According to CD Projekt, Cyberpunk 2077 paid for all development and marketing costs before its launch.
CD Projekt is a memo posted on the company’s website entitled “Information on the Estimated Revenue of Our Investment Related to the Development and Promotion of Cyberpunk 2077”, and the license fee that the company received only from pre-orders is , Said that it exceeds the sum of development and marketing. cost.
Earlier this week, CD Projekt announced that it had shifted an astonishing 8 million pre-orders prior to its launch on December 10, 2020. The game was announced eight years ago in 2012.
In total, 59% of pre-orders were placed on the PC and 41% on the console (Stadia counts as a PC for this). 74% of pre-orders were digital.
CD Projekt also said that Cyberpunk 2077 had over $ 50 million in revenue on Steam in the two weeks before the game was released.
Obviously, Cyberpunk 2077 was a huge success before its launch. At launch, sales will undoubtedly amount to tens of millions, and once the dust has settled, it will be even more successful.
The company said it has decided to disclose the fact that cyberpunk already covers costs “because it could influence investment-related decisions.”
This week’s CD Projekt share price fell after a game review suggested that cyberpunk may not be high in the metascore. The PC version of cyberpunk has a metacritic of 90 metascores, while the PlayStation 4 and Xbox One versions of the game, which have been strongly criticized for performance issues, do not have a metascore. The PS4 version has a user score of 2.4 and the Xbox One version has a user score of 3.0.
Bloomberg reported that the boss of CD Projekt told staff that he would receive a full bonus despite the buggy launch of Cyberpunk 2077. Executives are reportedly responsible for the state of the game at the time of release.
CD Projekt has also been accused of using crunch during cyberpunk development. In September 2020, CD Projekt informed employees that they would be required to work six days a week until the game was released in November (then postponed to December) and forced overtime to complete the project. I broke my previous promise not to force.