Adam Kiciński21:45
The multiplayer story is quite simple. After the launch, we concluded that making a large multiplayer for Cyberpunk after everything that happened was not the best idea. We needed to focus on the game first. Then we decided we prefer to approach multiplayer step by step and only in future products, not in Cyberpunk itself, especially since we later changed the engine. That made us think about multiplayer in games we will make on Unreal Engine, not going back to Red Engine's multiplayer tech which we abandoned. As for the DLCs, the story is different. It's closely tied to what happened right after the launch. First of all, we knew that for the first months or even longer after launch, we wouldn't be able to fully focus on DLCs because most of our focus was on the game. Some work continued, but it wasn't like with The Witcher 3 where we almost seamlessly went into Hearts of Stone and then Blood and Wine. So we concluded that the DLC would be delayed. First we knew there would be none in 2021. Then it became clear that if we want to deliver a really significant DLC—the first new release after Cyberpunk's premiere, a very important moment and test—we needed time. We decided to pack most of the ideas into one product and spend as much time as needed. Then additional factors prolonged the process: we started a deep transformation in the studio, changing work methodologies. That transformation, like any reconstruction, initially slows everything down. We began it in Q2 2021. Then the switch to Unreal Engine also introduced initial disruption. Plus, Cyberpunk is structurally much more complex than The Witcher. All this combined made the DLC development quite long. So in summary, there will be one DLC, very important for us, and we are preparing for a release next year.