Cyberpunk 2077: The Five Year Interview – Journey to 2.0, Phantom Liberty, Favourite Ending, and More

Lead quest designer on Cyberpunk 2077 and associate game director on Cyberpunk 2, Paweł Sasko, reflected on the game's tumultuous journey.

When it first came out in 2020, Cyberpunk 2077 was in an incredibly rough state. Controversies and criticisms of the time aside, developer CD Projekt RED took time to focus on the open-world title and bring in improvements to variety of its different aspects, from gameplay to performance. The release of the Phantom Liberty expansion also coincided with the release of the 2.0 update, which managed to turn Cyberpunk 2077 into a fan-favourite. Reflecting on this tumultuous period of development, lead quest designer on Cyberpunk 2077 and associate game director on its sequel, Paweł Sasko, spoke to us about the journey, the game’s narrative, and even his favourite side quests.

It’s been five years since launch. Looking back, what stands out to you most about Cyberpunk 2077’s release, both the highs and the things you wish you’d handled differently?

What stands out most for me is the contrast. On one hand, the ambition, the world, the characters: the things players immediately connected with emotionally. On the other, the reality of how we launched, and not fully delivering on our vision. That being said, I’m so proud of how the team responded afterward; it took some real grit and resilience. The story of Cyberpunk 2077 isn’t just about the launch, it’s also about everything that came after.

"The story of Cyberpunk 2077 isn’t just about the launch, it’s also about everything that came after."

Compared to the launch version, the game has changed dramatically. When you look at the journey from 1.0 to where it is today, what were the biggest lessons CDPR took away, creatively, technically, and organizationally?

Creatively, we learned the importance of focus and discipline. For example, Cyberpunk 2077 works best when its systems, narrative, and themes all reinforce each other, rather than competing for attention, or even openly working against each other. One thing we built on as much as we could, but we could have been smarter about implementing when designing the game, is elements of ludonarrative dissonance. V is dying, vomiting blood, and coughing, but role-playing game progression makes them more powerful with every finished quest. We used this to strengthen the narrative and feeling of loss, as every step V takes brings the inevitability of terminal illness closer, no matter how powerful you feel. We used that tension as well as we could, but could have focused on it earlier.

Technically, we learned how critical a strong, scalable foundation is. Many of the improvements players see today were only possible because we reworked core systems instead of layering fixes on top — sometimes ripping the guts out and redoing it is the only way. Ambition needs to go hand in hand with technical possibilities, and limitations need to be respected and used as a stimulus to make smarter design decisions.

Organizationally, the biggest lesson was alignment. Clear ownership, better cross-team communication, and more realistic planning made a huge difference, and you saw the results of the changes we made internally in Phantom Liberty. Cyberpunk forced us to grow up as a studio; we have redone or iterated most of our procedures, and grew a habit of constantly optimizing and refining that process.

"Many of the improvements players see today were only possible because we reworked core systems instead of layering fixes on top"

How far back does Phantom Liberty actually go in terms of planning? Was the expansion always envisioned as another major chapter within Night City, or was there ever a version on the table where players would leave the city entirely?

Phantom Liberty existed as an idea relatively early, but its final form evolved over time. From the start, we felt Night City still had untold stories worth exploring, especially stories that leaned into espionage, power, and control. Dogtown allowed us to show a different face of the city, one that felt familiar but also dangerous and unpredictable.

With all of our expansions, the goal is to strengthen the main game so players who reach out for it many years after the release will feel how naturally it fits into overall design, and most of the time won’t even realize what was added in the expansion and what components were always there.

What inspired the decision to connect Phantom Liberty so directly to the base game’s endgame and outcomes? What did you want those added options to say thematically about V’s story?

Cyberpunk 2077 is an RPG and ultimately a story about choices and consequences. We didn’t want Phantom Liberty to feel like a detached side story, it was supposed to be a part of the main narrative, neatly connected to the motivation of the main character. We wanted it to matter. By connecting it to the endgame, we could ask harder questions about V’s survival, sacrifice, and agency. Not every choice leads to a happy ending, but every choice says something about who V is and what they’re willing to give up.

"We didn’t want Phantom Liberty to feel like a detached side story, it was supposed to be a part of the main narrative, neatly connected to the motivation of the main character."

Our game is a narrative about terminal illness and dreams of becoming a legend getting crashed early by the inevitability of death. Placing an expansion as a narrative branch anywhere but in the middle of the story would have undermined the main premise of the game. In The Witcher 3: Wild Hunt we were able to continue Geralt’s story by placing Blood and Wine after the events of the main game, but because of the very nature of Cyberpunk 2077, hooking it up as a branch of the main story was the only strong option we saw.

Do you have a personal favourite ending? Which one resonates most with you in terms of story, emotional payoff, and character arcs, and why?

I don’t think I can pick a single “best” ending, but the endings that resonate with me most are the quieter ones, where victory is ambiguous and the emotional cost is clear. Cyberpunk isn’t about saving the world; it’s about surviving it, sometimes at the expense of your dreams. Endings that embrace that tension feel the most honest to me.

Many of them have this component and shades of meaning, designed to make the player question their decisions. The introduction of Johnny Silverhand is intentionally antagonistic; he is conflicted with himself and angry, ready to kill you to stop feeling. And throughout the game, V’s and the player’s perception of him change. It’s heartbreaking to see him go, and it’s moving to me when people decide to give up V’s body at the end so Johnny can live. This transformative arc takes empathy, and that is something beautiful about humans. Despite the beginning of this relationship, for some players compassion is the answer.

"It’s heartbreaking to see him go, and it’s moving to me when people decide to give up V’s body at the end so Johnny can live."

What are your favourite side quests across the base game and Phantom Liberty? Are there any that you feel best represent what Cyberpunk does at its strongest?

Our games are a melting pot of genres and themes. From this goulash and personal touch of many individual creators, who have common goals, emerge quests executed with care. From the base game, quests like Sinnerman or Dream On represent Cyberpunk at its strongest: morally uncomfortable, thematically dense, and deeply human. The storyline of Judy and Evelyn, contrasted with Flaming Crotch Man; the stories of Skippy and the sentient vending machine, together they deliver a blend of noir, tragedy, comedy, and pastiche all aligned by one stage: Night City.

In Phantom Liberty, I’m very proud of how side content blends seamlessly with the main narrative. Many of those quests don’t announce themselves as important, but they linger with players long after they’re finished. The spy storyline leads V through a variety of thriller- and action-inspired sequences, borrowing from documentaries, romances, thrillers, and horrors, moving between Bridge of Spies, Ocean’s Eleven, James Bond, and even Alien: Isolation, united all by the common, very clear narrative thread. Phantom Liberty demonstrated our developed thematic discipline, and portrayed how much variety can be found in a very narrowly defined spy theme.

Thanks again for your time. Is there anything you’d like to say directly to the community and fans who’ve stuck with Cyberpunk 2077 over the years?

Thank you, chooms! Your patience, critique, passion, mods, fan art, videos, and discussions pushed us to make Cyberpunk 2077 the game it is today. This journey wouldn’t have happened without you, and we don’t take that trust lightly. We’re incredibly grateful you stayed with us in Night City.

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