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Celebrating 10 years of cyberpunkdreams

10 years, you ask? But surely this is only the second anniversary?

And yes, it is true that this is the second anniversary of cyberpunkdreams' release on Steam, but I first started work on the game in 2013, using Failbetter Games' StoryNexus platform. My goal at the time was to have something playable within a month. I hit that goal and started inviting testers into the game from that time. A lot of the content I wrote in that first month is still in the game, including the opening lines.

So, apart from a brief hiatus from when FBG shut down StoryNexus and my new engine was ready, cyberpunkdreams has had people in it and playing it for 10 years now. The initial beta on Steam opened in August 2020, and the game was released fully in May 2021 -- two years ago today!

It's been quite a journey, and there's a long way to go yet. Luckily, I'm not anywhere near running out of steam. My only problem is far too many ideas to handle. As ever, stay tuned for more updates and more on the latest plans. And also as ever, thanks to everyone who's played the game and supported the project over the years. But now onto the important stuff.

Second anniversary event content


We've got a few things for you over the coming week:

  • The much coveted Sinzil Crimson X phone will be back for less than 24 hours. Check Discord for the access code.
  • The Akizowear Zone One phone will also be back and available via an access code for the week.
  • Two unique stories; one from last year and one completely new one. Playing the game during the event will unlock these, but there's no time pressure to finish them.
  • Some unique or rare items to find by exploring in game,
  • Unique items and previews shared via access codes.




[h2]Unique stories[/h2]

The first of these, The traitor you choose, was in the game last time. You need to have various criteria to start it; we won't spoil it. It'll auto-trigger when it's ready. The second, Deep Stacks, is new. You need to be renting a place in Eastside Stacks in the Projects to start it, and to be hanging out there. Both of these stories can have a lasting impact on your game, so make your decisions wisely.



[h2]Access codes[/h2]

We'll be sharing a few throughout the week on our Discord server, which you can join here:

https://discord.gg/cyberpunkdreams

All the codes will require you to play during the event in order to activate them. We might also share a few on Steam, starting with the Zone One, in case you missed it last time:

https://cyberpunkdreams.net/accesscode/zone-one-8kfh

Once again, thanks again for all the fun and support over the years!

rob & the cpd/ops team

Devlog #26 – Sliding Through Summer in Style

You stand rigid in the doorway of the ramshackle construction of metal and wire that constitutes a “tavern” in this dilapidated world. You take a deep breath and step inside, ready for whatever might greet you on the other side but still apprehensive. Welcome to May and your respite from the real world.



It’s been another eventful month in 2090’s Cincinnati, with a batch of incremental changes launched over the last 31 days alongside a raft of more exciting and consequential updates. Going into the summer months there will be plenty more to look forward to but for now, let’s dive into some of the updates that have kept our little world ticking and whirring over the last four weeks.

[h2]April updates
[/h2]

Let’s start big with one subtle but noticeable tweak to Sliding Through the City. This perk used to be reduced every time you changed location in the city, but now only drops if you have cards in your hand at the time. Whilst its primary purpose is still a cap on the number of times you can clear your hand per day, if you build it up high enough there’s a new card that’s triggered too, which is definitely going to feel significant for power players. This has a few options, including the ability to increase your action bank for a time.



The month began, meanwhile, with an update to set the scene for summer, with more than a dozen new items of apparel and some inspired new artwork. We also decided to split the effects slot into more thematic categories, with the slots now appearing in your left-hand area.

And that’s just the tip of the iceberg. There have been various fixes and changes made to clinics and NPCs, with particular attention paid to fan-favourite Angelique, who now has her schedule implemented. A myriad of brand-new NPC interactions has also been added. It’s also worth mentioning that Army surplus has had “a bit of work” (meaning a revamp just shy of a complete overhaul).

Perhaps the most popular alteration we’ve made in recent weeks, however, is the new system of buffs added to weapon-related combat stats. Combat>... tests solely depend on your weapon’s stats and environmental factors, but a master should still be able to wield a poor weapon to deadly effect, and these new buffs should reflect that.

Other notable changes this month include the removal of vehicle storage at Parking in the airport, the adjustment of some vehicle prices for balance and the division of vehicle Transport into internal and external capacities. Mood spikes are also now used simply by equipping them, saving you a bunch of clicks, and we’ve added a new chase and fight follow-up: Making moves, out in the wild. There truly has never been a better time to be a dreamer.

[h2]DLC[/h2]

This month, we have also added another much-requested feature:  DLC credit packs on the Steam store. This makes credit purchases potentially much more economical for players whose home currency isn’t USD or EUR. Otherwise, the packs (of which there are two built for each level) work exactly like buying credits through a microtransaction.



As you’re probably aware, a game as ambitious as cyberpunkdreams is an always evolving perpetual work-in-progress, so there are dozens of tweaks being made to the game for balance, quality of life, and (of course) entertainment every month.

This includes not-so-fun tweaks like typos and bug fixes, many of which have been caught thanks to your reports (thanks for that!). You can check out the full list right here, on Steam.

[h2]Don’t be afraid to say hi
[/h2]

As always, if you have something to say about the changes, have any ideas or questions, or just want to share your experiences in the Projects or the Bordertown, we’re here to absorb your feedback. Who knows, we might even act on it in the next update!

Feel free to join us in our discord server or on Twitter, where we’re always active with little snippets from the cpd universe.

Until next time!

Minor update

Adjusted vehicle prices again.
Vehicle stash capacities have been adjusted.
Vehicle Transport capacity has been divided into internal and external capacity.
Transport capacity given by your current vehicle can now be reduced by the stash in there.
Your Companion/Shotgun can now take your vehicle away if you want.
Tweaked the hover display of vehicle stats a little.

New artwork.

Giving back vehicles fixed for real this time.
Fixed Sliding through the city sometimes being reduced when it shouldn't be.
Fixed a problem with choosing the carpe diem option on Sliding through the city.
Fixed some more typos; thanks for the reports!

Sliding

Probably of most interest to y'all this time around are some tweaks to Sliding through the city, which has traditionally only been used to limit the number of times per day you can clear your hand.

When moving through the city, this is now only reduced if you actually have cards in your hand, which has been a requested feature for a while. Perhaps more importantly, it now has its own card if it rises high enough, with various options -- including the ability to increase the size of your action bank for a few real time hours. There's also been some work on clinics and NPCs, especially Angelique, now has a schedule.

Read the full changelog below:

New card for high enough Sliding through the city.
- A few options, including increasing your action bank.
When moving area, Sliding through the city is now only reduced if you have cards in your hand.
A few new NPC interactions.
One time clinics are now found via

Minor update

Vehicle prices have been tweaked.
Removed storing vehicles at Parking in the airport.
- It was a pain to maintain for not much benefit.
Smith's truck is now its own vehicle and not an Old pick-up truck.
You can now sell Supply packet/Street clothes as bundled goods.
- More coming soon.

Fixed the Pork pie hat giving instead of removing Glare.
Fixed some teams supply options not taking the goods away.
Fixed the Quick access area going a bit nuts if it was left undocked between game loads.
Fixed getting locked in the wrong card after completing part of The only resort.
Fixed some more typos; thanks for the reports!