This month we’re participating in Blocktober, highlighting the work of our talented Level Designers. For our last post, Sebastian McBride and Mariusz Kubów share a behind-the-scenes look at the main quest “The Killing Moon”.
As with most of the Space Port, the Maglev station went through heavy iteration — I think I made about 5 radically different versions of it. Knowing that this would be one of the last locations in Phantom Liberty that the player would engage in heavy combat, I pushed for a more circular approach when considering movement.
The location had to have a very nice flow to it and interesting, yet simple traversal loops were top priority. All of that is focused around the control booth which I knew would be both a focal point in the space but also integral to the quest flow. — Sebastian McBride
The Viewing Gallery offers a unique gameplay experience of moving through a location while under suppressing fire from a helicopter flying nearby. It serves as an example of how sometimes we keep on iterating on the location's fundamental elements — like its layout — deep into the production cycle and way past the blockout stage. In this case, I wanted to have more player engagement during the beat and a bit of Kishōtenketsu-type structure (initially the chopper pinning us down with gunfire was the only obstacle there), so the level flow had to be adjusted to incorporate that.
There's also the Rule of Cool in play here, as the rocket hanging under the ceiling was added late during the development to add more dynamic elements to the environment, totally-not-just because I've prototyped a big, swinging object and I thought it would be cool for the turrets (or even V) to shoot it down accidentally. — Mariusz Kubów
This month we’re participating in Blocktober, highlighting the work of our talented Level Designers. Now up: Sebastian McBride sharing a behind-the-scenes look at the “Dicky Twister Club” location.
This blockout was done relatively quickly around the middle of the project. I wanted a location where the player could lean into a non-hostile experience that they could walk around in before switching up to more traditional stealth gameplay. The goal was to embrace the tone and vibes of stealth game staples but done the Cyberpunk 2077 way.
The idea of the main office overlooking the whole club was something I leaned into early on. The moment you enter the club, the objective is right in front of you: you see your goal and now you have to figure out how to get there. The club owner overlooking the location with the stage “'extending” out in front of him was absolutely intentional innuendo. I guess he had a bit of a complex.
This month we're participating in Blocktober, highlighting the work of our talented Level Designers. This time around, Andrzej Giełzak shares a behind-the-scenes look at the Minor Quest “No Easy Way Out”.
This location was initially planned out and drafted as a Main Quest location, but we ended up adapting to the smaller location scope of a Minor Quest. Working closely with Jakub Skoneczny, our quest designer, we attempted to get the most of existing layout, allowing the experience to play out in a single open space, without compromising footprint of existing location and it's role in the district.
The first image shows the Main Hall Entrance, which was designed to create the feeling of progression through the galleries. Establishing an open space in the middle with a landmark — a giant robot statue — was crucial to providing the player with a strong reference point, as the act of going in a spiral around the gallery could easily have led to spatial confusion. It was important to design the gallery with a layout that would be logical in the “original” state of the building, while its derelict state of the building as well as the damage and modifications done by Scavs allowed us to break the open plan and create obstacles and challenges for the player to overcome. Senior Environment Artist Albertus Januardy did a great job of extending the few accents from the blockout into a full-fledged, disgusting Scavenger Hideout.
The paths for different playstyles were designed to convey that same upwards progression. In combat, enemies retreat upwards as their numbers dwindle, pulling you upwards in pursuit. For those using the netrunner path, the cameras were sequentially arranged by floors and always included a glimpse of the landmark as you hopped between them. For players focused on agility, we designed the location to feature opportunities to continue upwards using double or charged jumps.
The second blockout features the ripperdoc’s office, which was blocked out in comparatively low detail as its layout was dictated later by the needs of the Cinematics team. From the perspective of tying the location together, the presence of the window to the main gallery was crucial, with the added bonus of seeing the key landmark from it. Lighting played a crucial role in tying both spaces together, which was deftly handled by Senior Lighting Artist Marcin Stępień.
This month, we’re participating in Blocktober to highlight the work of our talented Level Designers! For our second post, Marta Dobińska shares her process behind creating an Increased Criminal Activity location in the Luxor Heights spa complex.
For the planned mini-boss fight here, I knew that I wanted to provide an open space that would allow for different approaches, including stealth, and would make it possible to circle around enemies in combat. At the same time, I wanted to use a unique theme that would allow me to shape the space believably and create a setting that is interesting in its own right. Together with Piotr Ruszkiewicz, the Environment Artist for this area, we decided on a luxurious pool complex, allowing me to use empty pool basins, rock decorations, and jacuzzi bathtubs to create stealth paths and combat spaces.
Once Dogtown was taken over by Kurt Hansen, construction in the district stopped, so Luxor Heights was never fully built. I decided to use abandoned scaffoldings to provide verticality, including higher-located paths with a better overview of the hall. The theme the location was built around resulted in interesting ideas for the mini-boss fight, with the use of water and electricity providing a twist to the encounter. Ayo Zarin, the enemy group leader, has implants that allow her to use electricity to regenerate — in the second half of the fight, she retreats to the water-filled pool and uses electricity to create a more hazardous battle for the player.
This month we’re participating in Blocktober to highlight the work of our talented Level Designers! First up is Bartłomiej Pyrko, sharing a behind-the-scenes look at the level design for the gig “The Man Who Killed Jason Foreman”.
First, I wanted to determine the dimensions and general flow of the area with an early, very basic, and raw version of the blockout. The entire boss fight was designed with a minimum of three exits from each room, encouraging continuous movement in a circular pattern — and with plenty of cover spots for the player. This design was made to give the player freedom of movement throughout the whole battle.
From the very beginning, I knew I wanted a pretty tough boss here. The entire hotel was designed to be unsettling, with a touch of horror mixed in, and for the final fight, I wanted to create a true hell on earth: a dense atmosphere with flickering, burning red lights, home to a deadly and quick boss.
During development, it was crucial for me to go through multiple iterations with an Environment Artist, Lighting Artist, and Sound Designers to ensure we achieved an uneasy and even disturbing atmosphere. The tension builds into a tense and dreadful nightmare for the boss fight — followed by relief once players discover Leon Rinder’s condition afterwards.
On September 13th, Cyberpunk: Edgerunners turns 2 years old
To kick off the celebrations earlier, we've asked you to capture the bittersweet love story of David and Lucy, our star-crossed lovers, for our "It's All About You" episode.
Welcome to the Moon:
Thank you for staying with us and expressing your love for Cyberpunk: Edgerunners in the most creative ways possible. Don't forget to check out our gallery to see more works, and, of course, share your creations with us: http://cdpred.ly/AAY. See you in the next episode!
Patch 2.12 for Cyberpunk 2077 and Phantom Liberty is live. It focuses on main issues experienced by players after Patch 2.11, such as key bindings.
Check out the list of changes below for details:
PC-specific
It will now be possible to properly rebind the Radioport and dropping bodies to a different key on AZERTY keyboards. Switching quest objectives will now be assigned to the T key on all keyboards.
Fixed an issue where trying to bind the T key to actions in Exploration & Combat resulted in a "Binding Failed" error.
Together with Intel we fixed the stuttering issue that occurred while the "Prioritize P-Cores" option was enabled.
Together with Razer we fixed a crash that occurred when using Razer Chroma enabled devices.
Fixed an issue where NPC hair could appear extremely bright inside vehicles when Ray Tracing is enabled.
Fixed a crash that occurred on Steam Deck when playing with Ray Tracing enabled.
All Platforms
Fixed an issue causing the inability to access the menu, inventory, stash, holocalls and fast travel.
Updated the description of the Sonic Shock quickhack so that it properly reflects the changes made to its behavior in 2.1.
Improved visibility of the controller cursor in menus and when using computers or keypads. This change will primarily help Steam Deck users, but will also benefit consoles and PC when using a controller.
New Dawn Fades - Fixed an issue where it wasn't possible to open the phone to read the notification from the Automated Delivery System.
I Can See Clearly Now - Lowered the Body attribute check required to move the dumpster.
I Walk the Line - Sasquatch's jump attack will now properly register as a hit and deal damage.
Riders on the Storm - Enemy cars in the chase sequence will now shoot at Panam's van.
Nocturne Op55N1 - Fixed an issue where, after choosing to call Reed, the conversation sometimes wouldn't trigger, blocking progression.
Sonic Shock will now be properly categorized as a Covert quickhack.
Fixed instances where groups of immortal enemies could appear across Night City.
Fixed an issue where some elements on the perk screen wouldn't change after switching to Colorblind Mode.
BioDyne Berserk will now properly have increased Crit Chance from its Reflexes Attunement.
Patch 2.11 for Cyberpunk 2077 and Phantom Liberty is live! In this update we focused on fixing the most common issues encountered by players, including Finisher animations, and added a little something for Rayfield enthusiasts!
For details, check out the list of changes below.
Gameplay
Melee Finishers will now work properly.
Fixed an issue where health items could become unequipped from the quick access slot after using consumables.
It will now be possible to properly switch Z and W keybinds for AZERTY keyboards.
When using the Classic control scheme, performing dashes will no longer result in crouching.
Fixed an issue where it was still required to use the F key (default) to interact even if bound to a different key.
Binding the right mouse button to an action different than aiming will no longer result in aiming and the new action occurring simultaneously.
Axolotl cyberware will now also reduce cooldown when neutralizing an enemy non-lethally.
The Iconic Contagion quickhack will now properly cause an explosion when combined with the Overheat quickhack.
Added Psalm 11:6 and Buzzsaw crafting specs for players who completed the required activites to acquire them but they didn't drop.
Fixed an issue preventing players from upgrading items to Tier 5++ on Xbox.
Skeleton cyberware will no longer get downgraded after acquiring level 3 of the License to Chrome perk.
Skill Shards for skills that are already maxed out will no longer drop.
The RAM cost for the Cyberpsychosis quickhack will now properly decrease after applying Cyberware Malfunction or an EMP effect.
Killing NPCs who are drunk or using a braindance will now properly trigger the police system.
Fixed an issue where RAM Recoup cyberware was restoring less RAM than indicated by its description.
Fixed an issue where fists would not have a chance to apply Bleeding after reaching level 20 in the Solo skill.
Fixed the description for Biomonitor cyberware so it properly states that it heals you when health drops below 50% rather than 35%.
It will now be possible to activate Sandevistan cyberware during holocalls if in combat.
Fixed an issue where it was possible to get killed by a quickhack while Berserk is active, despite its feature ensuring that health cannot drop below 25%.
Cyberware Capacity will now be capped at 450. Cyberware exceeding the limit will be unequipped.
Fixed an issue that could cause loot to float in the air as well as reappear in the same spot after picking it up.
Quests & Open World
Adjusted car chases so that they're not too frequent and don't overlap.
Fixed an issue where vehicles purchased on the Autofixer website weren't added to the owned vehicles list even though money was spent.
Made it possible to obtain the BFC 9000 Iconic weapon for players who missed the crashed AV in Rancho Coronado.
Fixed an issue where the animation of inspecting the NCART City Pass could be triggered inside an elevator, causing V to fall through it.
Fixed an issue where the message from NCART Customer Support that unlocks the metro wouldn't arrive, even if the requirements were met.
Fixed some instances where Gigs could remain stuck as incomplete in the Journal without any objectives.
A Day In The Life - Fixed an issue where Darrell Zhou would instantly die after approaching the quest marker and speaking to him. Please note that the fix is not retroactive, meaning that you need to load a save prior to speaking to Darrell to be able to complete the quest.
Belly of the Beast - Fixed an issue where it wasn't possible to exit the Basilisk after entering the tunnel.
Cyberpsycho Sighting: On Deaf Ears - Fixed an issue where it wasn't possible to collect the information required to progress because the shard wasn't present in the area.
Don't Lose Your Mind - Fixed an issue where, after choosing to merge the Delamains, it wasn't possible to progress past the "Approach the car" objective because the cab didn't spawn.
Down on the Street - Fixed an issue where Takemura wasn't present when arriving at Wakako's pachinko parlor.
Gig: Bring Me the Head of Gustavo Orta - Fixed an issue where Gustavo would immediately become hostile after entering his office.
Gig: Bring Me the Head of Gustavo Orta - Fixed an issue where the guards would immediately attack the player after picking the peaceful Street Kid dialogue option.
I Really Want to Stay at Your House - Fixed an issue where it wasn't possible to sleep in V's apartment bed while the quest was active.
Psycho Killer - Improved the reward for neutralizing all Cyberpsychos. Players who already claimed the reward can visit Regina and collect the new reward from the weapon crate.
Reported Crime: Dredged Up - Fixed an issue where the trail that must be scanned to progress could be missing.
Spellbound - Fixed an issue when the discounted price for the Spellbook could be higher than the full price.
Phantom Liberty-specific
Black Steel In The Hour of Chaos - Fixed an issue where there was no objective in the Journal entry because the objective to meet Reed at the abandoned hotel wouldn't appear.
Black Steel In The Hour of Chaos - Fixed an issue where there were no dialogue options that would progress the quest when talking to Yoko.
Firestarter - Fixed an issue where some weapons could become job items after being retrieved from the locker.
Hi Ho Silver Lining - Fixed an issue where it wasn't possible to talk to Mr. Hands in the Heavy Hearts club because he wasn't interactable or did not spawn for players who experienced this issue on 2.1.
Just Another Story - Fixed an issue where Vehicle Contracts weren't spawning in some cases.
Things Done Changed - Fixed an issue where the screen could go black after calling the nurse for players who experienced this issue on 2.1.
Added an end credits message from Reed for endings other than The Tower.
Removed the possibility of installing attachments on the Catahoula Iconic pistol.
Fixed an issue where it was possible to activate the Sensory Protocol perk when it was on cooldown.
Fixed an issue where it was possible to activate Synaptic Accelerator cyberware during its cooldown.
It will now be required to have a cyberdeck installed to benefit from Cogito Lattice cyberware.
Fixed an issue where the buff after exploding an enemy with the Detonate Grenade quickhack didn't match the description.
UI
Added a Radioport category in Settings → Gameplay to customize Radioport behavior. Enable "Sync to Vehicle Radio" to keep the music playing after exiting a vehicle. With "Cycle Stations with Button Press", effortlessly switch between radio stations by simply pressing the Radioport button without the need to open the Radio menu. Enable "Save Current Station" to have the Radioport resume playing the radio station upon loading a saved game.
The data window that appears when scanning will no longer default to the "Hacking" tab rather than "Data". Instead, it will now remember which tab was open last.
Fixed an issue preventing players from changing cyberware at Ripperdocs and seeing the Cyberware Capacity bar.
Added a pop-up message for when it's not possible to activate Sandevistan during holocalls.
Like the non-Iconic variants, Iconic quickhacks will no longer have the duration displayed in their descriptions.
Made small improvements to the appearance of Net sites.
Visual
Neon-lit rims for the Yaiba Kusanagi CT-3X will now light up properly.
Fixed shadows appearing on V's torso when wearing tank tops.
Fixed dark shadows appearing on V's hands when holding some weapons with Ray Tracing enabled.
The Devil and Judgment tarot cards will now be properly displayed on the end-game reward screen.
Vehicles
Tire track marks will now match the actual contact patch of the tire.
Adjusted the suspension movement of some traffic vehicles to improve it visually.
Motorcycle suspension has been improved to reduce visual clipping into roads and curbs. Braking is also improved. Some vehicles, including cars and trucks, will now better handle landing from big jumps.
Brake Torque Vectoring has been added to the Drive Model simulation. This change effectively reduces understeer on vehicles that previously used to suffer from it excessively when hard braking while turning (most noticeable on FWD and rear/mid-engined vehicles).
Retuned or improved tuning in various vehicles. This includes: Mizutani Hozuki MH1, MH2 and “Hoseki”, Villefort Deleon V400, V410 Coupe and "Vindicator", Thorton Colby CST40, Mahir Supron FS3-T, Chevillon Centurion 1000, Quadra Type 66 “Hoon”, and more.
Implemented various small changes to improve drifting in most vehicles:
AWD vehicles now apply power through their front differentials more smoothly when exiting Burn Out Mode induced drifts (check out our Driving Manual in the Database for more info on those).
Dynamic Stability Management was adjusted to engage more smoothly after Burn Out Mode drifts.
Most mid-engined cars' Burn Out Mode implementation has been polished to induce more easily and overall feel better, including the Rayfield Caliburn, Quadra Turbo R, Herrera Riptide, etc.
PC-specific
Added a Hybrid CPU Utilization setting, which can be found under Gameplay → Performance. It can be set either to "Auto" (lets the operating system automatically decide how to distribute threads among the cores) or "Prioritize P-Cores" (prioritizes performance cores). It is set to "Auto" by default.
Implemented a fix that improves performance, especially on AMD RX Vega GPUs.
Misc
Added the CrystalCoat feature which allows you to change vehicle paint color. Because this technology was developed exclusively by Rayfield, it is currently only available for Rayfield vehicles you own.
Controller Inner Dead Zone has been changed to new default values for players who didn't change them, as keeping the old default values could result in stick drift.
Fixed an issue where the door in the Megabuilding H10 apartment wouldn't automatically close in some cases.