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VDay

This is our first Valetine's Day event, but of course, things have evolved a little in 2092. Evolved? Nah, make that degraded. Become simpler. More down to the basics. Down to the bone.

We've only introduced a handful of new things this year, although we'll probably build on this event in future years. So, what to expect:

  • Find a gift for your lover, and maybe get one in return.
  • Pimps have more tricks available per unit of territory around the day itself.
  • Bar hook-ups in Interstate are easier.


Plus we'll have an access code in our Discord; check it out here:

https://discord.gg/cyberpunkdreams

VDay update

A little bit of new content for VDay.
-- The event will start on 2023-02-09
-- Buy a gift for your lover, and maybe get one in return.
-- Bar hook-ups are also easier.

Using Hard facts to gain knowledge of different organisations is still random but no longer uses The Milky way.
-- You have to use it for it to change, but it guarantees that there'll always be a usable option available (if you have any at all).
You can now switch on auto-emptying your stash (as well as auto-pick up).
Reduced the rate at which high level moods decay.
Assorted ammo now contributes to Current stash.
-- You might suddenly have a lot of stash; get changed to deal with it quickly.

New artwork.

Fixed some problems with the stat changes displays on notifications.
Fixed a problem with using Solo studs 6.
Fixed a problem with the hunt not ending on

Minor update

Some drugs now have a separate card for selling when Working the streets.
Their slots are now taken up with other things.
You can now bundle and sell heroin.
You can now bundles and sell Anabolic steroids.
Adjusted the thresholds for Overtraining?

Another attempt at fixing a bug preventing playing some characters that haven't been played in a while
Fixed the final exam on Covedale/Mechanics and engineering not working properly.
Fixed some more typos; thanks for the reports!

Bugfix release

Increased Overtraining? reduction with sleep.
-- Off days will reduce it more.
Increased the level at which Overtraining? has a negative effect.

Fixed a potential problem with enemy attacks during a street war.
Fixed removing a body requiring five Clean-up crews instead of a quality of five.
Fixed creating a Clean-up crew not removing the van they need.
Fixed not always being able to give ammo to your Assassination squad.
Fixed the combat drugs option for your Assassination squad not always removing the drugs.
Possibly fixed a problem with some characters not loading after the last update.
More typos fixed; thanks for the reports!

Devlog #23 - Late night

New year, new content. Let’s check out what January brought to cpd, and what you can expect in the near future.



[h2]Updates[/h2]

After the usual in-game festivities around the holidays (if you can call them that) new mechanics were introduced via Late Last Night, an update named after a system that keeps track of the events from the night before – and brings forth their ramifications. Expect this mechanic to keep expanding as more of your actions show its results to you in your more intimate moments, immersing you more and more into your character’s life.

This update also brought more customisation for characters, allowing for more physical quirks and giving you the option to see and adjust your height. The conversation mechanic was also improved, having length and initial dialogue options adjusted. Some options were added to the Jettel Outreach, so you can go check them out too if you’re getting into Banshee.



The second big update was Dead man cares, also named after a new repeatable mechanic. One of your crew died suspiciously? You can now embark on a journey to discover if someone was trying to get at you – and get your revenge at the end.

More hard banging content was also added – more events at Cluster, for those mutants amongst us, and new physical sexual quirks to tweak your character even further. There was also the usual smorgasbord of new content tidbits across several places, such as NPCs and mutations. On the mechanics side of things, street wars and the hunting system underwent some tweaks, as well as moods and vehicles cards, and you can now create a Clean-up crew in the slums to help with those sticky situations.



As always, plenty of other minor changes and tweaks were made, new content and art added, and bugs and typos fixed. If you want to see the thorough, detailed list, the changelogs are all available here, on Steam. Check them out.

[h2]cpd on mobile[/h2]

Whilst we’d all love to play cpd on the go, a dedicated mobile version is still a while off, unfortunately. But in the meantime, there is a workaround: if you can leave the game running on a laptop or desktop at home, you can play it on a mobile device using a remote access app such as RealVNC or Teamviewer. This method has been tested extensively by a number of players and works well.



[h2]Roadmap[/h2]

Lastly, our roadmap has been updated, so take a peek at what we have planned for the game. This has involved bumping a few items a bit further into the future than before; although that has to be disappointing if you’ve been looking forward to that particular content, it’s important for us to keep the roadmap as accurate as possible.

Creating a schedule far into the future is tricky at the best of times with any project, and especially videogames, and that’s doubly true with a very small team. It’s both hard to predict how long a new piece of content will take to create and easy to get sidetracked by updating existing content, working on bugs, smaller projects and the like. But we feel like we’re getting there, and we’re definitely making progress on the roadmap overall.

If you want to talk about the changes or have any suggestions for the game, please join us at our discord server and let us know what you think. Feedback is always appreciated! And join us at twitter for your daily dose of cpd.

Thanks for being here, and we’ll see you next time.