularly susceptible to the bait-and-switch. Games are both identities and hobbies: a place to be yourself and explore who you are and a thing you do and own. Better customization, bigger worlds, greater graphics—more, more, more—it can't go on exponentially. But a system that feeds on hope will only grow as big as the trust placed in it. This story has been updated to reflect that while CD Projekt Red announced Cyberpunk 2077 in 2012, its marketing blitz began a few years later. How Cyberpunk 2077 Sold a Promise—and Rigged the System
  19. CDPR admits it “ignored the signals” of Cyberpunk 2077’s console issues Refund requests are dependent on console/retailer policies, CDPR says. Enlarge / People are complaining about situations like this in Cyberpunk 2077, but I'm not sure I see the problem. CDPR / Twitter 166 with 94 posters participating Amid widespread reports of major technical and gameplay problems in the PS4 and Xbox One versions of Cyberpunk 2077, CD Projekt Red is acknowledging that it took "the wrong approach" in development leading up to the release. "After three delays, we as the Management Board were too focused on releasing the game," CDPR joint-CEO Adam Kiciński said during a recent conference call addressing the issues with the PS4 and Xbox One versions of the game. "We underestimated the scale and complexity of the issues, we ignored the signals about the need for additional time to refine the game on the base last-gen consoles... This caused the loss of gamers’ trust and the reputation that we’ve been building through a big part of our lives." How did such a marquee title end up released in such a state? A large part of the problem was "us looking... at the PC and next-gen performance rather than current-gen [consoles]," CDPR board member Michał Nowakowski said during the call. "We definitely did not spend enough time looking at that." The COVID-19 pandemic also impacted the usual testing plans for the title, CDPR said. "External testers working for external companies were not able to test the game from homes—they have test centers and if they’re not there, they’re not able to work," Kiciński said. Though the console version wasn't shown widely before the game's release, CDPR co-founder and board joint-CEO Marcin Iwiński said that was simply because "we were updating the game on last-gen consoles until the very last minute, and we thought we’d make it in time. Unfortunately, this resulted in giving it to reviewers just one day before the release, which was definitely too late, and the media didn’t get the chance to review it properly. That was not intended; we were just fixing the game until the very last moment." Nowakowski said he didn't blame Sony and Microsoft for approving the game in its current state. "This is definitely on our side. I can only assume that they trusted that we’re going to fix things upon release, and that obviously did not come together exactly as we had planned." While CDPR was faced with a strict timeline to get the oft-delayed game released last week, Nowakowski insisted that the team didn't feel "any external or internal pressure to launch on the date – other than the normal pressure, which is typical for any release." Enlarge / A Cyberpunk NPC is shown talking before his textures have fully loaded on the console version of the game. CCPR / @MrDelabee Twitter And amid reports of forced overtime at the studio in the weeks leading up to release, Nowakowski also suggested that simply throwing more developers at the problem would not have made an impact. "In terms of delivering the game at a certain point, it’s really not about the number of people; it’s not like throwing in—in the last month—200 or so people would actually help." Going forward, it sounds like those intense work schedules will not continue as the company works on post-launch patches. "We’re also scheduling holidays; people are tired and regardless of the situation and regardless of patches, we will not simply continue working as before; our people need to rest a bit," Kiciński said. Refunds and patches In a statement yesterday, CDPR said that players who were "not pleased with the game on your console, and don't want to wait for updates" should reach out to retailers or digital platform holders for refunds. In the Q&A, though, the company clarified that it hasn't arranged any special deals to get those refunds approved above and beyond the sellers' standard policies. "Microsoft and Sony have refund policies for every product that is released digitally on their storefronts," Nowakowski said. "These policies are in place and have always been in place; they’re not offered specifically for us. Anyone who has purchased any title on the PlayStation Network or the Microsoft storefront can ask for a refund, and if it’s made within certain boundaries, usually related to time, usage and so on, can ask for that refund. Our procedure here with Microsoft and Sony is not different than with any other title released on any of those storefronts." A Microsoft spokesperson told Ars Technica, "We provide Digital Game Product refunds as part of a consistent and reliable buying experience" and directed specific questions about Cyberpunk 2077 to CD Projekt Red. Sony has not responded to a request for comment from Ars Technica. Microsoft's refund policy for digital purchases considers all sales final except in "extenuating circumstances" and says it takes into account "a variety of factors like time since date of purchase, time since release, and use of the product" when considering whether to approve refunds. Sony's policy allows for refunds of PlayStation Network games within 14 days of purchase, but only "provided that you have not started downloading or streaming it." Exceptions are only made if "the content is faulty," and anecdotal reports suggest Sony does not generally think that exception is warranted for Cyberpunk 2077. In any case, Iwiński also stressed that the company is "not encouraging gamers to return the game; we hope they’ll give us a chance to improve it on old-gen consoles... I sincerely hope that by Christmas gamers will be able to enjoy the game on consoles; of course the major updates will come in January and February, so, again, we humbly ask gamers to wait—and they’ll be able to have an even better experience then." The major updates planned for the next two months should get the game to a point where "it will be a good, playable, stable game, without glitches and crashes," Nowakowski said, adding: "We’re looking to improve both performance and graphic fidelity." "The game is playable right now. That may be an important thing to state because it’s not like the game does not launch or is unplayable," Nowakowski said in response to a question about the state of the game. "I fully understand that the experience is far from satisfactory for a lot of people—and we do acknowledge that—but 'not playable' sounds like it doesn’t launch at all, which is not the case." CDPR admits it “ignored the signals” of Cyberpunk 2077’s console issues
  20. Cyberpunk 2077's Player Base Has Declined 3x Faster Than The Witcher 3’s Launch on Steam CD Projekt's Latest RPG Has Already Lost 79% of its Players in the First Month Since the divisive launch of Cyberpunk 2077 last month, CD Projekt Red’s new futuristic RPG was pulled from the PlayStation Store with both Microsoft and Sony offering full refunds – something we’ve never seen happen to a triple-A game. However, without the same performance issues that ruined its launch on consoles, Cyberpunk 2077 has done much better on PC, debuting at #1 on Steam with over 1 million players and maintaining Mostly Positive feedback from over 300k player reviews. Unfortunately, Cyberpunk 2077 hasn’t been able to maintain its player base on Steam. And when comparing the new IP to CDPR’s previous biggest game, The Witcher 3: Wild Hunt, the dev/publisher could be in even more trouble. When Cyberpunk 2077 launched a little over 3 weeks ago, it became the first singleplayer game ever to break 1 million concurrent players on Steam. But over this past weekend, Cyberpunk continued its decline, struggling to peak at 225k players. While that 79% drop in players is worrying, most singleplayer games typically lose around the same amount of players, if not even more, after their first month on Steam. Open-world games like Cyberpunk are usually the exception, and compared to The Witcher 3, CDPR’s new digital playground certainly isn’t doing as well at keeping players interested in coming back for more. Although CDPR’s previous hit only peaked with 92k players during its launch back in May 2015, The Witcher 3 was still able to retain over half its player base with a peak of 55k players online a month later. It took 3 whole months before Witcher 3 lost more than 79% of its players on Steam. At the start of 2020, hype for Cyberpunk and a sale helped Witcher 3 break its own all-time peak record with 103k concurrent players on Steam. One month later, it again only lost 40% of its players. One year later, and it still hasn’t lost more than 74% of its player base since peaking in January. Even more recently, The Witcher 3‘s player base has started to increase again due to another sale and players likely returning to say, “¡Hola!” to Geralt of Rivia after their buggy trip to Night City. CDPR has a proven track record of fixing their games on PC post-launch, and one of the biggest reasons Cyberpunk 2077 still maintains a positive average score on Steam is because in many ways the retail version of the game already looks better than the game’s reveal back in 2018. Cyberpunk 2077‘s player counts are sure to spike again as more bugs are fixed and when the game goes on sale — we’ve already seen it happen numerous times in the past with Witcher games. But with the developer now having to focus on trying to fix the last-gen console versions, we’re probably going to have to wait even longer for new content and multiplayer to help revive the player base. Source: Cyberpunk 2077's Player Base Has Declined 3x Faster Than The Witcher 3’s Launch on Steam
  21. Poland's CD Projekt working with Sony to bring back Cyberpunk 2077 - PAP FILE PHOTO: Billboard displays an advertisement for the Cyberpunk 2077 video game by CD Projekt in Gdynia, Poland December 19, 2020. REUTERS/Peter Pawlowski (Reuters) - Polish video game maker CD Projekt is working with Sony to bring back its troubled Cyberpunk 2077 game to PlayStation Store, but no date has been agreed, its chief executive Adam Kicinski told PAP news agency on Wednesday. Sony pulled Cyberpunk 2077 from its PlayStation Store last month after complaints about glitches, while Xbox maker Microsoft Corp has offered refunds. “”We have no knowledge of a specific date to return to the PlayStation Store. We are in constant contact with representatives of Sony Interactive Entertainment and we are working to ensure that our title returns to the Sony store as soon as possible,” Kicinski told PAP. He added the company was still on track to release patches to Cyberpunk 2077 in January and February. Cyberpunk 2077’s woes have wiped out nearly 23 billion zlotys ($6.20 billion) from CD Projekt’s market value since pre-debut record highs. The stock was up 0.44% as of 1015 GMT. ($1 = 3.7124 zlotys) Source: Poland's CD Projekt working with Sony to bring back Cyberpunk 2077 - PAP
  22. Investor sues Cyberpunk 2077 maker over false claims Andrew Trampe, an investor in Cyberpunk 2077, has filed a lawsuit against CD Projekt on behalf of himself and other investors after it launched the game with serious bugs. The investors believe that the game was over-hyped with false and misleading statements that caused them to put money into the project. Some issues that have plagued the game’s launch include buggy save files which have been fixed and poor performance on consoles which saw it delisted from the PlayStation Store. In the lawsuit, Trampe highlights a statement from CD Projekt’s CEO Adam Kicinski who said: “So, in terms of bugs, we are all aware of them. Of course, such a big game can’t be just bug free. That’s kind of obvious, but we believe that the level will be as low as to let games not see them.” Trampe said that these statements were false and misleading because the company allegedly knew about the game’s defects but failed to disclose them. At the end of the lawsuit, it says the investors are demanding a trial and will be seeking that the defendants pay damages to the investors and that they cover their attorneys’ fees, expert fees and other costs. Source: Court Listener via NBC News Investor sues Cyberpunk 2077 maker over false claims
  23. Microsoft offers Cyberpunk 2077 refunds for all digital sales, but it’s not pulling the game Refunds for unhappy Xbox players Image: CD Projekt Red Microsoft says it’s now offering Cyberpunk 2077 refunds to anyone who has purchased the game via its Microsoft Store. While the company has been offering refunds to some customers already, Microsoft is now expanding this to cover anyone who has purchased the game digitally. “We know the developers at CD Projekt Red have worked hard to ship Cyberpunk in extremely challenging circumstances,” explains a Microsoft spokesperson in a statement to The Verge. “However, we also realize that some players have been unhappy with the current experience on older consoles. To date, we have granted refunds to the vast majority of customers who have requested one. To ensure that every player is able to get the experience they expect on Xbox, we will be expanding our existing refund policy to offer full refunds to anyone who purchased Cyberpunk 2077 digitally from the Microsoft Store, until further notice.” If you’re interested in a Microsoft Store refund, you can follow the steps on Microsoft’s support page. The refund policy expansion follows days of complaints around bugs, crashes, and the way the game runs on base PS4 and Xbox One consoles. Sony also moved to refund unhappy Cyberpunk 2077 players this week and even removed the game from the PlayStation Store. Microsoft isn’t going as far as Sony to fully remove the game, as the title is still listed and available on the Microsoft Store. Sony and Microsoft’s moves to refund players come just days after Cyberpunk 2077 developer CD Projekt Red said people unsatisfied with their purchase on the PS4 or Xbox One should request a refund. CD Projekt Red has also committed to releasing patches to improve the game, with one due in the coming days and more significant patches planned for January and February. Microsoft offers Cyberpunk 2077 refunds for all digital sales, but it’s not pulling the game
  24. The first big 'Cyberpunk 2077' patch has arrived 'Cyberpunk 2077' 1.1 update addresses memory usage and crashes that have plagued the game. NurPhoto via Getty Images As promised, the first of two early-2021 patches for CD Projekt Red’s troubled Cyberpunk 2077 has arrived. This updates the game to version 1.1 on PC, consoles and Stadia, and according to the notes it lays the groundwork for future updates, while also addressing memory usage and crash problems. The patch, which is available now, comes in at between 6-9 GB on Steam, about 1GB via GOG, 16GB~ on Xbox or PS4. Just over a week ago CD Projekt Red laid out a schedule for updates beyond this one and the next patch, due in February, which should a more significant update. Patch 1.1 is out on PC, consoles and Stadia! In this update, which lays the groundwork for the upcoming patches, we focused on various stability improvements and bugfixes. List of changes: https://t.co/NlSEKjsax7 pic.twitter.com/WjLcD0SaZk — Cyberpunk 2077 (@CyberpunkGame) January 22, 2021 Developing... Source: The first big 'Cyberpunk 2077' patch has arrived
  25. Cyberpunk 2077 full development reportedly didn’t start until 2016 CD Projekt Red executives were overconfident and unrealistic about the game’s launch, according to a new report Image: CD Projekt Red A new report looking into what went amiss with the rollout of Cyberpunk 2077 points to overconfidence from management at CD Projekt Red as a key problem, and reveals that “full development” of the game — announced in 2012— didn’t begin until 2016. Jason Schreier of Bloomberg interviewed more than 20 current and former CD Projekt staff, and found that the game’s development was plagued by unrealistic deadlines and technical issues. The company “hit the reset button” on the game in 2016, but a demo of Cyberpunk 2077 showed at E3 in 2018 was “almost entirely fake,” according to the report. The development also suffered from the impact of the COVID-19 pandemic, with programmers on the PC version and testers of the console version working separately from each other. In the months leading up to its December 10th launch, reports emerged of Projekt Red staff working long, arduous hours to meet the launch deadlines. Almost immediately after the the release of Cyberpunk 2077, console players encountered widespread bugs, frame rate issues, and other problems. Within a week of launch, Sony had pulled Cyberpunk from the PlayStation Store and offered refunds. One investor is suing CD Projekt Red over the botched launch, and earlier this week, the PC version of the game was available for purchase for almost half off its original price. Projekt Red co-founder Marcin Iwinski issued a mea culpa for the messy release, saying that despite the generally positive reception for the PC version of Cyberpunk 2077, the console version of the game “did not meet the quality standard we wanted it to meet.” The company is planning to release the game’s first big update within the next week. According to Bloomberg, CD Projekt Red was still focused on The Witcher 3 when Cyberpunk was announced in 2012. Company executives apparently believed they could replicate the success it had with that game in developing Cyberpunk. And in a detail that didn’t make the final edit of the Bloomberg story, Schreier tweeted that the game had changed significantly since it was first announced; up until 2016, he says, it was a third-person game. Source: Cyberpunk 2077 full development reportedly didn’t start until 2016
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