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Today's update gives you finer-grained control over your gender presentation, as well as sorting out a few niggles with the system as a whole. This mainly affects your gender presentation at any given time and place, rather than who you are deeper down. If you play completely cis all the time, this won't affect you at all. But if you want people to know you as male in the slums now, and female in the Projects, for example? No problem -- as long as you're prepared to build that rep over time. If you have a rep, it's your average presentation over time that counts (bearing in mind that presentation gender is a sliding scale in cpd). If you have low reputation in an area, people will go off what they see -- they don't know you, so they don't know any better. The new system has some other features and nuances too, such as more uses for specific gender choices such as agender, demigender, etc. Bear in mind, however, that NPCs you know well will usually still go of your base gender rather than what you're presenting as at a given moment, and some might misgender you still (either deliberately or otherwise.
Since the release of the game, we've had boobs and other bits on display, but the spicier images have all been blurred out. But no more! With this new DLC, there will be no more blurred images at all. You'll also get 10 credits thrown in, and there's a hot 40% launch discount running right now, so get it while it's... spicy.
Just a small one this time. Bigger things are happening in the background.
Along with the new OST, there are a bunch of small and slightly larger tweaks and fixes this time. The big work going on in the background is still main mission content.
We've been hard at work for quite some time on a new OST for the game, and it's finally here. An OST of the game's music has been a frequent request from y'all since launch, but I never felt that it was quite there enough. Not until now. https://www.youtube.com/watch?v=r2sVcib6log The new soundtrack has 26 tracks and is 2h20m long. We've kept some of the original music from the game, but it's mostly new work, and it's all been remastered for a much smoother listening experience. We're especially excited to feature exclusive music from woob, one of my all-time favourite artists. You can buy the new soundtrack now, but whether you do or not, you can also enjoy it all in-game. There is now much more music for specific situations and moods, as well as the background ambient. https://store.steampowered.com/app/3159480/cyberpunkdreams_OST
We've got a few new things for you today, but the main thing is that you can now fully be the rat. The other new mutations are also being rolled out, so if you've got one of them, you won't have long to wait! In the meantime, keep enjoying the VDay event!
It's the time of year to celebrate hard banging again. VDay is a quickfire event in Cinci, but you'll find some unique gear, previews and other happenings. If you have a lover, you can find a gift for them and maybe expect one in return. But even if you don't, there will be unique things for you to find and to do. We'll also be sharing some access codes in our Discord server, so make sure to check it out.
Today's update (the first in over a month -- rare for this game!) brings 12 new mutations to the table -- six negatives and six positives -- as well as a load of changes to some other mutations. The whole mutant system is not intended to be balanced overall, but some of this work makes the harsher ones maybe a little bit less harsh, and some of the more powerful ones a little less powerful. But hopefully they're all more interesting overall. The work isn't entirely complete, but will be finished off over the coming weeks. That includes fully implementing the new mutations (they're mostly done already) and more tweaks to existing ones. There will also be some additional work around mutations as a whole. It made more sense to release all the new ones at once due to having to restart your character to get them. This will be the last for entirely new mutations for quite a while, but there are more implants coming. Overall this update gives a lot more options for weird combinations, crazy results and generally having more fun and more ability to customise your character. There are also some other bits and pieces; see the changelog below. Changelog
Christmas is more or less just an excuse to party hard when it comes to 2090s Cinci. People don't have a lot to live for, so why not? So come and join us in Interstate (and our Discord) for some good times. To help you along, your breather limit has been doubled for the Christmas period. As well as the city changing its face a little for the holidays, we've got some some unique events for you. If you're in a relationship, expect a gift from your significant other. If you're out on the streets expect to meet a drunk Santa with an unexpected story. If you're on the prowl for new duds, you'll find some exclusive preview items. And more. We'll also be sharing some exclusive access codes to our Discord community, but here's one for everyone (note that you'll need to be playing during the event to activate it): https://cyberpunkdreams.net/accesscode/xmas-2024-kdgj And above all, Merry Christmas to one and all!
Fixed the Septum ring slot and Bridal bar not always showing and hiding with masks properly. -- It can still get stuck if you had Concealed identity; equip/unequip your eyewear or mask if this happens. Fixed open cards going blank when you use the Outfit & weapon controls slot. Possible fix for players using Proton on Linux rather than the native support. Fixed some more typos; thanks for the reports!
It's not necessarily a big deal, but it's been a long time coming -- the Steam overlay now works in-game. You can't buy credits directly through it yet, but that's something we'll be adding in future. Note that if you don't like Steam's default shortcut key, you can always change it for each game you use. We've also improved how stat requirements are displayed when you only need to fulfil one out of a group of them (what we call "or groups"). It should be a lot clearer what's going on with them now, especially for colour blind players. There are a few other things in-game. Top surgery is now possible if you're in a relationship with Ann (although she might be difficult to convince). It'll be unlocked for all other relationships soon as well, along with yet more body modification options. There are also some new quirks and clothing items, and tweaks to some existing content.
The main thing this time is our latest accessibility feature for screen reader and other users. While you have an action button on a card focused, press "e" to bring up a dialog box that explains all the requirements for that action. As ever, you can access the full list of keyboard shortcuts in-game via the menu. This feature brings the game closer to being completely accessible on screen readers. It's very close as-is, but there are still a handful of things that are tricky to interpret. I'm also planning some additional features that'll make the whole experience a lot smoother. We've also got more regular features this time, including a schedule for Marie, new cooking recipes for mutants, plus some other tweaks and features around mealtime. Hanging out at the gym has also had a load of work. It was very old content, so felt a little outdated at this point. Read the full changelog below You can now use your kimchi. There are some new special recipes. You can now meal prep in bulk for some recipes. Made some additional tweaks to grubbing up. Your urban scout now has a card. Hanging out at the gym has had some work. Marie now has a schedule. -- Plus some other tweaks. New accessibility feature. -- Press e with an option focused to bring up a dialog box with a detailed description. -- Includes both the stat requirements and hover text. -- There is a menu of keyboard shortcuts in-game. Corrected the price of some unsorted items. -- This also fixes ammo boxes giving too much ammo. Fixed Knowing Zara sometimes being blank. Fixed a problem with slums surveillance teams. Fixed some minor bugs and typos; thanks for the reports!
When the votes were combined, Whores for the slaughter and The sickness in the Core won a recent content poll on Discord, and because these two are both closely related and something you can discover early in the game, it made sense to finish them off. Take a moral stance... or don't. The choice is yours. The absolute winner of the content poll was Cyberchurch. That taking taking longer as it's actually two complex stories in one, with multiple moving parts and will require a lot of other things to be finished first. But it is coming! However, the main big batch of content being worked on at the moment is more main mission content. A lot has been done already, but there's a lot more still to do. In the meantime, expect the usual smaller updates, tweaks and fixes, as usual.
Fixed occasionally getting stuck on Random oddments. Fixed repeated messages about Toho's sale. Fixed Clear your socket not appearing. Fixed some typos; thanks for the reports!
There's a new DMM card. There's a little bit more Halloween content. There's a bit more stuff for the Enforcer. New quirks. Various other small things in different places. You can now make supply packets and bundle items with enough vehicle stash or current stash. Fixed a potential problem with underwear being on display when it shouldn't. Fixed the Toho sale message repeating. Fixed some typos and other minor bugs. Thanks for the reports!
Our Halloween event is still in progress, but we've also got some new content and fixes for you: New fighter temperament card in the Projects. Electric Ali has had a bit of work. You can now buy and use a Spike display rack. The game now keeps track of errands completed. New job - Runner. - Not yet implemented, but it'll contribute to your total. Split the punk outfit into two different ones (skirt or jeans). The high viz jacket now has detachable high viz sleeves. There's some other stuff around and about. New keyboard shortcut for closing notifications -- shift-n Buying the Lepidoptera mask no longer kills your character. - If you were affected by this bug, contact support at support@cyberpunkdreams.com to have your character restored. Fixed getting stuck in one of the new SensX spikes. Fixed bad value numbers when putting together supply packets. Fixed some typos; thanks for the reports!
It's that time of year again. We've had a Halloween event every year since launch, and it keeps getting bigger and better each time. This year it's finally big enough to warrant an event here on Steam. There are various things to find and do, including plenty of unique items and previews, plus a shop you can only find during Halloween but is open all year once you do find it. We might also be sharing an access code or two in our Discord server. Check it out here. Next up after this will be the Christmas event, but there are some other content releases coming soon, including both an adult image pack and a completely revamped OST. So stay tuned, choomers.
Fixed occasionally getting stuck on Picking up whores. Fixed not being able to use spikes at Sutter SensPerience. Fixed some typos and other minor bugs. Thanks for the reports!
Explore the wider world of cyberpunkdreams with Outside Edges, our second collection of short fiction. We've got four slightly longer stories that'll really let you get your teeth into what's happening outside the dark and dank confines of 2090s Cinci:
Mostly smaller tweaks this time, while we work on the bigger stuff, but there's new content in the form of the conversation with Raey at Frank's, if you've already unlocked that through your tattoo sessions. You can now also sort your generic SensX spikes, although they're not usable yet. The biggest change is that you can now change your street name. Unlike your characters intimate name, this has always been fixed, but no longer. So you can now fix those typos and make your name fit with the narrative better... if you want to. The first change is free, then it'll cost five credits per change after that. Note that street names are still unique across all players, so if you want something new, make sure to grab it while you can.
There are a couple of new items on Differences. There's a little bit more war content. There are a couple of new environmental effects. Some tweaks to various clothing stats. New artwork. Fixed a few bugs and typos; thanks for the reports!
There's some additional heatwave event content. - Some new content on existing cards. - Some new cards. - Some item previews to find. Fixed a few bugs and typos. Thanks for the reports!
There will be a short period of downtime on 2024-09-23 at 8am UTC for a server upgrade. It'll probably only be about 10 minutes, but might be slightly longer. Also, watch out for at least one more access code and some more content before the end of the current event.
There's a new version of Your enhanced retinas. New artwork. Fixed a load of bugs and typos. Thanks for the reports!
It's that time of year again: starting now and until the 29th, we've got the heatwave in-game event happening. Yes, things are gonna get hot before they cool off for winter.
If you've been here before, you'll know what to expect. If not, you'll find a certain new kind of van on the streets and a mystery that could play out for months to come. We've also got a couple of access codes for the event that'll be shared in Discord, plus plenty of smaller bits of content, NPC interactions and things to find.
Join our Discord to make sure you don't miss out on any codes during the event: https://discord.gg/cyberpunkdreams
The deranged mouthparts mutation has had some work. You can now get a tongue piercing. There's a new type of wound. Fixed a load of bugs and a few typos. Thanks for the reports!
Put Basic cybernetics in the Personal effects slot instead of Skin. Fixed stealing bodies not always working. Fixed bike riding effects sometimes getting stuck on. Fixed Work boots not working. Fixed dumping your stash always getting rid of all of your stash. Fixed the Mesh top giving full chest coverage. Fixed Concealed clothing not always showing when it should. Fixed sometimes being left with an unequipped Chest slot. Fixed some other bugs and typos. Thanks for the reports!
Todays update is mostly about clothes. Or, more accurately, skin. For a long time the game has abstracted the amount of coverage clothes you give into State of dress, which was a bit of a vague figure and easy to manipulate into some weird combinations of clothes that somehow gave you a decent number. It was also getting less and less useful when it came to the introduction of more detailed mechanics, such as tattoos and underwear. This new mechanic has been a long time in the works and introduces a whole new and more realistic system under the hood. Each piece of clothing now specifies which parts of your body it covers, and by how much. This is broken down into 18 areas neck, shoulders, upper arms, forearms, etc. State of dress, and several other things, is then calculated on the fly not just how much is covered, but specifically which parts. For many outfits this wont make any difference at all (e.g. if youre wearing coveralls and a hat or jeans and a top), but itll make all the difference for more weird and wonderful clothing combinations (and will also allow the addition of more weird and wonderful clothes). It also allows for more clothing effects and tweaks. Overall, although more complex to implement, it gives a much smoother and more satisfying experience with outfits overall.
Reduced the volume sold when shipping fresh catfish. Increased the threshold for overeating. Fixed broken progression on The smuggling trade. Fixed Harsh times very rarely not having a playable option. Fixed Smuggler's pouch/Filled not being auto-equipped. Fixed some more problems with the underwear slot. Fixed a problem with the crowbar not showing up in the right slot. Fixed some typos and other smaller bugs. Thanks for the reports!
You can now surrender in a war against the smugglers. Fixed a problem with making a street clothes supply packet, Fixed some problems with the new clothing stuff. Fixed the wrong values being picked when entering Interstate. Fixed being able to leave a changing room naked. Fixed some typos and other minor bugs. Thanks for the reports.
Zara is now out of testing and available to find and play. This has taken a while because there's a lot of it! There's still more to come, but she's introduced with a lot of interactions and encounters already, plus exciting intro content. As mentioned in the changelog, she also comes with some new NPC mechanics that'll be introduced to other characters over time. The main ones are:
Put the Equipment & devices slot into the left hand area. Fixed a problem with numerical formatting in some cases. Fixed branches sometimes being doubled when opening a card. Fixed some problems with the new Ear protectors.
Lots of small tweaks this time and fixes. The main feature is Looking for something?, a new card mainly aimed at newer characters, Most of the work for the last month has gone into Zara. She's now fully in testing and will be released to everyone else very soon. Read the full changelog below New card, Looking for something? Projects murder squads have been brought up to standard. There are four new supply packets, all with uses. You now have access to Projects brawlers. Cluster has had a little work. Interstate has had a tiny bit of work. Limited very late lessons at Covedale. Increased the impact of coursework at Covedale. There's a new pair of quirks from which to choose. You can now spend Following in another's footsteps to start choosing mutations early. More options for carrying or stashing your headgear. - Carrying it, bagging it or using a luggage rack on a bike. You've always been able to stash it in a vehicle. Small new mechanic for if you have an implant go offline. Prevented exploits for staying awake forever. - These were never to your advantage anyway. Made some small tweaks to your puppy. Added more info to weapon tooltips. New artwork. Some small performance improvements. Fixed using Slums brawlers sometimes reducing their team's quality to zero. Fixed not being able to equip a navel chain. Fixed the quick access inventory getting reordered when locking it. Fixed New flesh showing Meld effects even if you've not used Meld. Fixed a rare situation where Pimps & Prostitutes/Aftermath wouldn't trigger. Fixed some keyboard shortcuts firing with the ctrl key pressed when they shouldn't. Fixed slots in the left hand panel rarely failing to appear or disappear when they should, Fixed some typos and other minor bugs. Thanks for the reports!
The response to the Modified update has been great so far! Thanks to everyone who's gotten involved and decided to add (or remove) things to (or from) their body. This update fixes some of the problems that have been reported, and we've also made the New flesh card a little more interesting. The next bigger update will be Zara, but there will be more body modifications and NPC interactions around them soon. Very near future ones might include:
The long-awaited body modification system is now out. This includes small things such as piercings, as well as larger modifications. Also in this update, we've got tattoos and a lot of new and previewed jewellery. The initial list of new modification options we've got is relatively modest, but now that the system is done it'll be relatively easy to add new ones. A lot of what's new is NPC interactions, especially with your romantic partner, if you have one. You can't just go and get pointed ears or a bridal bar and expect them to be okay if you didn't mention it to them first. There will be more of these in future too. Lastly, we've got a special access code to go with this release, for a unique spike related to body modding. It'll be valid until 2024-06-13. https://cyberpunkdreams.net/accesscode/melded-nfh7
Yes, cyberpunkdreams has now been on Steam for three years, with no signs of slowing down. If you've been here before, you know how this works. And if you haven't, it's pretty simple: for one week there will be a lot of unique content and previews in the game, plus access codes shared in our Discord and maybe elsewhere. But before we get onto that, I'd like to give a big shout out to everyone who's supported the project over the years, in whatever form or whatever platform. This wouldn't be possible without all of you.
New outfit control: pulling your cap down over your ears. New items of apparel (including some previously previewed). Filled in some "scene coming soon" text. New artwork. Fixed drawing Late last night sometimes giving a blank screen. Fixed the crowbar not counting as a long weapon. Fixed some typos and smaller bugs. Thanks for the reports!
cyberpunkdreams was always intended to be a project that existed across different media and spaces. Different platforms allow for different ways to tells stories and different stories to tell. Different experiences, both for the reader and the writer. So the next leap we're taking is Patreon, featuring new writing from the world of cyberpunkdreams every month. Check it out here: https://patreon.com/cyberpunkdreams2092
New clothing shop in Palisade with some exclusive items. Various new clothing items (including some previously previewed). New artwork. Fixed a problem with increasing stamina on Working on cardio. Fixed searching for the wrong ammo type on Your Kettec P50. Various other typos and small bugs corrected. Thanks for the reports!
Fixed a couple of problems when new bruises are assigned. If you were stuck on this screen you should be unstuck now.
Xara One has been a feature of the game's world and lore almost since the beginning, and you can now finally interact with her spikes. We've also done a lot of work on her obsession interactions, and sprinkled a little more content elsewhere. While we were at it, we've also spiced up the normal card for your neural interface, so it should be a little more interesting now. Body modding and tattoos are now currently in testing as well. Tattoos will be released soon, with body modding to be released not long after. Read the full changelog below Revamped the Your neural interface card. You can now change your mind about not getting inked on Manage your life (credits required). You can now use Xara One spikes. Some additional Xara One content. One new physical quirk. New artwork. Fixed ammo slots for the SVD and Kridd Vector not appearing in the left hand area. Fixed missing Automatic stat on the Tec-9. Fixed a possible problem with not always being able to hide bone mutations. Fixed missing Masked up on the motorcycle helmet. Fixed a problem with treated vs untreated concussions. Fixed combat tests taking weapon scatter into account on non-scattering ammo. Fixed some typos and other minor bugs. Thanks for the reports!
You can now attempt to decrease Getting bigger on the Self improvement card. There are a couple of new clothing items (one previewed before). New artwork. Fixed some bugs and typos. Thanks for the reports!
The backstreet clinic has been reorganised a little. Excessive visits and usage at the clinic might mean being asked to stay away for a short while. Put a harder cap on organ harvesting for the clinic. The clinic won't chase you for newly incurred debts for a few days now. Removed the debt cap at the clinic for emergency treatments. - There will be more stuff at the clinic soon, especially relating to body modification. One-off improvement for Getting bigger, Getting smarter and Getting toned for characters will existing trait increases. - This is based on the character's stats but is very rough. New artwork. Fixed a problem with Looking out for Lisa. Fixed the T's Dream spike getting stuck. Fixed the incorrect gifts from lovers for Ann and Irene. - In Ann's case, you'll only get the fix if you got the same thing again as you did last year, otherwise this gift is valid even if the description is wrong. - In Irene's case, you'll get the gift automatically even if you've not swapped gifts (no way to debug it in more detail). You can request the content you missed. Fixed a missing Jettel 33-g rifle if you should have one but don't. Fixed some typos and other minor bugs.
Fixed a rare case of the game failing to load on launch. Fixed some problems to do with switching equipped items and related hangs, Fixed some other minor problems. Any and all hangs since yesterday's release should be fixed now, but contact support if you're still having problems.
It's the time of year to celebrate hard banging again. This is a relatively minor event in our calendar, and you might already have noticed that the first phase has started -- finding a gift for your lover. When the day itself comes around, you'll be able to hand it over and maybe get something in return. And if you don't have a lover, don't worry. There are a couple of preview items to find, and a certain someone might have a steamy spike just for you. We've also got some access codes for you, the first of which (for 20 credits) has already been shared over in our Discord server. In other news, we're currently running a poll in our Discord for potential tweaks to the roadmap, so make sure to vote if you haven't already. And finally, Happy Year of the Dragon. We don't have anything unique for Chinese New Year this time around, unfortunately, but we should next year.
Fixed missing State of dress on the Plain jeans. Removed any quirks gained from Self-improvement. - This card was released early and is hidden again. Fixed a couple of other minor problems.
All logistics teams have been brought up to the new standard. Adjusted skin slot items; some new and some might have disappeared. - Some outfits might need tweaking. Some related training stats (Toned, etc) have been tweaked. The skin slot will be auto-equipped if there is only one item available. Moved The smuggling trade to Life/Survival. There's a little more Ann stuff. One new item of clothing to buy. New artwork. Fixed the new Tank breather not wearing off while the game's closed. Fixed some inconsistencies with cold showers. Fixed some typos and other minor bugs. Thanks for the reports!
Well, Hustlers, here we are again. Start of a new year one year deeper into to the dystopia that a generation of writers spent a few sad decades screaming and warning us about. Lucky them theyll all be dead soon. Not like us here out in the mess: we all got to keep living with it! But enough about the cyberpunk present, lets talk about the cyberpunk past: the recent past, of 2023.
Our first update of 2024 and, surprising no one, we've got some new stuff for you -- bars and shops especially. Read the full changelog below: There are a load more random encounters at the Sex shops. New mechanic: Bar stories. - Replaces the generic "Scuttlebutt option. You can now sometimes get prompted for Another drink?* in bars. Cowgirls has had a little work. There's a little more Irene content. You can now get yourself a designer hookworm at the Bioshop. New mechanic: Loaded for bear. - Replaces simply carrying a long weapon as a trigger for things. - Takes into account weapons carried and other factors. Tweaked the Tank breather. - Effects are the same on average but now each use lasts a different length of time. New artwork. Test difficulty breakdowns down indicate if a stat is being affected by equipment. Fixed a load of bugs and typos. Thanks for the reports!
Christmas is more or less just an excuse to party hard when it comes to 2090s Cinci. People don't have a lot to live for, so why not? So come and join us in Interstate (and our Discord) for some good times. To help you along, your breather limit has been doubled for the Christmas period. As well as the city changing its face a little for the holidays, we've got some some unique events for you. If you're in a relationship, expect a gift from your significant other. If you're out on the streets expect to meet a drunk Santa with an unexpected story. If you're on the prowl for new duds, you'll find some exclusive preview items. And more. We'll also be sharing some exclusive access codes to our Discord community, but here's one for everyone (note that you'll need to be playing during the event to activate it): https://cyberpunkdreams.net/accesscode/xmas-2023-b40 And above all, Merry Christmas to one and all!
We've added a whole new shop this time around -- Onda, largely a sporting goods shop, that's been planned for a while. Find it by asking around at other shops. It has quite a few new items to buy, and will feature some additional content in future (Cinci messengers, perhaps?) There are also a load more items and accessories to buy elsewhere, a couple of new bags and some other bits and bobs. This update also features a lot of new content in testing that should see a public release early next year.
You can now buy holsters. - They don't do anything yet; get them before they do. Some weapons are now classified as short. - These have a separate equip list to your Long weapons. - You can carry one at a time. - They're hidden by most short jackets and the like. The FR P98 now counts as a short weapon, not concealable. The Kettec KSG now has switchable ammo feeds. Horse mutants can now have A proper session. New artwork. Fixed some problems to do with recent weapons changes. Fixed Irene not appearing if you invite her over. Fixed some typos and minor bugs. Thanks for the reports.
Two new mle weapons and one new firearm. You can now pick an attitude within each temperament that you have. You can now pick an attitude towards Tower. You'll now get Word from Black Moon if you're a member. Fixed not being able to load the Kridd Vector. Fixed the Revvington shotgun giving too much Loaded up. Fixed not being able to equip the Sledgehammer. Fixed auto-clearing of slots (especially Accessories causing a blank screen). Fixed some typos; thanks for the reports!
Today's changes to the weapon mechanics are intended to be fairly transparent to players, but they simplify a load of things under the hood, which will make adding new weapons (especially firearms) to the game much easier in future. You'll also notice some quality of live improvements (you no longer have a separate *Stored* version of each weapon), and we've taken the opportunity to add a bit more flexibility to the weapons you can equip and to clean up a few other things. There will be another tranche of weapon updates in the near future, which will introduce pistol holsters into the game and add a few other things. The reason we're working on this now is that it's really been a block for adding new weapons to the game, and it'll also be required for the badlands. Other things we've got in the works: - We've bumped Zara to Q1 2024, but she might be in testing this year. - Dating Miriam is currently in testing. - New mission content is in the works. - As is body modding and tattoos. Read the full changelog here: There are some new street occurrences. New life card: Gutter connoisseur?* One new implant. The AQ338 now gives Scope quality. Overhauled some weapon mechanics. You can now potentially carry more than one long weapon. Larger mle weapons are now long weapons. Several new weapons (mle and otherwise). - One subscriber-only. Heavy weapons now require setting up to use. Heavy weapons now have a minimum combat range. Increased the value of MedChem kits. The Tower Group data packet can now be used to get off Tower's radar. - Just once, ever. Adjusted the inventory and slots tabs layout again. Made some small performance improvements. You can now undock and move slot in the left hand interface area. You can now lock your quick access inventory from being sorted. Improved the mouse over hovers. New artwork. Fixed a problem with initial Contact/Alessandra and progress with Learning/Black Moon. Fixed a problem with Transport capacity. Fixed some typos and such things. Thanks for the reports. Also: https://cyberpunkdreams.net/accesscode/tower-leak
Whilst a tiny indie game like ours doesn't have much of a chance of winning, it most definitely is a labour of love. We've had dozens of updates this year alone, and we're not slowing down. So why not nominate us and we'll see what happens!
Fixed a problem with clothing slots being locked in the changing room. Fixed slots not being automatically emptied when they should have been. Fixed potential hangs when trying to unequip an item. - If you were stuck at any point since yesterday's update, you should be fine now.
You can now get Opening up the street. - This comes from getting The Shark correct or a choice on Another way out. You can now open simple sealed boxes with a penknife. Specific wounds no longer have a number attached to them. The numbers on Clothing wear have changed but the system is otherwise unchanged. You now keep your Caps and beanies slot when entering prison. Being very low on fuel blocks your own vehicle for Transport capacity and Access/Heavy goods.. There are some more options on So horny it hurts. You can now potentially have a motorbike accident on Got your wheels. New artwork. - Includes a new icon for Switched on/Phone. Tweaked the inventory and slot tabs layout. Fixed some typos and smaller bugs; thanks for the reports!
You can now buy and use Blinx eye drops. New mode for the Braid spike and app. Tweaked injuries at the Dojo. -- Some are now more likely than others, and you can now get a concussion. There's a new in-game access code related to Shae. New artwork. Improved text layout in card results to reduce likelihood of overly wide columns. Fixed a problem with the stealing mechanics. Fixed not being able to sleep in prison. Fixed some typos and other small bugs; thanks for the reports!
You can get a warning if your vehicle's tank is almost empty. There's a new card for improving Vehicle security if it's currently low. Target/Vehicle crime now plays more of an active role in things. - Your normal Personal security is a big part of this. There are some new events on Got your wheels. You can now end up Driving aggressively. Refusing Tower's requests now has consequences. Made some improvements to Works of charity. There's a little more Willow content. Different eye drops now share a common cooldown. You can now buy and use Delay spray. Made some changes to the Sex toys slot. One new sex toy to buy. Several new items of clothing to buy. New artwork. Fixed a problem with Irene's initial contact. Fixed a problem with the day cycle sometimes going wrong in prison (?) Fixed some typos and other minor bugs. Thanks for the reports.
This month we lifted the lid on an system thats been simmering for a while now. Its all about your memories, but given this is the world of 2090s Cincinnati, were not talking warm and fuzzy memories.
As well as memories of specific storylines, which show up now and then, youve also been able to collect a more generic type. Sex is obvious (we hope), violence is for when you're dishing it out, horror is for when you're on the receiving end and intensity is anything that doesn't fit anywhere else. This latest update to the system integrates them more into your everyday life. Weve always worked hard to ensure no items are there for the sake of it. Our game isnt one built around useless trinkets, after all. Everything in cyberpunkdreams is designed to have a purpose and while, before now, memories only had a few niche uses, now youll be able to get something tangible for them every game day.
This is an immersive concept that either reminds you of past occurrences or just lets you know that they're there. It's not intended to have a huge mechanical impact but it all ties into the idea of your character in cpd having their own thoughts, feelings, and impulses. They're not just a sock puppet for you to control; theyre a living, breathing creation.
Getting to Know You
October also saw a lively and enthusiastic live Q&A with the crew on our Discord server. We couldnt be more thrilled with how it went and managed to answer some rather interesting and insightful questions. Wed rather you ask us anything than lurk in the chat so, thanks for that, sincerely. Wed be nothing without our community. Unfortunately the audio recording for the session failed, but well be sure to get that sorted next time we run a live Q&A.
Speaking of community, youve probably also noticed our community items went live this month. There are currently 15 trading cards, plus five emoticons and three profile backgrounds and while we don't have plans to add any more items right now (15's the limit for cards, anyway), anything could happen in the future. So, watch this space. If youre interested in trading items, our Discord server is the place (although no one seems to want to sell Darlene, for some reason)
The introduction of Word from Tower is another big moment this month. Tower Group are clearly up to no good, but many players tend to get a little too close to them anyway, ignoring all the (literal) warning signs. If this is you, prepare to regret your decision. Car crime has also taken a step up. We recently introduced the ability to steal from other people's vehicles, so now the same can happen to you (unless you take the requisite precautions, of course). cpd is designed to be as symmetrical as possible if you can do it to them, they can do it to you.
Also following on from last months exhaustive vehicles update, weve also greatly expanded your options when selling vehicles. The big update allowed quick sales for basic vehicles, but you can now sell almost any set of wheels for a decent price, including any that you've modded. Vehicle flipping fun, anyone?
Art Imitates Life
A game with the scale and vision of cyberpunkdreams is always evolving, with adjustments being made every month to optimise gameplay.
Of course, fixing typos and addressing glitches should come as a given. This month, as ever, we've tackled several issues and have enhanced performance and systems in several areas. Here are a few of the most notable fixes and additions: -
Tower Group, as you've often been warned, are not nice guys, but are you one of the ones who insist on playing with fire anyway? You might soon regret it if so. Car crime has also taken a step up. We recently introduced the ability to steal from other people's vehicles, so now the same can happen to you -- unless you take precautions, of course. In other news, you might also have noticed that we've had our Halloween event running for a few days. It's not big enough to warrant it's own Steam event (at least not yet), but there are some items and a unique location to find. Read the full changelog below: You can now get Word from Tower. You can now get Vital info if you're fighting a war. You can now get a parked vehicle stolen. You can now have stash stolen from a vehicle. You can now buy a SarPlus 12 even if you have another phone already. Two new event items of apparel to buy. A new event-only SensX spike to find (text not complete on it yet). One new regular item of clothing to buy. There's some new Banshee content. There's a bit more stuff for the sexless mutant. Did a bit of work on Looking out for Lisa. Fixed not being able to switch back to chat options on A conversation with Jax. Added missing sleeping pill purge to Your immune system. Fixed items being equipped and unequipped not being displayed. Fixed a few other bugs and typos. Thanks for the reports.
Irene now has a schedule. A conversation with Jax has had a little work. You can now experience Shakedown in prison. There are new clothing items for sale (some previewed already). Fixed being stuck on an unfinished card. Fixed Shae appearing when she shouldn't on Street parking. Fixed some other small bugs and typos; thanks for the reports!
Today's update ticks off another item that's been on the list for a while: a more immersive use for your memories - sex, violence, intensity and horror. These have been give out for a while, usually as part of specific events or storylines. Sex is obvious (we hope), violence is for when you're dishing it out, horror is for when you're on the receiving end and intensity is anything that doesn't fit anywhere else. cyberpunkdreams, in general, does not have items only for the sake of being collectible, so any that don't have uses right now will in future, and the memories items have come under that category for a while. They have always had a few niche uses, but you'll now get something around them once per game day. This is more of an immersive thing, reminding you of past occurrences or just letting you know that they're there. It's not intended to have a huge mechanical impact. And all this ties into the idea of your character in cpd having their own thoughts, feelings and impulses. They're not just a sock puppet for you to control. The other big new thing this time is selling vehicles. The big vehicle update allowed quick sales for basic vehicles, but you can now sell almost any set of wheels for a decent price, including any that you've customised. Vehicle flipping, anyone?
There's a little bit more Miriam stuff. There are some more street occurrences. Two new clothing items. Choosing to love your horse mutation now costs credits. - It's really meant to be a negative mutation, after all. New artwork. Fixed some problems with vehicle tuning. Fixed some problems with using specific SensX spikes. Fixed the price of Devil's tears. Fixed some typos and other minor bugs; thanks for the reports!
The last couple of months have been a bit of a dust storm in the world of 2090s Cincinnati with August and September representing some substantial leaps forward. Last month, for example, we marked an exciting milestone as the game now has over 2.5 million words of content. The summer months also saw our long-awaited major vehicle update with plenty of new vehicles, including motorbikes, as well as new systems for storing and modding your rides.
Of course, this is already old news, and you can read all about it here, but it still represents one of the biggest leaps forward in terms of new content so far this year with a raft of detailed mechanics as well as new locations and NPCs. In short, theres never been a better time to get behind the wheel and burn rubber, especially with the badlands coming soon. But thats not all thats been cooking in our kitchen.
Late summer also brought with it the Summer Heatwave 23 Crazy Clowns, ice cream, Darlene, pink spikes and mysteries aplenty. Not to mention the scorching weather.
We also added a bunch of new content for Double Blow during September, whos been a part of the game for a good, long while but has only now become the fleshed out character he was always designed to be. We also added more content for Mavis and Angelique, for those that way inclined.
A Roadmap for the Future
Weve updated our roadmap with the latest tweaks to our planned content schedule. As ever, this is a living document, but well keep doing our best to keep it on-track and relevant. The most obvious addition is Zara. Like Double Blow, shes been in the game for a long time, but only really as a name and a face and shes also long been the most requested thing to flesh out properly.
As you might guess, the content that gets pushed back the most is usually the biggest and most ambitious, but its time to bite this particular bullet. This means pushing some other items back, but were not expecting too many complaints in this case.
A lot of our community have also responded to our future projects survey (this is still open, if you want to have your say). Thank you so much for all the feedback weve received. Weve been going through it all and will have an announcement about the next big thing for cyberpunkdreams before too long.
Art Imitates Life
As well as the major milestones, as ever, there have been a lot of smaller additions and fixes to the game many driven by your reports, feedback and requests. Here are a few of the most notable:
Getting changed now displays your current gender presentation. Fixed Double Blow's sometimes being blank on entry. Fixed Double has something on his mind sometimes being blank. Fixed a problem with the price of bundled grenades. Fixed a potential problem with building a place in the bordertown with a very large crew. Fixed a bunch of typos and smaller bugs. Thanks for the reports!
It's that time of year again: starting now and until the 29th, we've got the heatwave in-game event happening. Yes, things are gonna get hot before they cool off for winter.
There are some items to find, including some that have never been seen before (which might or might not see regular release later). Depending on whether or not you played during previous events and how far you got into a certain mystery, there might also be a certain kind of van on the street.
Join our Discord to make sure you don't miss out on any codes during the event: https://discord.gg/cyberpunkdreams
You can now use Detailed plans to get Burners at the ready. Anti-depressants and alcohol now increase the minimum need level for sex for those who require erectile function. - But SVV now blocks this effect. There's some new workshop stuff. Added the missing text on Esme's Adventures 10. Fixed some bugs and typos; thanks for the reports!
Double Blow has been in the game since the introduction of the Projects, many, many years ago. He's always played his part, but has been a bit thin on content. This changes now, with various new things for him, including new interactions at his place. Another thing that's been in the game since the beginning is PCP, and yes, you can now take it (not that we'd ever recommend such a thing). There are a few other new bits and pieces this time, but the other big one is the credit-locked storyline for getting out of jail early (as opposed to giving the guards cash). This isn't a popular choice, so we've gone all out in making it extra satisfying for those who have chosen it -- an exciting action scene, new lore, a new gang, and perhaps a rare opportunity to get contact with a coveted organisation. And last but not least, the game now has over 2.5 million words of content. It still feels like we're only just getting started...
Howdy, pilgrims. Im Luke, artist for cyberpunkdreams and renegade Nexus 6 skinjob. Vat-grown on the southern tip of Africa, I freelance in various creative media from game illustration and comic books to music and screenwriting.
Rob's Impact on My Art: Unleashing My Imagination
I first encountered the work of Rob (the ChantGPT), when he was writing for L0WL1F3 magazine, a down n dirty cyberpunk anthology put out by these borged-up street samurai. I created the cover for the mag, as well as illustration for Robs story Nothing But Politics, an early cpd tale of 2090s Cincinnati. The image is the first piece of cyberpunkdreams art I ever illustrated, depicting an early incarnation of everyones favourite Jag...
2,500+ illustrations later, working on cyberpunkdreams has proved one of the coolest gigs Ive ever had, and still going strong. It is a great pleasure being able to clamber from my regeneration chamber every morning and help populate the layered, complex world of cyberpunkdreams.
Rob leaves my fevered imagination dangerously untethered when illustrating the various elements and environs of the game, and I am exceedingly grateful for that freedom. I get to draw some of the coolest, strangest and most unique stuff any artist could hope to! Although for some of the reference images Ive looked up online, my search history likely has me on a government watchlist somewhere.
Crafting cyberpunk narratives: my passion for sequential art
One of my favourite aspects of the job is the short comic narratives I get to create for various stories and encounters in the game. While I love illustration, storytelling, particularly within sequential art, is an even deeper passion. With the in-game comic strips I aim to pull the player deeper into the city, often using a 1st or 3rd person perspective to unfold the narrative over a few panels.
Also, for eagle-eyed players, I pack quite a few visual easter eggs into the strips and images...
Funnily enough, as a player myself, Ive barely scratched the surface of the game. The big city chewed up this borderland urchin pretty quick, and spat em out a penniless cannibal junkie ex-con....
Beyond cyberpunkdreams: my diverse creative ventures
In addition to my work on cyberpunkdreams, Ive also written and illustrated several graphic novels across various genres. These include self-published work such as Sundays Slave, a horror western comic based on the legend of the mysterious Bluesman Robert Johnson, and Shaka Rising, an historical graphic novel detailing the rise and fall of the eponymous Zulu king. That one even got a few awards.
In addition to scribblin art n stories, I also dabble in synthwave music, bluesy murder ballads and low-budget horror films...
You can check it all out on my siteor follow me on Instagram @lukemolver
See yall at Franks.
First of all, thanks for everyone who took part in the Burnin' Rubber event last week and made it a lot of fun. We hope y'all still enjoying tooling around in your new rides. Second, we're hard at work still on regular content updates, as well as the longer term projects on the roadmap. The next of those is the badlands, of course. But we're also thinking further afield, into other projects set in the cpd universe. So far, we've got the first anthology, cincinnati stories, and the game itself. A second, short anthology, outside edges, is already done and coming soon. And we want your help with deciding on what the next thing could or might be. To that end, we've put a quick survey together. None of your personal or player info is recorded, and there's an access code for 20 credits when you get to the end. Thanks in advance for checking this out: https://forms.gle/brziSCMefM8Q3oRq9
There's some more Mavis content, for those that way inclined. There's a bit more general Angelique stuff. You can now use your Mementoes of Angelique. Being very drunk now gives you No ft state. Reworked the Bamboo fan a little. New pharmaceutical: SVV. New goods: Empty fuel cans. You'll need them sooner or later. New artwork. Added an extra visual signal for when an item is equipped. Fixed the Tall red pumps not being wearable. Fixed This lockup occasionally having no options. Fixed some typos and smaller bugs; thanks for the reports!
One new preview item to find before the end of the event. Fixed Workshop capability not showing a number. Fixed being able to take off your outwear if you're not wearing anything underneath. Fixed some typos and smaller bugs. Thanks for the reports.
Fixed the Motorcycle helmet adding Dressed to ride? by accident. Fixed Your wheels rarely having no options. Fixed some newer jacket missing State of dress. Fixed buying a Sport SUV at Shannon's not giving you any tank. Fixed some other minor bugs and typos; thanks for the reports!
Watch out for some new and returning rare and preview items. Fixed Dressed to impress disappearing when going inside somewhere with a vehicle equipped. Fixed the Stealth trainers not being in the footwear slot. Fixed the Neord Sm4RT being usable while it in the shop or charging. Fixed the event toggle being temporarily removed. Fixed some more typos; thanks for the reports.
Raff will let you know the route to Shannon's even without a couple of vehicles for the rest of the event. Fixed Jax thinking you were a mutant when you weren't. Fixed success on reducing Shae's hostility not working. Fixed eing able to equip elbow spikes with another weapon. Fixed some other minor bugs and typos; thanks for the reports.
Unlocked Shae's and Shannon's opening times for the duration of the event. Added some more stuff about Jax and being a mutant. Fixed some vehicle's still being available even if Dusty is working on them.
This is a non-exhaustive list of changes. Check the Steam event for more details. Many new vehicles, including motorbikes. New locations and NPCs, and new content in existing locations. Vehicles are now moddable -- find a mechanic near you and bring cash. New system for garages and vehicle security. New system for finding lockups in the slums and converting them. New system for vehicle wear and maintenance. Plus a load more. New equipped effect for very high ambient temperature. New artwork. Fixed some more typos and bugs; thanks for the reports.
The next major milestone on our roadmap is here: vehicles. Whilst the game has always featured a variety of different wheels, along with associated mechanics, this update adds a whole lot more. The focus has been to enable everything you need to get a vehicle ready for the badlands (our next major milestone), but there should be enough here of interest even if that's not your bag. There are too many changes to go over individually, but the main items are:
You can now split with Angelique if she's livid, but only if you're not in love with her. You can now use your Outside trade. Some other small tweaks Fixed various typos and minor bugs. Thanks for the reports.
Two new clothing items. Consummate and masterly combat test buffs now only show with an appropriate weapon equipped. Most vehicle stat tests have been replaced by compound tests. - Lots of tweaking still to be done. New artwork. The adult image pack has been updated. -- Check Discord for details. Fixed some minor bugs and typos; thanks for the reports.
New companion type: slums brawlers. - You'll need a murder squad. Equip them via your phone. Anxiety is now implemented. The crash team has had an overhaul. There are some new supply packets. Triage now mostly uses supply packets. You can now bring up Your wheels from most pinned accommodation cards. There are a couple of new clothing items. New artwork. Fixed various minor bugs and typos. Thanks for the reports!
Walking the banshees path
Regular players will already be well aware that Banshee represents a massive chunk of content in the game, even if actually starting the quest itself is a little obscure (and certainly not for n00bs). Our latest update has dramatically expanded the questline, making it deeper, stranger and just better in general.
The Banshees Cry story is a gripping conspiracy theory and horror plot centred around the titular Banshee spikes; strange devices, even by the standards of spike technology, that impart their users with otherworldly visions and memetic effects.
We wont give much more away here but weve created a great deal of new content so you can now progress the story with both the Walking Cathedral cult and the Jettel Militia: two groups very much opposing sides, with the former worshipping the spikes, and what they represent, and the latter striving to contain its societal impact.
Depending on which side you choose, youll discover more about the groups at the heart of the action, either going on a ride along with the Militia or exploring the deep lore and insect-like castes of the cult with the Cathedral.
And thats only scratching the surface. If youre curious (and why wouldnt you be?) then try exploring some of the darker, seedier side streets in the Projects and you might just stumble upon something rather exciting.
Keeping an eye on the slums
With a game as large and inherently complicated as cyberpunkdreams, theres always going to be someone tinkering away behind the scenes. It is, after all, a game that was never designed to be finished. This month was comparatively quiet on the update front as we started to gear up for more substantial updates in August and September. Thats not to say, however, that we havent been looking under the hood and ensuring our players are getting the very best in gritty, irreverent roleplaying entertainment.
This month, weve made a lot of bug fixes, small and large, and made some performance and quality of life improvements. New clothing items continue to be added, and theres plenty of new artwork, of course. Some notable tweaks and content additions include:
One of the biggest overhauls other than Banshee in the last month was The vibe at cheap hotel, a very regular card for characters with more than a passing familiarity with the slums. Most of the options are the same, but there are some new ones for more immersion, especially around NPCs youre likely to meet there. Drones has had similar work, although not to the same extent. This is all part of our commitment to improving the depth and immersiveness of the regular cards you see, alongside our bigger updates.
So as ever, the game is always changing and evolving, and itll never stop. Trust us. You can check out the full list right here, on Steam.
Call & response
As well as all the regular activity in our Discord server, we host a bi-weekly (or so) writing prompt called Call & Response. We post a question or discussion topic, and youre free to respond however you want. When each round closes, we reward the best and most creative responses with unique access codes. The latest prompt was:
The end of another day. You look out over the city, at the haze of pollution soaking up the setting sun's rays. What are you thinking about?
It got some awesome, creative responses from our community head over to the Discord server to check them out.
Dont be afraid to say hi
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, were 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 were always active with little snippets from the cpd universe.
Until next time!
Added three more clothing items. Drones has had a little work. Cheap hotel has had a little work. New artwork. Fixed some more bugs and typos; thanks for the reports.
Added two new bags and some new clothing items. You'll now experience Getting too heavy if you hang around with high war strength all the time. Your current nanite load is now a visible stat. - It now resets with sleep instead of days. - The max limit now depends on your number of implants. - More implants equals a lower limit. New artwork. Fixed a rare case where positive mutation cards could be locked out. Fixed Milk run sometimes leaving Some heavy scene on. Fixed a few typos and other smaller bugs.
Banshee is already a very large piece of content within the game, even if starting it is obscure (and not for the faint hearted), and with this update, it becomes even larger. We don't want to spoil too much, but with this update, you can now progress with both the Walking Cathedral and Jettel Militia, amongst many other things. If you're keen to [strike]fry your brain[/strike] find out more about Banshee, try exploring dark alleys in the Projects. Read the full changelog below: A large amount of new Banshee content, including paths for both Walking Cathedral and Jettel Militia. Keeping an eye on the slums has had some work. One new supply packet. New mechanic for helping to remind you about the point of Daily bread. A new quirk for a particular sexual fetish. Four new clothing items (two previously previewed). Note: Favours owed/Miriam will be capped in future. Use them or lose them. New artwork. Renamed "Interface" tab to "Socket". Fixed missing State of dress on Heavy jeans. Made a number of other small fixes and typo corrections. Thanks for the reports.
With work on the vehicles update taking priority over all else, we hadnt planned a lot for Junes release schedule, but sometimes small things can grow into big changes and what began life as a few tweaks morphed into something altogether more exciting.
So, buckle up and lets see whats been making the headlines in 2090s Cincinnati this month.
Flex me up
First off, weve added a lot to how you control your outfit and wardrobe, giving you more options and flexibility when it comes to how your character looks and is perceived by the rest of the world. For example, you can now wear a hood over your beanies, carry your coat if youre getting a little sweaty and wear pendants if thats your jam.
Speaking of clothing, were just starting to drip feed over 100 brand new items of clothing into the game everything from jewellery to underwear! Were also adding more options for how you wear each item of clothing and even plan on implementing more specific changes, such as the perceived temperature applied by each item of clothing. And yes, you now have a quick button that lets you remove your mask on-the-fly. You spoke and we listened.
In a month packed with changes, however, perhaps the one most players will be excited about is something weve been meaning to wrap up for a while now (literally years, in fact). From this month onwards, youll finally be able to finish Anns Secret. We wont say anymore about it here (spoilers are the devils work) but if youve been wanting to see this story through to its conclusion for a while now then fill your boots!
Tooling around for real
Since the last release, weve spent a great deal of time honing how you access mechanics tools, making the experience more immersive and less gamey. The idea, as ever, was to enhance immersion and introduce meaningful decision-making without hindering gameplay. Previously, the system fell short of this goal, but now, rather than always having all your tools readily available, you now must choose what you carry.
If you're heading to the dump or bordertown, for example, it makes sense to load up a vehicle with as many tools as possible. However, when venturing into the Projects, it might be wise to limit yourself to what can fit in a small bag. These adjustments extend beyond mere numerical tweaks. The storage capacity for boxes has been significantly increased, allowing you to possess a total of six, including new types expanding the possibilities and making it more worthwhile to gather a few boxes before visiting a workshop to unlock their contents.
The value of the boxes has been substantially raised too and weve changed how you open them. With the appropriate tools in hand, opening all but the most challenging boxes should be relatively straightforward while on the go, while the toughest ones will require a workshop. But there is still more work to be done. Workshops will be introduced in all areas of the game, each with unique acquisition methods. The highly anticipated big vehicles update is currently undergoing testing and promises to provide various benefits. Looking ahead, we also plan to introduce more diverse tools and explore different ways to utilise them.
As youre probably aware, a game as ambitious as cyberpunkdreams is an always evolving perpetual work-in-progress, so there are hundreds 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!).
This month, weve fixed various problems that were irking gamers. For example, weve made dozens of performance improvements and fixed hundreds of bugs. Some other notable tweaks and content additions include:
More of both Irene and Ann (as previously mentioned)
The ability to select whether or not youre carrying a load of tools via Manage Your Life
A bunch of new items and skills including lock picking
Oh, and you can now buy and use a Fancy bong!
Its always changing and evolving, and itll never stop. Trust us. You can check out the full list right here, on Steam.
Call & response
As well as all the regular activity in our Discord server, we host a bi-weekly (or so) writing prompt called Call & Response. We post a question or discussion topic, and youre free to respond however you want. When each round closes, we reward the best and most creative responses with unique access codes. Recent prompts have included:
Who really controls crime in the slums? The Jags and Modes are only interested in selling drugs and spikes. The Triads and Yakuza confine themselves to Gamble Street. So who's left? Tower? The various pimping syndicates? Someone else entirely?
Tower turns a blind eye to mutants in Interstate, even though it's not a NoGo. Why? Perhaps they're bribed, or know that the slums need at least one place where people can go without fear, and perhaps that means that they simply stay away, mutants or not. Or maybe something more sinister is afoot...?
Implants and biological modification are a common and expected part of modern life, and subsequently, the black shakes are common knowledge for most. But this condition's existence and information is suppressed by corporate and government agencies.
Why are officials afraid of it being acknowledged? Is it perhaps because they lack an obvious source, because we would turn on the technology as a cause, or is it something else, something more sinister? Or is it simply a case of not attributing to malice what can be better attributed to incompetence?
Dont be afraid to say hi
As ever, 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, were 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 were always active with little snippets from the cpd universe.
Until next time!
Fixed hang on load for some characters. Fixed the display of item effects sometimes showing incorrect numbers. Fixed slots sometimes being displayed twice or more in their tabs. Some other minor fixes.
We were just planning a small update this time, but as usually happens, things started to grow a little. The emphasis has been on more tools to control your outfit and wardrobe, both in terms of quality of life and life choices for your character. You can now wear hoods over beanies, carry your coat if you get too hot, wear pendants if you neck is otherwise concealed and a whole bunch more. And, of course, you can now get the all-important bong from Electric Ali (yes, it's been teased for a *long* time...) On the note of wardrobes and outfits, there are a lot of new clothing items waiting to be released -- over 100 in total. The original plan was to release the vast majority these in one large update, along with a lot of changes to the wardrobe system to allow more flexible outfits. We're now planning on releasing all these over time, along with incremental improvements to the system, where possible. This includes underwear, jewellery, choices such as wearing a top open or closed, and more. We'll also be overhauling things such as the perceived temperature given by each type of clothing. Part of this was the new requirement to have an app running on your phone to connect to the comms headset. This was a little confusing for some players, but the point was not to introduce extra faff. It's a necessary change to support more different items being able to connect in this way, such as the new motorcycle helmet. This way we can add a single "hands free" bonus instead of having bonuses from different items potentially stack in ways that didn't make sense. In other news, the big vehicle update is very close now. Very close. We've also got new *Banshee* in the works, more content for some existing storylines, body modification and more. Plus, of course, the badlands.
Removed the changing room requirement for Headgear again. --T emporarily; it'll be back in a different form. Improved the explainer text for the new Comms enabled system. - The point of this system is to enable a range of devices, not to make the comms headset more complicated. Fixed Comms enabled not working properly. Fixed some more typos; thanks for the reports.
Raff now has a bit more to say about prosthetics. Moved travelling to the bordertown onto a sub-card to make the options easier to understand. Banshee experiences have been adjusted and updated The Comms headset now requires an app to be able to talk to your phone. You can now buy a Motorcycle helmet. You now have some outfit controls in your left hand menu, including removing a mask. You can now stash Headgear and Outwear in a vehicle using the above. The Headgear slot is now locked outside of a changing room, Removing an item that's contributing to your Dressed to impress will now drop the latter (and vice versa). - Although doing this repeatedly might cause your Dressed to impress to drop overall. The slot limit for Accessories now depends in part on your State of dress. - Some outfits might need altering. Removed In a changing room from workshops. New artwork. Made a small performance improvement. Fixed the basic binoculars not working properly. Fixed pipe bombs not being equippable. Fixed music mood not always changing properly. Fixed abrupt changes to the music track (previous track now fades out). Fixed being in a workshop not always giving Access/Mechanic's tools (threshold for workshop capability was too high). Fixed a bug that made serious injuries after fights much more common than intended. Fixed the outfit tab not always being available in the Dojo's changing room. Fixed Concealed identity not working properly. Fixed some typos and other minor bugs.
The new system for Access/Mechanic's tools has had a lot of work since the last release. As with any system such as this, the idea is to improve immersion and add meaningful decision making, rather than impeding gameplay. Whilst the system wasn't achieving that before, we feel that it is now. Instead of magically having all of your tools available all the time, you've now got a decision to make about what your carrying. Going to the dump or the bordertown? Makes sense to have a vehicle with as many tools stashed in it as you can. Going to the Projects? Possibly better only to have what you can put in a small bag. However, tweaking the numbers isn't the only part of this work. You can also store many more boxes than before, so you can have six in total now, including the new types (not just two), making it viable to get a few before going to a workshop to open them. The value of the boxes is also being greatly increased (done for two so far) and there are some more mechanics for opening them. If you're carrying the right kit, it should be possible to open all but the hardest boxes fairly easily when out and about, but the hardest ones will need a workshop. There is still more to be done, however. To whit, workshops in all the areas of the game, with different ways to get them. The big vehicles update is also currently in testing, and this should help out in various ways. It'll be live very soon now. And maybe in future, more different types of tools and different ways to use them. And on the subject of things to come, a handful of things that are currently in progress includes dating Miriam, messing around with Mavis, body modification, more Black Moon content, more stuff in the Projects, a *lot* more Banshee... and more. As well as more wheels, the vehicles update includes vehicle modification, new locations. new NPCs and new mechanics. Oh, and don't forget you can finish Ann's secret now. Read the full changelog below: You can now store up to three sealed boxes, instead of just one. An existing box will automatically be stored if you get a new one, if there are spaces available. New stored box types -- Locked and Locked/Electronic. Stored boxes now only use mechanics skill and tools. You can now attempt to grind open boxes if you're in a workshop. You can now try opening boxes with the help of precision instruments. New skill: lock picking. New item: lockpicking kit. New item: padlocks. New item: stabilised binoculars. New resource: scrap metal. You can now group some items into scrap metal to make them easier to sell. New Covedale skill training for lock picking. You can now complete Ann's secret. Capped the influence of Carrying tools on Loaded up and Target/Street crime. Increased the amount of tools available for Access/Mechanic's tools slightly. More of A history of violence. Banshee spike experiences have been updated. You might now lose your cannabis high if you wake up too much. Made tests on Fight or flight?* slightly easier. Removed the cap on how often you can do things to improve Dressed to impress. Put a cap on Dressed to impress (slightly over 1.5 times what you left the changing room with). Reorganised Manage your life a little. Various minor tweaks. Made some performance improvements. New artwork. Fixed some bugs in the new Access/Mechanic's tools system. Fixed getting clothing wear in a vehicle chase. Fixed a few typos and other minor bugs. Thanks for the reports.
New concept: Access/Mechanic's tools. - Checks various things to see if you can access your tools, so you don't necessarily need them equipped to use them. - You can select whether or not you're carrying a load of tools via Manage your life. - For existing characters, this system will kick in once you've seen the tutorial. Fixed Body trauma not being treatable at the Backstreet clinic. Fixed some other smaller bugs and typos; Thanks for the reports.
Not your usual? is now more of a journey. Fixed some bugs in the last release.
There's some more Ann content. There's a little more Irene content. Limited access to black clinics via favours from some NPCs. New artwork. Inventory items now tell you if they can go into a supply packet. - Both item previews and inventory tooltips show this info. Fixed a rare case of Trouble going down appearing twice in a row. Fixed Body trauma not getting applied properly. Fixed a problem with Becks visiting you in jail. Fixed some other minor bugs and typos; thanks for the reports!
A lot can happen in 10 years. It was 10 years ago that the seeds which would blossom into cyberpunkdreams began to take root, and while the game itself has only been on Steam for the last two years, theres 10 years of work behind this increasingly ambitious adventure. Indeed, the opening lines of the game remain intact a decade later.
Its been one hell of a journey and theres still plenty of ground left to cover. Were never likely to run out of ideas to keep the engines burning. And with that out of the way, lets get cracking, shall we?
May updates
Our second anniversary event content dropped at the start of the month, including the return of the event story from last year. The traitor you choose is an engaging story that can and will have a lasting impact on your game. Theres various criteria youll need to meet to trigger it but play for long enough and you should get to experience this fan favourite tale.
Along with the return of this story, there was a new one for this anniversary Deep stacks. Similarly to The traitor you choose, your decisions through this one can have a lasting impact on your game. To go along with this story, we added more content to Eastside Stacks (the name of the new story should be a giveaway of where it mostly happens) and a new location to discover in the Projects plus a couple of new NPCs, but thats a different story.
If you played the game during the anniversary but havent seen or finished either of these stories yet, then fear not: theyre unlocked for you now, and youll be able to play them as and when you meet the starting criteria.
We also introduced a deeper dive into the world of the citys black clinics. These are the clinics that pop up and disappear without leaving a trace and allow players to indulge in some more creative medical work. Until now, they were always seen as little more than cheaper alternatives to the backstreet clinic, but now weve expanded the lore to give you all more of a taste of how this slice of the economy works in the world.
Theres also been a broad range of other updates, including:
Made the tests a little easier on Launch an attack. You can now refuse a job for the smugglers with major or serious wounds. Fixed a few more minor bugs.
There's some more Alessandra content, including her story. Improved the Street girls/Quality calculation for adding a new prostitute. Fixed being unable to progress Willow the killer in some situations. Fixed erroneous Total sidekick count. Fixed Your wheels sometimes getting stuck on negative options. Fixed some typos and other minor bugs. Thanks for the reports!
A little more content for St John's Wellness. Fixed a potential problem with first-time Banshee use. Fixed a potential problem with Deep Stacks. Fixed meeting Alessandra at Black Moon for the first time after joining.
New artwork. Fixed some problems with the new storyline. Fixed buying drugs from the gangs not giving the correct quantities. Fixed not being able to remove items from quick access. Fixed some typos and other minor bugs.
Hanging around the stacks has had a bit more work. Fixed Crashed adrenals also giving Comedown/Amphetamines. Fixed some minor bugs and typos; thanks for the reports!
Fixed a problem with Zane's dealer. Fixed a problem with buying DLC credits packs. Fixed some more typos; thanks for the reports!
New mini-story for discovering more about black clinics in the city. - You need to make some progress here before you can find new clinics. You can now work directly with your mutant sidekicks. There's a new location in the Projects to discover. Some additional content for Alessandra. Roll call has had a bit more work. You can now refuse street girls you're given as a result of a war. Some additional content at Eastside Stacks. Errands at the Eastside Stacks have had a little work. You can now use Sliding through the city to increase your maximum companions for a while. Local dealers have had some work. - The selection is more random. with a separate limit on each type of purchase, but the total number of purchases is less random. Hallucinating mechanics have had some tweaks. Some more minor changes. New artwork. Fixed a problem with buying credits through microtransactions. Fixed Fight or flight not giving a non-lethal option if you stunned your last ambusher. Another possible fix for ARIA labels on requirements not working. Fixed some more typos and minor bugs. Thanks for the reports!
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.
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.
Its been another eventful month in 2090s 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, lets dive into some of the updates that have kept our little world ticking and whirring over the last four weeks.
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!
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, how 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 Going deeper...* instead of Working the streets. You can now find clinics in the airport. Added opening hours to the slums gym. New chase and fight follow-up: Making moves, out in the wild. One new DMM card. The Projects party girls have had a bit of work. New system of buffs to Combat>... tests, based on your skill level. Angelique has had a little work, including a schedule and some relationship things. Mood spikes are now used by equipping them. Mood spikes now give A dangerous game instead of psychosis as a side effect. Fixed giving back Smith's truck not actually giving it back. Fixed making logistics teams not using up a truck. Fixed "Clean up" in the kitchen not giving the desired effects. Fixed a problem with Miriam's schedule. Possible fix for aria labels for screen readers not working for quality requirements. Fixed the nanite system implant not costing the correct amount. Fixed Waiting for Angelique as a sexless mutant. Fixed some more typos; thanks for the reports!
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!
Army surplus has had a bit of work. Made some tweaks to Strapped up, including being able to remove it manually. Blocked being able to call in Close companions whilst in a scene. Three new supply packet types. Slums logistics teams are now at the new teams standard. Logistics teams no longer count towards war strength. Teams now need a minimum quality of five to contribute to war strength. Branching out: another new card to help newer characters on their way. Fight or flight? will now give you access to bodies if appropriate. Removed core styles from the Lace shrug as it can be removed outside the changing room. You can now roll up and undock your quick access inventory. The effects slot has been split into multiple categories and now appears in your left hand area. - Some effects and wounds might not be equipped when you first load; just reload. Reordered things slightly. Fixed some bugs to do with new clothing items. Fixed a number of smaller bugs and typos.
You can now buy credits as DLC packs on the Steam store. This might be more economical for players whose native currency isn't USD. There are two packs for each level to allow multiple purchases if desired, and we'll add more in future (repeatable DLC purchases is something Steam limits to big publishers). These packs work in exactly the same way as buying credits through a microtransaction, although unlike a microtransaction, you do not need to have a verified email on your cpd account. We've also updated the price of the 400 credit pack from $31.99 to $29.99, both as DLC and as a microtransaction. Check out the new packs on the store page: https://store.steampowered.com/app/1361680/cyberpunkdreams/
More than a dozen new items of apparel for summer. - A couple previously previewed, but mostly new. Increased initial funds from Raff. Increased payments from Join a work gang a little. Made genetic testing kits slightly cheaper. New artwork. Fixed getting stuck in a pick-up bar. Fixed some other minor bugs.
Time to talk about March in cpd. Check out all the updates that went into the game this last month: weve already covered Lets make war, the big update from right at the beginning of March, so lets look at whats gone into the game since then.
Filled in a few bits of missing sex scene narrative. Fixed another problem with removing Too distractible. Fixed a couple of possible problems with character resurrection. Fixed a bug with gaining too much Tower hostility from Causing mayhem. Fixed some more typos and minor bugs; thanks for the reports.
As usual, we've got a variety of smaller updates (and much bigger things in the works, including a big development of content for the Jettel Militia), but the main things we've been working on this time are some upgrades to the interface. Reordering quick access is a small thing but oft-requested, so we're glad to have it in. The new dedicated supply packet interface is a much bigger deal, however. This gives us the ability to make many more different kinds of packets much more easily, which means more opportunities for you to give things to crews and contacts without a long and specific list of requirements. A win all round. We'll also be moving more systems to custom interfaces in future, such as the workshop. The other bigger thing this time is that we've added the ability for DLC to give credits, which unlocks the way for credit bundles as DLC, as well as through microtransactions, for those who prefer that. Read the full changelog below: There are now various new supply packets and uses for them. - This system is still being expanded. Sidekicks no longer contribute to war strength. A new follow-up card for non-combat companions after you've had a fight. There's a new interface for creating Supply packets: check your inventory. - Any in progress will be slightly broken, but you can cancel them and start again. DLC purchases of cincinnati stories now give you 10 credits (applied retrospectively). You can now reorder your quick access inventory. You can now roll the blocks in the left hand area up and down. You can now undock the blocks in the left hand area and move them around the interface. Fixed some keyboard shortcut tooltips still showing the old hotkey. Fixed the character re-creation screen sometimes giving an "Invalid transaction ID" error. Fixed keyboard shortcut for deck draws sometimes trying to draw from non-active decks. Various other smaller bugs and typos fixed.
Note for future updates: - Sidekicks will no longer contribute to war strength, and teams probably only will above a certain strength. - The slums law and other organisations will have unkind words for you if you keep high war strength outside of a war. -Be prepared! New card for your Companion/Runner. Errands for the Forgers have had some work. You can now chuck some rocks from Your home in the bordertown. Burners at the ready won't happen every single time you get trouble now (but still the vast majority). You can now find The ethanol plant even at night (as an exception to the rule). Renamed Goodie bags to Supply packets. There's a little more prison content. Made the fights on Fight or flight a little bit easier. Reduced the likelihood of getting a more serious wound from fights. There are a couple of new cards for newer characters. Added some more variations to slums alleys. Raised the required familiarity for So wired it hurts from four to five. You can now manage Slums street girls/Running them hard daily instead of weekly. More advanced pimps can now reveal an estimate of the tricks they have available every day. You can now get it on with Ann if you got to the point of living with her without doing that already. New artwork. New keyboard shortcuts and dialog box listing them. Performance improvement for switching to inventory tabs. Fixed "Patch this guy up" on Someone in trouble not being usable. Fixed a rare problem with hallucination effects getting stuck if you're no longer hallucinating. Fixed progression in Jettel Outreach. Fixed a rare case of Jax has something on his mind being blank. Fixed another bug on Fight or flight? Fixed being able to use Smith's workshop when he's not around. Fixed a rare problem with Jax's place being blank. Fixed healing options on Brawled up, fucked up taking all your basic medical supplies. Fixed using Gang central sometimes blocking Gang hustle. Fixed a bug with the displayed cost of bundled SensX spikes. Fixed Waking to a dark sky not working. Fixed After them sometimes not having any options other than to give up. Fixed a rare case of getting too much money on Chaos! Fixed being able to access your strongbox in prison via a sidekick. Fixed being able to fetch a vehicle via your phone in prison. Fixed Ann's card sometimes appearing when they shouldn't. Fixed temperaments and one or two other things dropping faster than intended. - It was always intended that they couldn't drop below your current level, but this wasn't happening. Fixed a missing variation on Your last SensX. Fixed some more typos; thanks for the reports.
Fixed a bug that was stopping non-manual character death from working properly. If you were affected by this and it was a story-related death, it is strongly recommended to use the manual restart option, or you could face bugs down the line (you max FiaF should be set correctly). New artwork.
Mavis now has a companion card. On Ann needs you for something you can now move her directly into any location. You can no longer enter Jax's place with someone By your side. There's now an equipped effect for having more than a couple of mental health problems. There's a bit more prison content, including a load more info about Tower Group. Made some more tweaks to Fight or flight. Affected/Sleeping pills now keeps Good sleeps locked at zero. - It always removed it before, but it was possible to get it back. If you lose your 33g, you can now get a new one at the Quartermaster. Burner phones will no longer help you if you get trouble from Causing mayhem. Actions on load should now always be calculated accurately if you have an event that triggers while the game's closed (e.g. a binge ending). New artwork. One new achievement. Fixed a problem with Affected/Sleeping pills when you wake up. Fixed another problem on Fight or flight. Fixed Too distractible not being removed properly. Fixed a problem with Carrying a long weapon. Fixed Jax's place setting Inside to the wrong level and so not triggering all mechanics properly. Fixed some more typos; thanks for the reports.
February brought yet another seasonal event to cpd, alongside plenty of new mechanics. Lets see what theyre all about in this months devlog:
The first big update of the month was VDay, introducing for the first time some Valentines romance to 2090s Cinci. If you missed exchanging presents with your lover this time, dont worry theres always next year.
There were also some minor changes to other mechanics, like adjustments to how your Current Stash works and slight improvements to the usage of Hard facts and Moods, but the bigger changes and system overhauls came with our second named update of the month: Lets make war.
Fixed not being able to bundle PCP. Fixed being able to close Covedale skill training without exiting it properly. Fixed another problem on Fight or flight?
Made sure that Pissing off your own people, Crew/Organisation and Crew/Loyalty stay at zero if you have no crew. Made some tweaks to Dead man cares?* initial choices if you have no remaining crew. Tweaked the frequency of Team player if you've already got a sidekick on it. Fixed not always being able to stow a long weapon. Fixed the image for Decent leather boots going missing. Fixed some problems with the new fight and chase mechanics. Fixed a few more typos.
We'll have more info on these changes and the thinking behind them in the next devlog (due tomorrow), but in the meantime, knock yourselves out on this: You can now have War thoughts. You can now get a War leader companion. Put a limit on the funds from a single run of Chaos!* during a war. - There has always been a daily limit, but with a lot of teams it was possible to go way over with a single instance. Made Chaos capacity visible. You can now increase your Chaos capacity. No major combat can happen during the first day of a war now (from either side). - Use the first day for prep. Ambushes now require a Fire team instead of Street warriors. Murder squads now have an impact on War strength. New info type: Tactical analysis. Many smaller street war tweaks. Probably some other bigger ones too. Fight or flight has been overhauled, including: - You can use grenades. - You can use your rapid reaction even if there's only one enemy. - Your opponent might decide to turn and run. - Fights rebalanced, including taking weapons into account. - Wounds sustained from fights and beatings are more random. - Lots of other tweaks. New skill: Throwing (mostly for grenades). Companions with Ready to fight will now help you in Fight or flight.. - This can make a huge difference if you'd otherwise be outnumbered. Combat>...* tests have been rebalanced. You can now preview your weapons' performance in various Combat>...* tests. - Use Manage your life. Chases (both kinds) have been overhauled, including: - You're now guaranteed initiative for more of the chase. - But the opposition are also guaranteed their turns. - Ready to fight companions play more of a part. - A new system for calling in help. - A cap on the number of people you opposition can call in (although for some factions it'll be very high). - Various new options and many other changes. - Running out of time gives you some last-ditch options. - Most importantly, an overhaul of the systems under the hood, to make the chases easier to tweak and update in future. Slums Murder squads now use the new teams standard. You can now bundle and sell PCP. You can no long enter Black Moon when you've got someone By your side. Made some tweaks to Crashing out to make it more bulletproof. Reworked the game table in Jettel Outreach a little. You can now buy sledgehammers from Bob's Tools. No interruptions has had some work. - You can no longer keep it on all the time effectively; this was leading to people missing content and important reminders. You can now hang at The spike dealers to pull up More spikes/Better spikes directly. Team player will now appear even with a sidekick assigned, but much less frequently. Changed the interaction between Your diary and Skewed ideas. - Write in your diary while you're in a bad mental state to have a chance to remove pages and shewed ideas later. "Going deeper" on Exploring the border has had some work. Medical facilities in the slums are now grouped in a submenu if you have access to more than two. You can now randomise your first physical sexual quirk in return for an increased cap on your Need. Reduced the risk of Injury during Dojo lesson. Tweaked the stats on the Cobra. Put a cap on Alertness when you've got Affected/Sleeping pills. You can now purge Affected/Sleeping pills with a nanite shot. Adaptive difficulties for Banshee reintroduced (give it a few days). You can now celebrate your minor Differences. Getting a specific wound will now increase Clothing wear in most circumstances. Bloody trauma has had some tweaks. Companions now count as passengers. Removed being able to pick up hired help as a crew member as a passenger. New companion type: Shotgun. New artwork. Fixed Dolphin brain not removing Up all night where appropriate. Fixed some problems with enemies in a war being able to recruit with no funding. Fixed "Move on" on White or brown" not working. Fixed a problem with Your last SensX for some characters. Fixed a potential problem with war leadership and attack aftermaths. Fixed some bugs with fights on Fight or flight. Fixed a problem with skill training on Your life support system. Fixed a bug with starting war strength in some pimp wars. Possibly fixed a bug with an enforcement event triggering twice in a row. Fixed some inconsistencies with grenade usage. Fixed the Covedale long course exam missing the cutoff day. Fixed the estimate at the clinic for the value of organs reported being too low. Fixed a rare problem with Living with/Ann where you could have this set at the same time as Ann's digs.. A fair number of other small fixes. More typos fixed; thanks for the reports!
New artwork. Fixed an option on White and brown not deducting the correct about of Supply and demand. Fixed a problem with getting changed into the High neck halter. Fixed a couple of problems with the new SensX experiences. Fixed using a murder crew on Dead man cares?* not removing the money. More typos fixed; thanks for the reports.
The game now has over 2.2 million words. Extra VDay thing: you might get a little something from Darlene. New phone app: Memhancer. New artwork. Rearranged the Inventory tab a bit. Fixed a couple more problems with Dead man cares? Fixed a bug that meant "Keeping it cool" on Feeling the Edge was unusable. Fixed hand size changes not always showing up with stat results. Fixed slots not being cleared if the equip limit changes and becomes less than the number of equipped items. Possible fix for a problem that can make resyncs snowball if you get a first one. More typos fixed; thanks for the reports.
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:
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 Dead man cares?* Fixed a problem with using a murder crew on Dead man cares?* More typos fixed; thanks for the reports.
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!
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!
New year, new content. Lets check out what January brought to cpd, and what you can expect in the near future.
Being able to do something when your hired help dies (other than harvest the body, of course), has been requested for a very, very long time, and now here it is. Attend the wake, hunt down the killers, find out their motives and exact revenge -- or not. It's up to you. We've also added a new street war mechanic that's been simmering away for a long time -- your specific teams getting attacked, instead of it always being your hired help taking the brunt of it. Plus we cleaned up and tweaked a whole load of other stuff at the same time. For the rest, keep reading... Dead man cares?, a new repeatable mechanic for responding to one of your crew dying suspiciously. Street war mechanics have been updated. -- Specific teams can now be targeted. -- Your enemy has a Brutality level. -- Some cards now appear outside the War deck. -- Guns'n'ammo has had some work. -- Various cards can now be temporarily hidden. -- Your enemy will now be guaranteed the initiative if you keep it for too long. -- Amongst other things. There's some more Projects content, especially Sidewalk cafs. There are some more random events at Cluster. There's a bit more Ann content. There's a tiny bit more Irene content. There's a little bit of new stuff for a couple of mutations. Some player characters can now choose a physical sexual quirk. All vehicle cards from the deck are now mandatory. Made some tweaks to hunting mechanics. You can now buy Strong acid. You can now buy Body bags. NPCs will now be unhappy if you keep hanging up on them when they call with Something on their mind. -- Only implemented for a couple of them so far. You can now temporarily hide Talking to... cards. On A body, removed the requirement for zero Evidence to remove the corpse. You can now very rarely send bodies found in the Projects to the Backstreet Clinic. You now need a body bag to transport a corpse. You can now create a Clean-up crew in the slums. You can now work with your Assassination squad in the slums. Removed the limitation on using Working your crews over and over on the same team. You can need to have given your teams enough gear before you can train with them or use Working your crews. -- These last two only implemented for a couple of teams so far. You now risk gaining mental health disorders if your Cracking up gets too high. Changed the way that the Sex toys slot is given. Increased the rate at which high level moods can drop later in the game. Renamed Quirk/Lover to Quirk/Romantic. Made Overtraining a visible stat. New artwork. The roadmap has been updated. Fixed problems with the selling price of diamonds and prescription drugs when doing a deal. Fixed the the vehicle slot being locked even if all vehicle-related cards have been played (probably). Fixed incorrect hover text on Course/Finish. Fixed finding one of your girls ODed not removing them from your count. Fixed some bugs with hunting Mavis. Fixed manually clearing your hand not reducing Sliding through the city. Fixed the Close companions slot not being restored immediately when leaving jail. Fixed Late last night not activating. Fixed a problem with Alessandra's warning and being marked as a vampire. Fixed a bug with Overtraining not always being applied properly. Fixed a problem with repeating The only resort. More typos fixed; thanks for the reports!
Fixed random oddments not giving anything when they're spares. Fixed the phone menu for close companions not checking for trusted sidekicks when it should. Fixed a problem with fighting a street war with Zane.
New nascent mechanic: Late last night. Improved the contents of random oddments. Opened having a second physical quirk to all characters. Put a cap on the length of proper conversations. Put a cap on the initial value of Opening up for proper conversations. Put a high cap on low level moods. You can no longer sort ammo while in jail. Limited the level of Bigger quantities at The food stalls and The food gallery. You can now tweak your height slightly. You can now see your height in Character // Your body. You can now refuse to adopt Ein's puppy. There's a tiny bit more noodle bar content. You can now read the weekly event schedule at Jettel Outreach. You can now play Go at Jettel Outreach. Many other small tweaks. New artwork. Fixed a load of minor bugs. Fixed a bug that gave too much money on Get the look. Fixed a load more typos; thanks for the reports!
Fixed the breather limit when making them not being doubled for Christmas. Fixed a small gap for one option in Handling the smugglers' spike. Fixed some second physical quirk options not taking previously spent credits into effect.
You can now restart Working the streets if you stopped for the day, but there could be a cost. Made some improvements to Burners at the ready and extended the system. Added an additional weapon wear tutorial. New artwork. Fixed a few problems on Getting a date. Fixed a rare problem with Pimping/Another week. Added missing Masked up on the Full face mask. Fixed a rare problem with Tapping your contacts in Eastside Stacks interacting with Hard target. Fixed a problem with Trouble going down appearing more than once in a row. Possibly fixed a problem with getting changed after a dojo session where you get injured. Fixed losing Working the streets when you go to Palisade. Enemy war strength daily changes now take into account multiple days passed properly, if you're out for more than one. Fixed dead firearms sometimes reappearing in your weapons locker. Fixed some other potential bugs around weapon wear and jams. Fixed Absolutely styling sometimes getting triggered twice when getting changed. Fixed Jax's place sometimes showing as blank. Fixed a problem with Nutrition at the gym popping up after you've left. More typos fixed; thanks for the reports!
Christmas is more or less just an excuse to party hard when it comes to 2090s Cinci. People don't have a lot to live for, so why not? So come and join us in Interstate (and our Discord) for some good times. To help you along, your breather limit has been doubled for the Christmas period. As well as the city changing its face a little for Christmas, there will be some unique events. If you're in a relationship, expect a gift from your significant other. We'll also be sharing some exclusive access codes to our Discord community, but here's one for everyone: https://cyberpunkdreams.net/accesscode/xmas-2022-txa And above all, Merry Christmas to one and all!
More stories and new mechanics were released into cpd this last month. Read all about it in todays devlog:
December opened with What Mavis wants, a big update bringing its namesake story; a tale that can be found by working with your slums murder squad. Only accessible for characters with certain proclivities, of course.
But this update didnt bring only a new story. The cannibalism system underwent some changes, with mechanics such as The last taboo triggering sooner and expanded options for dealing with human flesh. Working your crews was another mechanic subject to a small overhaul, affecting cards, frequency of use, and adding some limits to the system.
New physical quirks were added, some improvements were made to cards and effects surrounding the day/night cycle, clothing system had some small adjustments, and Working the streets was expanded upon. The UI also went through significant improvements, with more information being displayed for items as well as notifications for stat changes as technical improvements brought a smoother user experience for the app.
The second big update of the month was Time Delay, bringing a notable change to the time system that rules the game: you can now delay the triggering of Another day/Another night for half an hour each day, bringing more flexibility to play sessions while still maintaining the constraints of the mechanic.
Flexibility was the theme of this update, giving more leeway for players Working the streets who can now briefly leave the slums if they come back within 10 actions. We also instituted priority preference for the Access/Heavy Goods mechanic and an auto-refill for Current stash.
Making deals are less costly and Working the streets had yet more changes, such as card consolidation, new business options and a cap increase. Dealing with mental stress was also made easier: naps reduce Hallucinating and shaking of a mental illness gives you a respite from new ones for a few days. As always, plenty of other changes, tweaks, additions and fixes were made, you can check the full list here.
If you want to contribute with feedback or just want to talk with us about the game, dont hesitate to join our discord server, the community is very active there. You can also find us on Twitter. And of course, keep an eye here on Steam for announcements, especially now with Christmas by the corner and seasonal happenings coming to Cinci.
Thanks for reading, and until next time!
Fixed a rare conflict with different driving cards. Fixed Irene's need sometimes appearing if you're not dating her. Fixed Your new boss coming up blank. Fixed an unintended option appearing on Cruising in the Projects. More typos fixed; thanks for the reports!
You can now delay Another day/Another night for half an hour each day. You can now turn on auto-refill for your Current stash. - This costs carpe diem each time and only works outside of scenes and when you have somewhere to stay locally. You can now pick a priority preference for Acess/Heavy goods. You can now pick a relationship quirk. You can now leave an area without losing your currently level of Working the streets if you return within 10 actions. - But if you do lose it, you won't be able to start again until after you've slept. Reduced the Supply and demand cost of Making a deal slightly. You can now buy Prosthetic paperwork while working the streets. Moved all Working the streets cards for finding drug dealers onto a single card. Beating a mental health problem now makes you immune from getting a new one for a couple of days. New equipped effect for wearing a bondage harness very tight. Taking a nap now reduces Hallucinating. Dropped the fuel usage of petrol-driven vehicles slightly. Made it a little easier to deal with sustenance. Increased the soft cap on Working your crews. Put a limit on the amount of 5-HTP you can take with effect between sleeps. You can now drop Plastic dreams during its early stages if you want to. New artwork. Fixed a problem with jobs for a permanent enforcer employer not triggering. Fixed a problem with a messed up right arm healing instantly. Fixed missing stat change info on access code notifications. Fixed a potential bug with blowing yourself up in a workshop. Fixed Selling mood spikes overlapping with another opportunity on Street knowledge. Fixed a bug with Ann's sweet sex not triggering all appropriate effects. Fixed a bug with a Smuggler's pick-up in Gamble Street not always appearing. More typos fixed; thanks for the reports.
Fixed a problem with the Broken bones?* card not always clearing. Fixed porn thums showing an incorrect nominal value. Fixed selling mood spikes not removing them. Fixed a potential problem with one of the new quirks. Fixed not being able to break up your last Projects murder squad. More typos fixed; thanks for the reports.
As well as the continuation and conclusion of What Mavis wants, we've got a load of QoL improvements, mechanics tweaks, fixes and some more physical quirks for your character.
You can now find out What Mavis wants.
- Check your slums murder squad if you don't have this already.
Cannibal mutants now get The last taboo sooner.
Selling human flesh on Working the streets now has its own card, with some additional options.
You can now sell Mood spikes while Working the streets.
Four new physical quirks.
Put a (high) cap on the Dressed to impress bonus for being familiar with a clothing style.
Clarified some text around Killing for the clinic.
Blocked seeing night cycle cards if you get up in the morning while it's still dark; you'll see It's still early instead.
Just woke up now lasts longer for night hawks if they get up in the morning while it's still dark.
You can now get Nil's girl as a special girl if you previously refused.
Put a soft cap on Working your crews.
You can no longer apply Working your crews to the same team twice in a row.
Working your crews now decays with days passing.
New card to remind you to use Working your crews.
Notifications now show any stat changes that occurred on hover.
Inventory items now show a little more info on hover.
Added rate limiting on some keyboard shortcuts (should prevent some blank card rendering errors).
Made some small performance improvements when switching between cards.
New artwork.
Fixed Spike/Sexual prowess having an incorrect buff for Skill/Sex.
Fixed some potential erroneous text on Cheating on Angelique.
Fixed a skipped potential block of content in final scene of The only resort.
Fixed some problems with the Notes for Banshee.
Fixed sometimes gaining an empty bottle instead of losing one when making a cleaning kit.
Fixed Traffic congestion sometimes not being equipped as an effect.
Fixed the Bullet Storm achievement not firing.
Fixed a rare case where it wasn't possible to deal with pimping trouble.
Fixed not being able to access the cure for poisoning at The backstreet clinic if you didn't have another injury.
Fixed some character profiles not loading.
Fixed the special recipes menu not always showing up for cannibal characters in the kitchen.
More typos fixed; thanks for the reports!
Big stories, seasonal events, and more mechanics. Lets unpack everything that came to cpd in the last month in todays devlog:
The month began with minor updates, focusing on expanding recently implemented systems and adjusting balance. The new and improved Pimping system is an example, with tweaks being made to several cards used for the profession as well as a change in the difficulty curve of some of its mechanics. Its easier to gain territory - both from wars and from having too little of it, while Pimping/Trouble also went through a rework.
On the side of big updates, the first one of the month was The only resort, bringing a new story with new characters, organisations, and places for you to explore. Aimed at new characters but available to everyone, its a tale of cpd at its core, showing the lives of players and hustlers in the slums of 2090s Cincinnati.
There were also several other smaller changes and tweaks, of course. Manage your life underwent some quality of life improvements, more tutorial content was added, interactions with Jax had some work, and some equipment usage was also adjusted, amongst other things. And as always, several bugs and typos were fixed, and new art was added to the game. You can always check the full list of changes here on Steam.
The second big update was Banshee, bringing with it a huge interconnected narrative written by our one and only Luminem. Prepare to unwrap a long term puzzle of mental degeneration, corrupted spiritualism, and mutable identity. If you have a neural interface and access to the Projects you're ready to try it out. If you dare, that is.
This is a plot intended for advanced characters and we recommend that you wait until you're suitably established before you begin. If you're not careful you will fry like an egg. You're not going to see everything at first and trying to force it is a recipe for disaster. Just ask the local users.
Banshee has been a passion project for some of the team since we debuted last year. Now that we've gotten here we're happy that players are getting to experience the story and getting the opportunity to puzzle out the ideas behind the plot. The main focus has always been on a good experience: something you can have fun with in the world youve gotten to know, delving into malfunctions of mental processes both behind your characters and in what we consider normal mechanics in the gameplay. Banshee is about things in cyberpunkdreams that could be seen under another lens what the world around you should be and what things really are. The strange and uncomfortable, and the implications behind them.
In terms of content and the horror aspect, theres no fantasy here. Banshee is rather an exploration of fantastical ideas, body horror, and the cosmic in the world of cyberpunkdreams.
Inspirations behind the storyline, apart from the rest of the world, are the works of writers such as Clive Barker, Robert W Chambers, Philip K Dick, Matt Dymersky, Jeff VanderMeer, and the Strugatsky Brothers. We all spend a lot of time reading, especially with a game like this. If you were to ask, media-wise, the biggest inspirations behind Banshee are Fringe, Cigarette Burns, the Ninth Gate, Serial Experiments Lain, and the Year Zero ARG. Building the mental melting pot to get the right blend of materials for this project has taken a lot of time and work. We're hoping our dedication to the experience we've built shows through.
The focus is more the uncomfortable stuff at the back of the head, rather than gore explicitly. Fear of others and failure of the mind. We think that'll shine through in some places. The idea of your own mind failing you should be more frightening than anything else. Knowing there's something wrong but not being able to do anything about it if you can even tell. The mind falling apart with even the slightest chemical disruption or cut. The thread pulled. How easy it is to ruin the perception of reality and become detached. Ignoring, rather than embracing, how fragile reality is is a grave mistake that most of us make. Be a little afraid, and you can learn to accept it as part of things.
So if you enjoy Banshee, look forward to more interactions with the Wasps, body modification, and SensPerience technology. We're in for a long ride.
If you want to join the discussion, you can find the team and most of the community in our discord server, or check us out on twitter. Thanks for reading one more devlog, see you next time.
Fixed a problem with time of day cards before first entering the city. Possibly fixed Miriam's schedule disappearing sometimes. Additional fixes for The only resort final scene. Another fix for pinned branches ordering.
You can now pick a second physical quirk at random or for credits (newer characters only). Two additional physical quirks. You can now redo The only resort in specific circumstances, or pick it up if you decided against it. You can now pursue Whores on tap. There's a new DMM card. And a new slums card. You can now call area hired help with less than three people, but only for basic tasks. New artwork. Fixed Mutilated sometimes having no viable options. Fixed a problem with locked items sometimes being unequipped if the equip limit on a slot drops. Fixed Intimate with/Zane rarely dropping to zero when it shouldn't. Fixed pinned branches sometimes not appearing at the top of a card. Fixed some problems with number rendering. Fixed the Clown mask not being a usable item (so no way to take it off when locked). More typos fixed; thanks for the reports.
It's time to plug in, chooms. Cyberpunk Day is upon us, with a packed schedule of podcasts and streaming. Check it out at https://www.cyberpunkday.com/ Cyberpunk Day is organised by cyberpunk authors and creators from the ground up as a celebration of what they love and how it speaks to them. To help do our part, we've got an access code for you, valid for this weekend only (GMT): https://cyberpunkdreams.net/accesscode/punk-day
You can now feed your dog if you're homeless. You can now have a contact look after your dog if you're homeless. Using an option to take off your mask will now also unequip the Deep hood. Prevented plugging in two data spikes at once. Added some options to the Loudmouth scene in The only resort. Blocked being able to make gender presentation tweaks in a changing room while you still need to equip the kin slot. Wrecked prosthetics are now equipped items. Hallucinations have had some work. Improved clarity of stat requirements in some situations. Some additional tutorial content. New artwork. Fixed Careful disposal sometimes giving Illicit trash instead of removing it. Fixed a problem with the Blood shot ritual in Black Moon. Fixed some price discrepancies with Decent scotch and Shaoxing. Fixed a possible bug at Jettel Outreach if you rejected the militia's offer. Fixed Hitting morning to incrementing the time (also renamed this card). Fixed missing A lethal ranged weapon on some options to do with The only resort. Fixed a problem with weapon wear on the Glokk 19. Fixed some conflicts with the mutilated hooker companion if you're not an enforcer. Fixed slots not always showing their locked status when it changes. Fixed some potential problems with equipping spikes. More typos fixed; thanks for the reports.
There's a bit more Cannibal stuff. Empty organ boxes are now a thing. You can now dispose of Human flesh. New mechanic: Careful disposal required. You can now buy Surgical tools in a couple more places. Made a small tweak to the early stages of Hidden threats. Mutant-only recipes now have their own submenu in the kitchen. Accessibility improved for card and branch requirements. Fixed a problem on Got a rep? Fixed a problem with meeting Darlene at Frank's Bar. Fixed a problem with medical Random oddments always giving Pure codeine". Fixed a rare bug on Zane's place. Fixed a credits bug with switching Your time/Your life more than once in Manage your life. Fixed a problem with getting Contact/Jettel militia at the outreach. Fixed a problem with Daily bread if you'd not paid your crew anything at all. Fixed time not always passing in the dojo or gym. Fixed male presenting characters not being able to use Style/Street walker. Fixed Personal biometrics missing from the new phone. Fixed being able to use a SensX spike at Sutter SensPerience. Fixed a Hidden threats event being able to remove it entirely when not intended. More typos fixed; thanks for the reports.
We're truly excited to announce the launch of Banshee's Cry. This is a huge piece of content, with various interlinking narratives, multiple new characters, places and organisations, spanning several areas of the city. Expect a long haul of madness, mystery, horror and, possibly, redemption. Weighing in at almost 100,000 words, this is our single biggest update so far. This new story and associated mechanics is aimed at more advanced characters. You'll need a neural interface, and you'll need to be fairly familiar with Evanston Projects. Start the story by exploring dark corners. We wish you luck: you'll need it. To go along with this update, we've got a little bit of Halloween-related stuff, some of which is also related to Banshee. As usual, shop around for new things over the next seven days. We'll aim to build more Halloween over the coming years. And as usual for our events, there's an access code available in our Discord server. Check it out here: https://discord.gg/XeY36k9 Lastly for now, we've got a small list of regular updates and fixes:
Fixed a problem with getting stuck in one part of the finale scene of the new storyline.
New story: The only resort. - Aimed at newer characters, but accessible to everyone. - Will auto-trigger if you meet the requirements. - There's an achievement if you play it right. Steering clear of danger, a new mechanic given by companions. You can now change Your time/Your life via Manage your life. Various tweaks to the Pimping/Trouble system. Rearranged some items in Manage your life. You can now split with Jax. There's a little new slums content. Added some additional tutorial content. Fixed painkillers not dropping Bad head day when you take them manually. Fixed the selling prices on Junk dealer. Fixed a problem with Reporting back to Zane. Possibly fixed a problem with getting Up all night when you shouldn't. Fixed a possible problem with a freshly equipped vehicle not allowing you to access heavy goods. Fixed Miriam's schedule occasionally disappearing. Fixed a problem with Jax and the Cyberchurch spike. More typos fixed. Thanks for the reports!
You can now temporarily hide Junk supply contracts. Improved the quality of buying a girl from out of town. Added a tutorial for crew loyalty. Equipping a tool belt no longer force equips mechanic's tools. You now need to have had a burner phone before trouble hit to use it. Identity uncovered now drops with actions, not on the same card that triggered it. Fixed severe arm injuries not being equipped. Fixed a problem with toxic waste poisoning. Fixed Waiting for Angelique not looping after asking her a question. Fixed an erroneous message about Irene leaving when she isn't. Fixed The night turns to day appearing if you've only been up a short time in some cases. Fixed a problem with hunting Zane's crew. Fixed being able to have vehicle aircon on and windows down at the same time. Fixed being able to use your Weapons locker in the middle of a scene. Fixed a potential blank card on Trouble going down. Fixed a problem with Little blue pills having no options. Fixed a problem with jobs from Crash. Fixed a problem on Hanging around your fuel depot. Fixed some inconsistencies on area Got trouble...* cards. More typos fixed; thanks for the reports!
As always, new mechanics and yet more content have arrived in cpd over the last month or two. Read all about it in todays devlog.
These last couple months saw changes to several important systems in cyberpunkdreams. The first of them came with Pimp my Pimp, introducing a host of new features for those who are in the trade. In addition to a new way to become a pimp, the concept of territory was also introduced, meaning pimps will have to not only manage their territory, but also grow it if they want to have more than a couple dozen girls working for them.
Roll Call and Doing the Rounds underwent changes; pimp wars arent isolated events anymore; and theres a new economic model for how the industry works. Special girls also had some work, making the mechanic smoother and more immersive. Overall, this is a wide-ranging overhaul to the entire trade, offering a more nuanced, harder, and ultimately more immersive and satisfying experience for those who want to try their hand.
The second big change went live with Time Enough, revamping an extremely important mechanic of cyberpunkdreams: the flow of time. The new time system is a massive change to some things that drive the fundamental loop of the game, giving you much more control over when your character is active, as well as providing more immersion. The time of day is primarily driven by the decks (as night was before), and you can also move it on by hanging at your place or spending actions in bars and similar places. However, the relationship between actions, hours passing and Another day/Another night is still meant to be very loose.
This also means that the various NPCs now have schedules, and are no longer always at your beck and call, day or night. Now they have not just sleep time, but various levels of activity (which affects the frequency of their interactions and where they might turn up), which can also depend on the day of the week and the NPC's current status. For example, Ann's schedule is rather different depending on whether or not you've got her off the speed. Most places, such as bars, also have opening times.
Of course, there were also a lot of other changes and inclusions besides the structural changes to systems. There were some tweaks to mutations; new spikes are circulating in Cincis streets, ready for use; and your body can interact differently with certain substances now. Plenty of other changes were made, you can always check the complete changelogs here. New art was added, and a great deal of bugs and typos fixed. Thanks for the reports, as ever!
Weve also just wrapped up our end of summer heatwave event, and winter is taking its hold on Cinci and beyond. Get ready to wrap up warm!
Events are always announced in our discord server when theyre close to release, so check the place out if you want to know a little earlier when the next event hits. And even if you dont, our discord is a great place to give feedback to the team or talk about the game with your fellow players, so check it out either way.
And while youre at it, you can visit us on Twitter too, every day we post a different piece of cpd. Thats it for this devlog. Thank you for your time, and I hope to see you in the next one.
Enabled full Target/Street crime calculation. Another mind and Another body are now one-use only. It's now possible to drink too much Snake Kick. Made getting new pimping territory slightly easier if you don't currently have much. Made some tweaks to Your girls. Made some tweaks to Roll call. Made is slightly easier to increase Slums street girls/Quality. You're now more likely to get territory if you win a pimp war. There's a new access code for pimps. - Get in in the pimps channel in our Discord server. The Equipment * devices slot is now part of outfits. New artwork. The adult content pack has been updated. - Check Discord for details. Fixed a problem with being pick pocketed. Fixed being reminded about a Covedale exam when your course doesn't have one. Fixed a problem with fast sorting Feelgood spikes. Fixed only being able to equip one item at a time in Vehicle controls. Fixed employer job details not showing up on On a job. Fixed a possible bug with Irene getting stuck as a companion. Fixed a new problem with Willow not appearing after the early part of Plastic dreams. Fixed a bug in Roll call that made "Floods of tears" appear too often. Fixed a bug with access codes that meant that they could get applied to an additional character. Fixed some inconsistencies with Interstate bar opening times. Fixed a problem with A guard at your door appearing constantly in prison. Fixed a potential problem with the forgotten password form. More typos fixed; thanks for the reports!
Yes, it's that time of year again: starting now and until the end of the month, we've got an in-game event happening. Yes, things are gonna get hot before they cool off for winter.
There are some items to find, including a couple that have never been seen before (which might or might not see regular release later). Depending on whether or not you played last year and how far you got into a certain mystery, there might also be a certain kind of van on the street.
We'll have an exclusive credits access code for mailing list subscribers in a few days, and one available right now for Discord users for a unique item. Join us on Discord: https://discord.gg/XeY36k9
Inventory items should now show a title in screen readers. Fixed pimping trouble not dropping enough after some trouble hits. Fixed hunting wild dogs not using firearm mechanics properly. Fixed a problem with calling Ann from your phone. Fixed a display discrepancy with ammo numbers when loading a firearm (actual numbers were fine). Fixed an option on Talking to Irene that used sex instead of gender, Fixed some more typos; thanks for the reports.
Fixed potentially getting stuck when trying to enrol at Covedale. Fixed another way to get stuck in a Covedale course. Fixed a couple of possible problems with the prison routine. - If you're stuck before or after sleep in prison with nothing happening, you'll need a manual fix. Fixed some more typos; thanks for the reports.
Fixed Ann erroneously showing up in the wrong context at Jax's place. Fixed getting stuck in the Covedale courses after a final exam. - Try exiting again and it will work fine. Fixed not being able to drag new items onto Quick Access. Fixed the serious pain card sometimes appearing far too often. Fixed disappearing Day of the week in rare cases (it'll come back when you next get another day). Fixed fast scanning Advanced skill spikes sometimes giving too many spikes. Fixed a bug with not being able to lower your heat with Ferguson at lower levels of contact. Fixed another rare blank card for Your girls. Fixed daily average temperature always displaying in Celsius. - You'll need to toggle your option back and forth for it to take effect. Fixed some more typos; thanks for the reports.
This update makes some wide-ranging changes to how the day-night cycle works, so might take a little getting used to. But overall it should give you a lot more control over your characters operating hours and related factors. We'll also be tweaking some of the details, such as timing card frequencies, as we get more feedback. Revamped the timing system so the game now has more of a sense of time, with less abstraction. - Your time of day will jump to mid afternoon to kickstart the new system, even if it was currently night for you.. - If you're in jail or laying low with Jax you might see some slight weirdness. Another day/Another night no longer automatically bumps you to nightfall. Sleeping for the night now consumes a certain number of hours, depending on the type of sleep. - Meaning that the time when you wake up is now calculated based on when you went to sleep, so you've got much more control over your rhythm. You can now do you full sleep for the day at any time of day (as long as you have Days without sleep). You can no longer wait for night at your place; there's a new option to kill some time that can be done any time instead. Time passing in the early morning and at night is controlled by cards, as before, with a new card for the rest of the day. Each NPC now has their own schedule (implemented for Ann, Jax, Miriam and Willow so far). Various locations now have opening hours. Activities in bars, etc., now sometimes increment the time. Temperature changes throughout the day are now driven by a more sophisticated model. New characters now get Days without sleep after meeting Raff for the first time, meaning you can sleep straight away. Time-related cards now appear less often during a binge. The rising sun and The setting sun cards now appear at the relevant times of day. Tweaked the familiarity test modifier for night hawks. Many smaller tweaks to do with time and temperature. Redesigned permanent employer work for enforcers a little. - You can now ask for time off. - Job details appear on the On a job pinned card. - Job times are more specific, so watch the clock. Jax's place has had some work. Covedale Night School has had some work. Coursework is now worth slightly more. There's a little bit more pimp content. You can now give your street girls a few spikes as a treat. Pimps can now have a mutilated girl as a close companion. Tweaked some more pimping things, especially around Hostility/Pimping syndicates. Limited manicures and pedicures to one per day. It's now possible to drink too much tea, Max carpe diem is now reduced by a few more things, such as untreated wounds, toxic waste poisoning and being gunked up. Hanging around Carpe diem options now require you not to have No fit state. Poisoned/Toxic waste now comes with some additional effects. Your body/Your mind now only appears on day two. Your max Need is now affected by the average daily temperature and current perceived temperature. Care packages will now only give vampires Fresh blood if you've got less than a certain amount. Similarly for cannibals and Human meat. Added Core style/Minimalist from the Neoprene jacket and removed Core style/Hacker. Put a cap on Decluttered. Made some tweaks to Zwei fortsetzung. Some of your physical quirks and your level of Buff now play an ongoing part in getting hungry, instead of things being a flat effect. Medical random oddments will be a bit more random now. There are some new Black Moon rituals. There are a couple more cards in the DMM deck. There's now an Empty stomach effect if you become too hungry. Slums law/Got an eye on you will now drop daily if you've not been in the slums for a couple of days. Toned down the possible pain levels on Growing pains. Taping one's nipples is now done via the outfit tab. Taped nipples will now be removed by anything more than a quick shower but not when entering a changing room. Host work has had a little work. Booster spikes are now part of the Totally crashed system. New temperament cards in the airport. Cards should now show as buttons in screen readers. Achievements that previously weren't logged with Steam should be added now. Made some performance improvements. You can now remove missing items from outfits. You can now clear a slot by right clicking on its title bar. New artwork. New scroll effect for card headers (can be switched off in options). Various small fixes to do with glare, temperature and time of day. Fixed a problem with equipping the M320. Fixed a problem with Zane's place that blocked some content. Fixed missing Nil by mouth requirement on cooking something special in your kitchen. Fixed some potential problems with using a recovery clause on You're dead. Fixed Slums facts requiring bordertown familiarity and facts to gain Knowledge/Pimping syndicates. Fixed Stun grenades sometimes increasing your opponents' skill during chases, instead of reducing it. Fixed a problem with being able to get Facial scars fixed at the clinic. Fixed a problem with selling Copper wire at the dump. Fixed a problem with Joseph's stings. Fixed stashing stuff in your vehicle not from your accommodation not reducing Current stash. Fixed an unusual problem on Displaying your mutation. Fixed a bug that prevented A history of violence progressing beyond A runaway. Fixed a potential bug with making payments on A week in the pimp trade. Fixed making a logistics team sometimes using more crew than it should. Fixed a potential problem with Your girls. Fixed incorrect charge for electronic components on Buying parts. Fixed hidden Core style/Prep on the Tight wool sweater. Fixed a problem with pimping trouble when having territory stolen would also trigger a stolen hooker response. Possible fix for not all outfit items always getting equipped. Fixed a problem with equipping belts with another belt already equipped. Fixed cooking a more sophisticated meal to eat at once also giving you a saved meal. Fixed being able to drag items that can be bundled but not used onto the quick access area. Fixed some stuff to do with Jax and Handling the smugglers' spike. Fixed a problem with changing your mind about the photographer job on Your work situation. Fixed Karen showing up Your special girls when you quit pimping if you never recruited her. Plenty of typos fixed; thanks for the reports!
Fixed another problem with Roll call. Fixed a problem with A week in the pimp trade. Fixed a problem with Ann's pimping money. Fixed increasing Contact/Ann (for real this time). Fixed a problem on Secret murder. Fixed a problem with the buying price for a truck at the border market. Possibly fixed a problem with the disappearing close companions slot.
Fixed a problem with some consequences from Roll call. Fixed another new problem with credit with Ann.
Fixed a potential problem with the cap on Contact/Ann. Fixed a potential problem with Roll call if Ann's not around.
There's now a new way to become a pimp. Pimping now has a more sophisticated market model for making money. You now have a starting amount of territory as a pimp, which you can grow over time. - If you've got more than a couple of dozen girls, you'll need more territory fast. Roll call has had some work. Doing the rounds has had some work. You'll now need to collect your daily pimping payment before anything else. You'll also now need to do Roll call every four or five days to keep some aspects of the pimp business running. Pimp wars now will escalate if you keep engaging in them. Your girls will now no longer appreciate large quantities of cheap chocolate quite so much. Weekly recruitment for new girls is now limited. Each special girl now has her own income. There's now one more (rare) special girl. Ann's earning as a special girl is now collected when she comes back from going out. There's a new organisation with which to interact -- the Pimping syndicates. You can no longer call up Your girls from the inventory. There's some more stuff with your Special girls when you quit pimping. If you decided against being a pimp, you can now change your mind on Manage your life. You can now refuse to pay protection as a pimp (but it's a really bad idea). Various other new pimping tweaks and content. There's a new street data spike to find. The Solo Studs 6 spike is now usable. Supply run on your phone has been updated. Tweaked Tower's on the lookout to have more impact if it rises beyond a certain point. Low body temperature mutants can no longer take a cold shower, but get more benefits from hot ones. Low body temperature mutants get more benefits from "Bask in the sun" on your bordertown crash pad. Cold to the bone has had some tweaks. Thin skinned has had some tweaks. Dolphin brain has had some tweaks. You can now clear anti-depressants with nanite shots. Anti-depressants now reduce need a little. Tweaked the "Local knowledge" requirement on Your mission/Fitting in. Contact/Ann is now capped at a low level until you've finished Looking out for Lisa. Smoothed out the increase in your Daily bread target as days increase. Time laying low with Jax is now limited. Added a copy of the tutorial recap to Manage your life. Hover text on stat requirements now gives you the full description of that stat. New artwork. Fixed a problem with converting Supply and demand in the slums into rumours. Fixed a potential problem with mechanic's tools remaining locked when you unequip the tool belt. Fixed the accessory version of the welding goggles sometimes not being present. Fixed an option on Locked in testing driving skill instead of riding when you're on a bike. Fixed some bugs to do with Willow and Irene's interactions. Fixed the M320 being in the primary weapon slot, not concealed. Fixed some problems with using Spike/Crazy colour on a second life. Fixed a price discrepancy when buying cable ties at Army Surplus. Corrected the price of Street data spikes. Fixed The inside story not being available after finishing Bloodless. Fixed a possible problem with having to do two Black Moon payments at once. Fixed a problem that could prevent smuggler jobs from appearing. Fixed a load more typos; thanks for the reports!
Just popping here to share some great news - cpd is playable on Steam deck! Although the game is not officially supported on the device, and thus, may not present the optimal playing experience, a community member discovered a way to make it work. The solution, as our discord member rattlesnakejones shared, is to in the Steam deck, before loading, click the gear tab for settings. Go to compatibility and make sure that force the use of a specific steam play compatibility tool is checked. Then enable proton experimental mode. And that's it. With these few simple steps you should be able to experience the game in Steam deck now. We hope you enjoy!
August was all about the creatures of the night in cpd. Take a look at the latest updates in this months devlog:
Pushed the start day for Vampire diaries and increased the target for the hunt. - This is really not one to rush. Removed the ability to call up "Doing the rounds" from "Being a pimp". New Discord private channel for pimps; head over to https://discord.gg/XeY36k9to request access. Capped the hostility a contact can have to put Harsh times on them. Something extra on The freaks. Equipping a tool belt now equips and locks mechanic's tools, but also increases the items you can have in this slot. Fixed Indoors not clearing when picking someone up in Interstate. Fixed more typos; thanks for the reports!
Vampire Diaries is here, and in customary style, we're launching with an event. Whilst this update is all about vampire characters, we've got you covered with some unique stuff for non-vampires during the event too. Some of these are available in-game, but we've also got exclusive access codes in the Discord server. We'll answer some questions you might have below. What's in the update? It's an almost complete overhaul for vampire characters. The absolute basics remain the same, but there are new mechanics and a lot of new content, including new NPCs to meet. Is it free? Yes, this is a free update and will download into your game automatically. There are some credit-locked options within it, but the vast majority of the content is not locked. Does this add supernatural elements to cpd's world? No. Our vampires are genetically engineered mutants. Nothing supernatural or magic about them. How do I play as a vampire? Being a vampire is a mutation choice, so you need to play as a mutant character if you don't already have one (either by restarting or getting an alt character). Be aware, however, that being a vampire is mutually exclusive with being a cannibal mutant, so don't pick the latter option first. How do I get the most out of this content? There are multiple paths to take as a vampire, but at one point you'll be offered the choice to join a coven. This is where the most content lies. Will I be able to found my own coven? This is planned content and will be credit-locked when it comes. What about non-vampires? This update is all about vampire characters, but during the event there will be some preview items and unique access codes, and maybe some other things during the week... we'll see. Have fun, and remember: it's finger lickin' good.
New vampire content. - Many, many changes - Launch event details coming shortly. Limited the amount of heroin you can give to your girls as a pimp per day. Limited nanite flushes per day. Curing yourself from toxic waste poisoning will now have some aftereffects. Concealed vest now gives -1 Girled up. Moved the Current stash display over to the right. "Street scum/Fought and won" has had some work. - These changes will make it to similar cards in the near future. New artwork. Fixed a bug with the maths when Daily bread first kicks in. Fixed asking your crew to fetch groceries for you not adding to Daily bread. Fixed asking for extra protection on Gunning for you not requiring having some protection in the first place. Fixed items that block Eyewear not also blocking Indoor eyewear. Fixed a problem with converting Supply & demand/Cinci Slums into patterns. More typos fixed; thanks for the reports.
Time for another devlog. Check out everything that went down on cpd this last month:
The first update of the month, Kimchi Man, was a big one, focusing on the brand new mechanic of Current stash. Now your characters have a value for consumables readily available to them, such as ammo, pills and food.
You can have fixed or mobile stashes, all relevant pieces of clothing now have a corresponding carrying capacity, and even new items - such as packs and bags - were added to the Outfit tab. The update also contained a lot of other tweaks to items, with different stats being changed or removed, prices being adjusted, and shops being reorganized.
As usual with completely new mechanics, these changes are paving the way for content to come. Our goal is always to add more depth, immersion and realism to the gameplay, without adding too much in the way of micromanagement. Choice is also important, so the system is flexible in terms of how you manage and deal with it.
In particular with the new Current stash mechanics, the idea that all your stuff is always available to you all the time even in places such as jail had frequently been pointed out as immersion breaking by players, so it was time to do something about it. This new system is designed to balance immersion and micromanagement by abstracting the amount of stuff that youre carrying to a single number. So instead of having to select exactly what youre carrying all the time, its enough to know that youve got the things you need with you. How much youre willing to carry is up to you. A big backpack will let you carry a lot, for example, but isnt particularly secure or stylish, whereas a small purse might be all you need for a night out on the town.
But what new content requires these new mechanics? Whilst they make sense for jail and some other areas of the game, there was one in particular where not having a mechanic like this before it launches would really not make sense, and thats the Badlands. Watch this space.
Although there were no other large updates, we released four small patches. Sorting mechanics for common items were overhauled, making the process easier and smoother; job mechanics such as junk contracts and the fuel depot underwent adjustments; and there are new items to be found in shops and your workshop.
The app itself also received some love, going through some performance upgrades and having the UI refined. New tabs were created and some rearranged so as to make it easier for you to find what youre looking for; and mouse hover notes were added with some useful information.
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.
Speaking of feedback, its always great to hear from you and understand how your experience with the game is going so far. If you think of something, or just want to chat about cpd, dont forget to join the discussion at our discord server. You can also find us on twitter, for a touch of Cinci and the occasional news.
Thats it for now. Thank you for your time, and Ill see you next month!
Information (such as rumours) now has its own tab. Removed moods and vehicles from the inventory tab. -- They're always visible in the equipment tab anyway. Added a mouse hover note for items that contribute to Current stash. Removed some more items from the Current stash calculation. -- It's now more or less only consumables: ammo, pills, medical supplies, food, etc. Adjusted the stats on the Breast binding. Two new bags to buy on Gamble Street. Tweaked up the value of sorting junk, spares and components. Limited the size of junk dealing contracts. -- Existing ones will drop each week until they're in line. You can now switch to managing money and prices daily with the fuel depot if you want. -- Wait until you're next weekly tally to switch. There's a tiny bit more for Irene. There's a little bit more stuff in the Projects. Current stash no longer contributes to Carrying weight while you're in the gym. -- So you shouldn't need to take off bags, etc., to work out. Made a performance increase when drawing cards. New artwork. Fixed a bug on Overburdened. More typos fixed; thanks for the reports.
This one's dedicated to big fan of the game and active community member who very sadly passed away last weekend. He'll be missed.
May brought our Anniversary event, new updates, and more! Check it out below:
First of all, thank you to everyone who joined in and played during cpds anniversary. The event spanned an entire week and saw plenty of players, both old and new, jumping into the game. Were happy to have engaged so many of you with the flow of business and action thats always moving through the streets of Cinci. If you missed it this time, dont worry, theres always next year!
And what exactly may have you missed? Although many players claimed for another chance to grab the Sinzil Crimson X, the spotlight goes to the brand items exclusive to this years anniversary: the Azokiwear Zone One, another phone with extra functionalities; and the Square-edged machete, a unique weapon with a powerful fear effect.
And of course, theres The traitor you choose, a short story that opens a lot of future possibilities for your character. Depending, of course, on your choices. If you played at any time during the event, dont worry, this story was already unlocked and will be available for you even now that the event is done. If you didnt, keep an eye here or on our discord and well let you know when the next event and next exclusive story are coming.
But May wasnt marked only by the anniversary event: we kept updating the game and revamping old systems, as usual. Our last update, Access Continued, completely reworked how access codes function within cpd. Now codes can be found in several places, be it in our discord, through exploring the game with your character, or some other way.
With a new rule for not sharing codes and the new system allowing for codes to be applied to specific characters in specific circumstances, we hope to provide a more personalised and meaningful experience throughout different playthroughs.
This update also featured more than changes to access codes. Several changes were made to sorting goods and the clothing system, as well as to some cards. We also added ZingZing eye drops. And, as ever, plenty of tweaks, typos and bug fixes, and new art were added to the game. Keep the reports coming, we sure appreciate it. You can always check the full changelogs in our discord server or here on Steam.
Thank you for the interest in whats going on with us and the game. If you want to talk about it, be sure to join us at our discord server, the hub of our community. And keep an eye on our twitter page for any news. Until next time!
When we first launched cyberpunkdreams, we promised to support the game continuously, with new updates, content, bug fixes and all the rest. Over the past year, we've been working to fulfil that promise:
The game is reaching its first anniversary, and we want to celebrate it with you!
On the 14th of May of 2021, a journey of eight years of passion and dedication finally reached its culmination. cyberpunkdreams was released into the world. It was the apex of a journey not only for Late Night Games, but also for the players who had been following us since the alpha versions and helping to shape the game to what it is now.
Since then, the game continued to grow, with several updates being released every month, and new stories, locations, and NPCs being added. Were grateful for the players that gathered around in our discord, forming a thriving community that is always providing us with ample feedback to make the game the better it can be. cpd now has over 2 million words and keeps growing, and thats thanks to you.
Next Saturday the game reaches its first year out into the broader world, and we want to celebrate that with you, with our Anniversary Event. New items, stories, and characters will be making an appearance for a limited time only. So if you want a chance to grab a unique weapon or meet The traitor you choose - amongst other things - be sure to visit the streets of 2090s Cincinnati during the week of the event, which goes from 2022-05-14 to 2022-05-21.
One week is plenty of time to go through everything the event has to offer, but if you want to complete every mission and grab every item, hop on sooner rather than later! The one exception will be for our only returning item. The Sinzil Crimson X, previously only available during our launch event, will now be made available again for just one day. We have yet to announce the details around that, so keep an eye peeled on our discord and socials if you dont want to miss it.
But what about what happened in April, instead of whats coming next? Well, as always we had plenty of updates, bug and typo fixes, and new art added into the game. You can always check the full list of changes in our discord server or here in Steam, through the patch notes.
Thank you for your time. If you want to see more of that thriving community, just head on over to our discord. And if you want to keep informed of future events and everything going on here, just give us a follow on twitter. See you next time.
Added some stuff to "Your relationship..." cards while you're in jail. You can now only (successfully) invite Irene over once per sleep. Irene will now join you as a Close companion if you've invited her to the Projects. Added a maximum Sustenance requirement for drinking horchata at Nana's Mexican. Prevented Got an app for that? from appearing when you're in jail. Fixed a problem with delivering Irene's errands. Fixed missing Irene options on accommodation cards. Fixed "Open it up" on Open roads using the wrong skill check. Fixed missing Glare reduction on Aviator shades.
Another month with plenty of news from cyberpunkdreams. Lets unpack all of it below:
- New updates
We only published two big updates this month, but they were huge ones. First of them, Maintenance release brought several technical improvements to the app, enhancing your experience when playing the game, as well as tweaks to the new crew mechanics.
The second big update, however, called Hot wheels and methedrine, was filled to the brim with changes, reworks and fixes. As the name implies, the vehicle system was subject to a major revamp, adding a new fuel system, a Comfort factor to the different machines, and a control panel for your equipped vehicle.
Not only the vehicles themselves had their functions expanded, but now the game also reacts to you getting behind a wheel in several new ways. Traffic becomes a factor, driving the same vehicle will make you more familiar with it, giving you some benefits, and your hand size can be increased when you get into a vehicle, to name but a few. A new riding skill was split out from driving, and some unique vehicles also got new unique marques and names. This update brought many more new and cool mechanics for vehicles, so if you like this system, we definitely recommend you check out the whole list.
But although the vehicles got the spotlight, Hot wheels and methedrine carried plenty more. Another very noteworthy change was the introduction of the Saving time mechanic, which introduces a way for you to make in-game choices that can turn into action refreshes. Cut your way through a traffic jam or drove straight from point A to point B? You just saved some time that can be turned into a refresh.
Some sleep-related mechanics also went through expansions and tweaks, including how night owls and early birds function and how drugs affect your sleep cycle. And of course, we have to mention the quality of life improvements. We blitzed a lot of often-requested features, including inventory filters, keyboard shortcuts, option pinning, improved internal messaging, and much more. The releases also brought a lot of other changes, tweaks, typo and bug fixes, as always. Thank you for the reports.
- What happened and whats coming next
In other news, our writing competition came to its conclusion, and the winners and shortlist were announced in our discord. The first place went to TaskMaster, who already got the awesome prize of a custom made avatar for one of his characters. You can check the image in our discord too, if youre curious.
And to end the devlog today, well give you a little sneak peak of whats coming next: content for the vampire mutation. Vampires have been scraping by alone until now, trying to quench their thirst while staying under the radar. Itd certainly be easier if they could find or found a group of like-minded people, right? Something like a coven?
Thank you for reading! If you want to talk, just holler at us at our discord server its the place we have to know what youre thinking of cpd. Also, this is our twitter, check us out there too.
See you next time.
Some big updates since our last devlog. Lets dig into the latest from cpd:
Februarys first update was Flex/Able, refining spike mechanics and bringing several new options for using vehicles. Not only a new type of spike, Braid, was implemented, but stats for special spikes were reworked to synergize with different mechanics, giving the player more flexibility and options when interacting with the different types of rumours and general information. Detailed plans were also tweaked as part of that overhaul, having its cap increased.
The hunting mechanics were also upgraded, losing their mostly mechanical progression in favour of a more interactive approach, in order to provide an experience with more depth and immersion. Phone apps also went through several changes, ranging from UI improvements to mechanical changes like the addition of the Mode/Low security, aimed at giving the players more control and flexibility over how they use the apps.
After a few smaller releases, our last update was Little world, released just a few days ago, bringing plenty of new content. Most of the changes listed here are part of an overhaul to all Hired help related content, fleshing out your crews and giving you more options when managing crews of different sizes, as well as adding roles like Close companions that offer entirely new avenues of play.
Another important part of this update was tweaking the DMM deck, which now feels a lot more complete, drawing a complete hand every time its available. The highlight of the update, however, was the introduction of Little World, a new sub-area of the Airport with new people and stories for you to explore. Do check it out!
As always, there were a plethora of minor changes and tweaks, typo and bug fixes, and new art coming to the game. Your feedback is invaluable, thanks for all the reports, and keep them coming.
In other news, our writing competition is no longer receiving entries, and the team is now reading through the submissions and selecting the stories for the shortlist, which will then be made available for everyone to read and vote on our discord server. When we have the winners, theyll be announced both here and on the discord.
Speaking of which, come say hi to us in discord if you havent already, there are always some good discussions going around. Also, check us out on twitter and maybe catch some glimpses of stories you have yet to discover, or maybe recognise the ones you already have.
Thanks for reading, and until the next time!
New year, new content. That's life in cpd. Lets check out what January brought us:
The first update of the month was Killer conscience, expanding on all mechanics related to deadly outcomes. As the update name hints at, now the game keeps track of each type of kill youve made. Kills can now be hidden or known, and your character has the choice to try and hide their deeds or own them. Choose wisely, because what people know will affect how they treat you, as it always does in the world of cyberpunkdreams.
Besides the changes relating to death and crime scenes, this update also made improvements to mechanics related to your neural interface; some tweaks to the Cyberchurch quest and more options to your Projects crew; as well as the usual range of other smaller changes.
The second big update of the month was also packed with changes. There were tweaks to how a couple implants work; storage capacity mechanics; how you can use feelgood spikes; amongst other things. As always, there were many other tweaks, typos and bug fixes, and art added to the game, throughout all the eight releases that went live on the game this month. Thanks for your reports and input!
In other news, in case you havent heard yet, cyberpunkdreams is running a writing competition this February. Were looking for a short story between 500 and 4000 words, following a specific scenario inside the world of cpd, with prizes for all who qualify to the shortlist!
Submissions are through our discord server, so join us there if you want to know more about things like what are the rules and which are the prizes, were always happy to welcome new people into the community. And if you have the time, you can also check us out on twitter.
As always, thanks for reading. See you next time!
We're running our first writing competition, with entries to close at the end of this month, for in-world writing. We've got a number of prizes, including a custom avatar drawn by our artist, and free credits. Check out our Discord for the full rules and for how to enter: https://discord.gg/58NYucPv
With 2022 ahead of us, lets take a look at how we closed 2021.
December brought us just one big update: Need for need. As the name implies, it added and tweaked some mechanics relating to your characters need for a specific type of pleasure. It also implemented a new type of wound and tweaked other mechanics, relating to your diary and the vampire mutation.
The month also brought Christmas to Cinci, showing a little of how the season affects the city and its people. We hope you enjoyed it. And although we had fewer updates this month, we continued to fix bugs, correct typos, and add new art, as usual. Thanks for the reports.
In a broader scope, last year marked the debut of cyberpunkdreams to the public. We want to thank everyone who played, as well as everyone who gave feedback and helped us understand how to make this game a better experience for you all. Were grateful for your company and hope you continue with us in this brand-new year. Well continue to update the game, telling new stories and expanding on the ones you already know and love.
And even though were a niche game, some people took notice of us this year. In a gratifying surprise, cyberpunkdreams wasnt only featured on TheGamer Game Of The Year Editor's Pick of 2021, but grabbed the top #1 spot on the list, being nominated without a doubt, the best game [] this year. Check out their full list in their article.
If you want to keep helping us in our journey to build a better game every day, please, send your suggestions our way in our discord server, we always appreciate it. Feel free to join if you just want to chat, too: the community there is great and always happy to help. You can also find us on twitter. As always, thank you for reading, and a happy new year!
You now have to be dressed before making gender tweaks while getting changed. Fixed Ann not moving from Palisade accommodations to The Warren if you make that move. Fixed an option showing up for sexless mutants when it shouldn't. Fixed "Do yourself up" on Eastside stacks reflecting your sex instead of current presentation.
Christmas is more or less just an excuse to party hard when it comes to 2090s Cinci. People don't have a lot less to live for, so why not? So come and join us in Interstate (and our Discord) for some good times. As well as the city changing its face a little for Christmas, there will be some unique events. If you're in a relationship, expect a gift from your significant other, for example. And we'll be sharing exclusive access codes to our Discord community. And above all, Merry Christmas to one and all!
With the year coming to a close, lets take a look at what November brought us.
The first update of the month contained improvements to several different mechanics. You can now form a new type of team from your crew in several areas, the crash team is now more effective, and logistics teams can also be formed with a pick-up truck. Some new content was added for NPCs, along with some minor mechanics tweaks. A couple mutations also experienced small buffs and overall upgrades.
Theres now a new card and opportunity in the Working the streets cycle, and some establishments are now more forthcoming with information: gun vendors show how many of the item for sale you already own, as well as item previews, and the clinic will discuss their available implants even while youre in the process of installing one.
Our second update of the month was a smaller one, but it continued a very particular, and mysterious, storyline. For those of you who found the mask, it's still the Time of the clown. On the mechanics side, the update brought changes to errands, clothing, and some small changes to the Working the streets cycle.
Our last update had a theme. Arcology brought new content to the Projects, maybe you should pay a visit to the place.
Other stories we worked on this update were A history of violence, with new cards and events, and Pimps and prostitutes, which now has an extra avenue for conclusion. Some interactions with Irene were tweaked, the player has been given more control over the character through Manage your life, and we added some more tutorial content.
As always, several other tweaks, improvements, typos and bug fixes were made, as well as new art added. Thanks for the reports! We always welcome suggestions and feedback on our discord, where our community likes to discuss the game. Also, you can always check us out on Twitter too.
Thanks for reading, and until the next time!
After 9 years of development, 2021 was the one where cyberpunkdreams could finally be released into the world. Your feedback and input has been invaluable in helping us to make the game bigger and better, so wed like to ask you for that contribution once again. Nominations from the Steam Awards for this year are open until the 1th of December, and wed love it if you could nominate cyberpunkdreams. Were a small team working on a game for a niche audience, but we truly believe in the stories and characters we write. As such, we suggest a nomination for Outstanding story-rich game, but if you think we fit better in another category, wed appreciate the vote the same. This has always been a labour of love, after all. A nomination for an award like that would mean a lot more eyeballs and players in the game, which would help us to grow and deliver more content to you. Either way, 2021 is only the beginning, and well keep adding more to the world of cyberpunkdreams in the years to come. Thank you for being here for the ride.
Time for the months roundup. Step through to find out what happened in October:
Come. Towards the door.
On the updates front, we opened the month with Hot spike, making several changes to the spikes system. Now more spikes are usable, more spikes are scannable, and there were some tweaks to spike categories and your neural interface.
The update also brought changes to several other systems. More options were added in the Working the Streets cycle, arm and hand implants are now incompatible with prosthetic arms, and carpe diems cap is now more flexible when facing certain problems, to name a few. Several improvements were also made to the clothing and bundling mechanics.
The other big update we had this month, Dangerous addiction, focused more on changes to places than to overall mechanics. Several services in the backstreet clinic were adjusted, and the administration of the place now treats debt differently depending on your relationship with them.
The update also brought changes to some mental conditions and had a few tweaks to the trait mechanics, adding hit traits to hunger and modifying a bit the process for increasing traits. As always, the updates brought several other improvements, tweaks, typos and bug fixes, and new art. Thanks for the reports!
Speaking of art, the new pieces that came into the game this month are amazing! Weve posted a few on our Twitter and you can see a few here, but a couple you can only find by playing. You recognize from which stories those are from, right? We have to make a special mention to our artist Luke Molver, who creates every single piece of art in the game. Check him out if you want to see more of his art.
Another special mention goes to the game hitting the impressive milestone of 1.8 million words this month. To hit a sweet, round two million, weve been working on new places and content for a while now. A big storyline about vampires and The symbol has been in the works since earlier this year, bringing thralls, covens, and a mystery for the vampire mutants to delve into.
Some of the more requested additions are also underway. Weve recently begun work on the organ merchant job, which will offer you the chance to compete with the backstreet clinic itself. A very risky line of work, but high risk comes with high rewards. Money is nice, of course, but choices like this usually bring more... unique opportunities.
Were also writing up a whole new location that has been hinted at by a few NPCs already: the homeless camp, situated close to the airport. Inhabited by the poor and downtrodden, the seclusion brought by disinterest allowed the place to develop into a tight community, safe from the struggles of power in the slums. Or so youd think. Theres always more than meets the eye.
Theres more in the works, of course. Smaller stories and some things we want to keep close to the chest, for now, but we thought wed give you a taste of things to come. If you want to talk about it all, join the discussion on discord, were sure other players are interested in talking about it too. And if you want to get your daily dose of cpd, check us out on Twitter.
Thanks for reading, and until next time.
September was a hot month in cyberpunkdreams. Check it out:
After Wardrobe malfunction, covered in our last devlog, the first big update of the month was Night call, whose namesake mechanic gives our night hawk players a unique resource every week, allowing them to make the most of the night. This update also brought a new Watcher temperament card in the slums, as well as updates to the Dojo, several tweaks to the war mechanics, and a healthy amount of bug fixes.
The second update of the month, however, was the most important one. A late summer Heatwave hit Cinci, bringing with it a special seasonal event that lasted for a week, but with its consequences yet to unfold in the weeks and months ahead. If you pursued the mystery of Crazy Clown while the event lasted, you probably still have more to come your way. The update also brought some very nice upgrades to our UI, and more tutorial content, amongst other things.
Smaller updates and hotfixes trickled in during the month, but the last big one, already in the beginning of October, was Temperature drop, ushering in the cold season and new seasonal quirks. There were also plenty of changes to mutations -- including new content -- in line with other changes to improve the atmosphere and immersiveness of the game. As always, the updates were also full of smaller tweaks, new artwork, and bug fixes. Thanks for all the reports!
But while the game kept being updated, other things happened on the community side. Particularly helpful players now get a special role on our discord server, along with an access code to a little story and some useful items. Want one? Hop on the server and be a part of the conversation.
We also opened new discord channels for roleplaying activities. If you ever want to further develop your character and meet others, exploring this cyberpunk future also outside the game, join us there, well be happy to have you. Well keep opening new roleplay channels as time goes on, so therell always be a place to see and something to do. Send us your suggestions if you have any.
Lastly, check us out on twitter if you havent yet, every day theres a different piece of cpd for you. Thanks for reading, and stay tuned -- this isnt the last you hear from us this month.
Fixed a small problem with Your need. Fixed a bug making Smith's workshop not always available on The ethanol plant. Fixed a potential bug with processing new hookers as a pimp. Fixed a problem on Sexytimes with Ann. Fixed a bug with one option on On your target.
Starting on Saturday and lasting for a few days, we've got an in-game event happening. Yes, things are gonna get hot before they cool off for winter. There's also going to be some unique content, including unique NPC encounters (Darlene, anyone?) and an exclusive item of Sinzil gear that won't appear at any other time. Use it while it's hot. Also happening, we've got: Enhanced roleplaying We've just opened up a new and more structured set of roleplaying channels on the Discord server, and will be engaging much more actively in the roleplaying experience. So if in-character RP is your thing, please check it out: https://discord.gg/XeY36k9 Quality of life Tonight's update will also include better feedback when bundling items and the ability to filter items in your inventory (just by title so far). Along with outfits, these have been the most requested quality of life improvements, and there'll be more coming soon. Regular updates As ever, updates will continue every week or so, with new content, bug fixes, new mechanics, items and all that good stuff.
The first update during August, Smalltime junktown, was focused on adding new mechanics to the junk trader job, such as adjustments in price and load quantities, while also bringing some small tweaks to your strongbox. After some minor releases, containing changes to mutations, crews, and skills (amongst other things), our second big update, Target practice, brought some changes to the weapons system, including more content for the firing ranges.
The fan favourite, however, came with the Puppy Heaven update, which lets you adopt one of Eins puppies! This update also brought a lot of changes to A body, which extends how the game handles evidence and dealings in human flesh. We now also have new perks for regular Afternoon Ashes contributors, including access codes with some neat rewards.
Afternoon Ashes is the most listened to program on our very own cpd-wire, the hottest pirate station broadcasting throughout 2090s Cincinnati. If you want to make your contributions (and maybe have access to some of these perks), you can submit something on our discord server; we have a channel just for the purpose.
Next up came our biggest update of the month, packed with changes. Liver and chianti introduced a new piece of content called The way of the cannibal. Ill not spoil this one for you, but everyone should be able to find it. The update also brought changes to how you interact with the different pieces of information; tweaks to the different bars; and we had some work on the app itself.
Last but not least, our latest update, Wardrobe malfunction, implemented one of the most requested features to date: saving outfits for quick equipping is now possible in your outfit screen! As always, plenty of other things were tweaked and added, ranging from new content and artwork, to tweaks in several mechanics, to bug and typo fixes. Thanks for the reports!
If you want to know more about the game, join our discord server, the community theres great. You can also check us out on twitter. As always, thanks for reading!
Firearms now have the Alacrity stat. The two firing ranges have had some work. You can now ask Jax to help you out with Willow's hostility in some situations. You can now choose to kill Bloodless when hunting her down. Totally crashed now drops a little for a vampire drinking fresh blood. Gender stat descriptions are now more descriptive. New artwork. You can now choose your units for distance in the options dialog. Possibly fixed a problem with the app failing to quit properly when closed using Steam. Fixed the harsh music transition when the music mood changes. Fixed some problems with music volume for some tracks. Fixed some potential problems with linking to the buy credits page straight from the app. Fixed the card and branch requirements display for stats affected by unit options. Fixed a problem making it possible for the system to select the same random branch twice in a row. Fixed a bug with vampires puking while craving blood too often. Fixed a display problem with the amount of time to install an implant from a dodgy clinic. Fixed a bug with Cyberchurch stuff showing up for a resurrected character when it shouldn't. Fixed a bug with returning Smith's truck via Call your contacts in some situations. Corrected a narrative problem on The tinkerer's wife. Fixed a bug in one of the Drive by options when fighting a street war. Fixed a problem with shipping live catfish. Fixed Work it back on Mind food. Fixed being able to ask Zane for a date while in jail. More typos fixed; thanks for the reports!
You can now donate various medical supplies to The mercy crew. Fixed a bug with the new maximum asking price for fuel. Made sure that the trade price for copper is correct for existing junk dealers. Fixed a problem with rumours deck cards being hidden for too long. More typos fixed.
You can now get hired help from Street sellers in some situations. Separate hemisphere mutants now have an option on Staying awake? The chef's knife now boosted your Kitchen quality instead of affecting cooking skill directly. You'll now automatically get a hostility reduction for Zane instead of credit in certain situations. Skill training at Covedale now uses your base skills, unmodified. Put a cap on the maximum asking price for fuel at the depot. Vampires can now sometimes suffer some consequences if eating while craving blood. Plugged some potential Carpe diem loops and related exploits. Tweaked the occurence of Time for a drink? Tweaked Making face in the Projects a little. New artwork. Fixed a bug with the copper junk trade price. Fixed a bug with the install time for the Technician's implants. Fixed a problem with Do some surgery. Fixed a number of typos; that's for the reports!
July was a busy month! Weve opened a testing group, put out our exploit bounty, and brought plenty of updates to the game itself. Many of these changes were the direct result of your feedback, tweaking the difficulty levels in several mechanics to make them more welcoming to new players while maintaining the challenge for more experienced ones. To name just a few: max pain is now limited by how old your character is, skill drops from wounds now are more punishing in the short-term but less so in the long run, and action point costs for several interactions have been removed.
We also had two major updates in the last month. There's an app for that introduced a new mechanic into the game, allowing your character to buy apps for their phone. Apps have many purposes in-game, such as interacting with medical nanites or fast scanning spikes.
The second one, Bits and pieces, was our longest changelog to date, bringing a plethora of small changes. The catfish mechanic has been tweaked again, some places in Palisade had some work, the UI has been more fleshed out, clothing and shower mechanics have been changed to be more player-friendly, and a lot of other stuff.
Besides that, the Dojo went through some changes, losing some of the more unforgiving outcomes; lots of buying and selling options were added to spikes; a few mutations have now new options; and as always, a lot more tweaks, bug fixes, new art, and overall content were added to the game.
But maybe our most exciting thing this month is announcing factions.
The faction system is still in development and might be subject to change, but as it stands it will run simultaneously throughout several platforms, including the game itself and our social media. The main focus, however, will be the roleplaying experience, with its main hub on our discord server. Players will be able to choose a faction to join, if they wish, and collectively develop its own story, as well as participate in activities such as competitions and other events that we host.
Therell be a total of four factions, and each player will only be able to join one, so choose carefully! They are:
The Nomads
Humanity belongs on the oceans.
The Ultimates
The future is today.
The Posthumans
Beyond the flesh.
The Odins
No secrets.
Well make another post soon covering all you need to know about factions, such as how the system is going to be implemented and how you can join. Until then, maybe you can already see which one youre going to pick? Feel free to talk about it in our discord, and check out our twitter page.
Thanks for reading, and until next time!
Tower can now be on the lookout for you if they're a bit suspicious. Buying at the incinerator now has some limits but also some ways to get around them. You no longer need handguns or knives to keep your crew around, but it costs more instead. Fixed a potential problem with Messing with things. Fixed a problem with Curtis and Gilbert randomly popping up when it shouldn't. Fixed a problem with getting Masked from trouble. Fixed a bug with the new junk trade prices. Fixed a bug with moving Ann off the streets. Fixed a problem with Dojo sessions. Corrected a load of typos; thanks for the reports!
Junk dealing prices can now fluctuate a little. Junk dealing now records how long you've been in the trade (for future use). There's one new small thing for the junk dealer. You can now top up cash in the junk trade in bigger loads. You can now access your strongbox from the slums if you have The Warren (but it doesn't add any Living space). There are some additional transaction amount on The Strongbox. Added confirmation buttons to throwing away your organs. Feelgood spikes now time out on actions, not time. Fixed a potential bug with returning to your rooms above the noodle bar. Fixed another problem with Ann moving in. Fixed Willow thinking that you'd help her murder someone if you refused to do it.
Hello! Weve got a couple of things for you today: our new testing group is open to applications, and were now offering an exploit bounty to all players.
Testing Group
As mentioned in the last devlog, we're inviting players into a new testing group. We're looking for about 100 testers in total. Small pieces of content and bug fixes will still be released as they come, but bigger items will go to the testing group first. You can get more details and apply here:
https://forms.gle/X6y5WTH4QmkuSFqPA
Testers have to be active on our Discord server. You can join here: https://discord.com/invite/XeY36k9
Exploit bounty
We're also now offering a bounty in credits for reporting game exploits, such as infinite Carpe diem or action loops, excessive money earning opportunities and the like. Please report exploits to support@cyberpunkdreams.com, with your account name (for your reward). Note that the credit bounty you'll get is discretionary and you might not get one at all, depending on whether it's already been reported a lot, not really an exploit, very minor, etc. But we'll be as generous as we can.
And thats all for today. Well have more announcements for you soon: keep your eyes peeled for the next devlog! As always, you can talk to us in our discord, and check out our twitter page.
Fixed a problem with Clearing out Ann's things appearing for some players with no options on it. You might also have Living with Ann switched on when it shouldn't be; ask for a manual fix if this is causing problems.
Most important: fixed a problem with activating multiple access codes with the app closed. Added some more optimisation to reduce resyncs. Included Greta's briefcase in Messing with things. Made the Messing with things stat visible. Fixed some potential problems with living space. The Warren no longer counts for living space in the slums (too many potential problems). Palisade accommodations now give three living space, not two. You can now choose to have Ann move to Palisade specifically. Cleaned up some other items to do with Ann's location. Irene will now hang with you in Palisade. Fixed the base level display missing for Dressed to impress in the left hand panel. Fixed a possible problem with Clearing out Ann's things. Fixed a problem with the timing display for implant installation in Notes. Fixed a bug with shipping live catfish. Fixed a minor problem with Curtis and Gilbert. Perceived temperature should now match your preferred units if you try toggling back and forth again. Fixed some problems to do with Following in another's footsteps.
Possibly fixed a rare problem with moving area that could leave you in a weird limbo. - If this still happens to you, please stop playing and report it straight away. Moving from the slums to Palisade now clears your hand. Fixed a small narrative problem with the Weapons cache storyline. Fixed a bug with Loaded up. Fixed a bug with selling Mind magic in the bordertown. Fixed a problem with Parley with the smugglers.
Fixed some tutorial content not appearing. Fixed some missing text when talking to Angelique during A meeting at Frank's. Fixed a problem with Dressed to impress caused by moving the bondage harness. - This will unequip everything in your Accessories slot when you load this time. Fixed a problem with new context sensitive colours. Fixed a Carpe diem exploit with going inside with a vehicle equipped. Fixed a display problem with some stats that should disappear from view when modded to zero.
Shower mechanics have had some work, including using less Carpe diem (this game should be called showerpunkdreams). You can now take cold showers. Catfish prices have been increased and the shipping mechanic tweaked. Added some options for paying your crew. The sauna at the gym has been slightly buffed. Saints above a certain level now get some better service at St Joe's. Cigars in Slow Club now give some Connoisseur. The sports massage in Palisade has had some work. Sleep now gives some Working on cardio and Working on muscle if you've worked out that day. If you quit working for the clinic or get fired then there's now a timeout before you can restart. You no longer risk getting any Hit/Perception from firing a noisy weapon if your weapon skill is high enough. Hit traits now disappear automatically at level one instead of triggering another card. Removed the action cost for all clothing styles in favour of more subtle exploit prevention. Irene now has a little bit more to say about Angelique. Moved the bondage harness to Outerwear. Dolphin brain sleep options can now sometimes remove Far too tired. The game now stores how much money you spend with the Jags and the Modes, for future purposes. Stat mods are now colour sensitive for whether they're good or bad (rather than just negative or positive). You can turn this setting on or off in options (on by default). You can now toggle hardware acceleration (on by default). Tweaked the display of stats that only ever have a modifier and not their own value. You can now preview clothing items before you buy them. Hovers for stats now show what is modifying them (if anything). Tweaked the layout of the slot tabs. Tweaked the "Something on their mind" cards to prevent them from showing the same thing twice in a row. Made some small performance improvements. Improved the tool tips for some slots. Stat requirements now tell you if they're using the base value. Prevented being able to switch to a locked tab using keyboard shortcuts. Fixed a bug that meant your hand wasn't always cleared properly when moving areas. Stats should now display properly even if an equipped change makes them equal to zero. Corrected the price that Miriam gives you for coke. Fixed that your Carpe diem could get locked on if you had a serious wound (instead of going to zero). Actually fixed Perceived temperature units this time. Fixed some other problems to do with temperature. Fixed a display bug with the implant installation timing on Notes. Tweaked the Notes text for Plastic dreams. Fixed a problem with sleeping at Eastside stacks. Fixed Making a deal costing an incorrect amount of Supply and demand. Fixed a problem with the price of Mind magic. Fixed a bug that meant slots wouldn't lock properly if a slot tab was open. Fixed a bug that let you split up with some NPCs while you were in a relationship with them. Fixed a couple of minor problems with Got a date with Zane. Fixed a possible problem with Need not being reactivated after getting new balls. Fixed a problem with being teetotal at The Road Mender. Lots of typos fixed; thanks for the reports!
You'll now get the Another day/Another night card immediately on opening, if it was waiting to happen, instead of after your first action. Dropped the Supply and demand cost of arbitrage and working on a deal slightly. Reverted the typeface change from the last update. Fixed the text in hover tips for slots. Fixed Perceived temperature using only Fahrenheit (you'll need to go and change your setting back and forth). Some other small tweaks and fixes. Thanks for the reports!
In June, the post-launch phase finally ended. With the urgent patches out of the way, the team is focusing on bringing new content to the game once again. In the meantime, lets take a look at everything that happened last month.
Changelogs
June was still pretty busy when it came to updates, with a total of 17 patches being pushed to the game. The first notable update was Inhale/Exhale, which added several new mechanics to Breathers, including new types of Breathers and the ability to make your own.
Other changes included the implementation of confirmation buttons for certain actions and several additions to make our interface more user friendly, such as colour coding the menus and adding tooltips to stats. As always, lots of fixes, typos, and several smaller changes were made to the game, along with a whole load of new art.
Testing group
In order to provide a smoother experience from now on, weve decided to enroll some playtesters! If you want to play through new content a bit earlier than everyone else and help us find the bugs, stay tuned. Well share more information on how to apply soon.
cpd-wire
Cincis hottest pirate radio station has been expanding its activity. Theyve opened their mic to contributions, and the community have answered the call. Our host, Luminen, is still broadcasting directly from Cincis streets, but new voices have begun to share their snippets too; check them out here.
Thats it for this months devlog, but keep your eyes peeled theres a lot of new content in the works and well have more to talk about next time. Join our Discord if you want to see the updates as they happen or just talk about the game, and remember to check us out on Twitter here.
Raised the cap on the new limits and speeded up recovery.
Fixed a bug that was preventing the first scene from working.
cyberpunkdreams was released in the middle of last month with more than 1.7 million words and 1.100 unique pieces of art. Development continues at full speed, though, and theres much more to come.
First of all, a big thank you to everyone. The game was released on the 14th of May to a big crowd, and hundreds of active players are now living their adventures through the streets of Cincinnati. Our Discord server has also been bursting with activity to the point that the team can barely keep up with it. The launch has been a success, and we have a lot planned for the future.
That out of the way, lets talk about whats happened in the game this month. Right before launch, the only noteworthy change was the addition of music and sound effects. Since release, weve been pushing updates almost every couple days to address the feedback you guys have been giving us, so lets get into that.
The first big update was Breathe with me, introducing several changes to the action point system. The first of them was the introduction of breathers, a new inventory item that refills your actions. There will be several different types of breathers that let you stash your actions for later use, as well as having other effects.
This update also increased the duration of binges from 60 to 90 minutes, changed the basic action limit from 40 to 50 and the subscribers from 60 to 75, and decreased the price of action refreshes from 3 to 2, amongst other things. So, lots of new actions for everyone.
The other big change is that We dont need no email, meaning you no longer need an email address to sign-up and play, but you'll still need one to buy credits and use access codes.
Other notable changes were the extension of the in game night period, as well as a way for night hawks to extend it even more; the addition of an option to hide cards you dont wanna see for a while; HypoStims now work off actions, not time; pain levels are now capped; Hauling heavy metal can now only be done once but pays a bit more; buying the last two mutations now carries over to future lives; and, of course, many, many bug fixes.
So, in total there were 13 updates pushed into the game since the launch, each with several changes mainly focused on addressing the vast amount of feedback provided by you guys. Keep it coming! Were always reading your suggestions on Discord and working on them. If you want to read through all of the updates, however, you can find them here.
Things are beginning to settle down in this post launch, so well soon be able to start pushing new story content into the game. Theres a massive update coming for vampire mutants, amongst other things. If you want to keep up with the discussion and maybe contribute your input, join our Discord (the community theres great!) If thats not your jam, well keep you updated here through these monthly posts, so See you in July!
Starting today, May 27th, and going to May 31th, Steam is having a multi-day event celebrating games featuring the popular open world mechanic. Being such an important and defining feature in cyberpunkdreams, a game that strives to always give freedom and choice to the player, we couldn't not be a part of this event. Which means cyberpunkdreams is joining in on the celebration. While paid games give out discounts during these kind of events, our game is already free-to-play, so we had to do something different. That's why, for the duration of the event, we're making available an access code giving out 50 credits to everyone who claims it! If you are already a player, claim it and have fun, and if you're not, maybe it's time to give it a try, huh? You can claim your credits here, you just need to have a game account and it'll be applied to your account the instant you open the link. Have fun with the credits, and remember to check out our discord and our twitter if you haven't already.
The Little black dress can now be used as the primary part of a chic outfit. The night cycle cards have been spaced out more, so the night should last longer. Impossible has been renamed to Content wall. Cruising in the Projects should now be less frequent. The tinkerer's wife is no longer available on Day #1. You now no longer have to choose a style when getting changed if you don't want to. Rumours and idle chatter at the Border market now rolls the randomisers. Ann can now move into either of your Palisade places. You can now hide A fortune in fuel for a day at a time (more cards to follow). Fixed a problem with Knowing the dump. Fixed a problem with hiding your mutant feet always giving Bitterness. Fixed a problem with paying back loans. Fixed looping exploit at Slow Club. Fixed a problem with A mission for Marie. Fixed a problem with Bloodless.
Added some additional tutorial content. Action buttons now display the required action cost if they're disabled Sleep options are now more visible. You can now take a nap any time. Anti-psychotics are now more effective at removing Skewed ideas. Vehicles bought in the bordertown are now auto-equipped if you don't have living space there. You can now keep the question mark for an avatar if you want. The cost of changing your avatar has been dropped to one credit. Options that cost credits now tell if if they'll be kept for future lives. Removed the credit-locked option from No control. The undocumented keyboard shortcuts have mostly been removed for now. Fixed the bug that prevented free binges being usable before day #1. Fixed a bug with Curtis and Gilbert. Fixed a bug with the Corporate run scene. Fixed the bug with having your chest permanently on display for the triple breasted mutant. Fixed a problem with negative test buffs becoming positive. Fixed a bug with credit usage not always being saved (wow). Fixed a bug that could cause your actions to refill completely shortly after starting a new session. Many other small bug fixes and typo corrections; thanks for the reports!
Basic arithmetic defeated me last night: subscribers now get 75 actions, not 65 (it used to be 20 more than default, it's now 25 more). Also, the free binge being blocked before Day #1 is a bug; that'll be fixed soon.
Introducing breathers; a new inventory item that will refill your actions. Breathers will come in several different types and there will be an economy for creating your own to "stash" actions, but for now you can get some with this access code: http://cyberpunkdreams.net/accesscode/breathe-me Free care package notification is no longer accidentally hidden. Care package explanation has been improved. Binges now last for 90 minutes. You now need to be on day #1 to use a paid binge. Action refreshes now cost two credits, not three. Making an alt character now costs 50 credits. Basic action limit is now 50, not 40. Subscribers' action limit is now 65, not 60. Action limit changes are applied retroactively; you'll need to reload but please contact support if your limit hasn't changed. There will probably be more tweaks to the action economy to come. Vampires can get some free blood with this access code: http://cyberpunkdreams.net/accesscode/blood-music FAQs have been updated Bug with sometimes getting a database error when trying to resurrect a character has been fixed. Fixed a bug with not all tutorial content showing up. Many typos fixed; thanks for the reports!
Fixed tutorial notes for Got a message. Fixed problem with blank Tower card appearing. Added The mercy crew to Destinations. Fixed problem with trying to use a street name that's already taken when resurrecting a character. Possible fix for not being able to wash off Covered in it. Fixed some possible desync causes.
Possible fix for sometimes failing to launch properly on Linux. Fixed some problems with achievements being awarded when they shouldn't, Some kind of toiletries is now a requirement for heavier bathing choices, Fixed a problem with subscribers not having Palisade access. Added some additional help content on key cards. You can now only refresh actions once you're onto Day #1.
cyberpunkdreams drops this Friday, 14th May, at 8am PDT.
Were celebrating with an exclusive launch event and a daily stream, exploring the world and the mechanics of cyberpunkdreams for beginners and veterans alike.
The stream will start today, with a new character being created to explore the dangers and secrets of 2090's Cincinnati. You'll be able to see some of the first choices you can be faced with in the bordertown; the journey to get through the gates and into the city proper and maybe beyond.
Being a text-based game, you may be worried about the stream having some potential spoilers, but fear not. With over 1.7 million words, and a vast network of interconnected stories and different branches, you'll be seeing the life of one lone wanderer from the badlands trying to make it in Cinci but it'll not be the same as yours. You'll pass through some of the same situations, but your choices will take you to different paths. The stream will barely scratch the surface of the content available in the game. There'll still be plenty to discover.
The streams will happen every day (or almost) for one week, starting tomorrow, on the 14th, and ending on the 19th. They'll begin at 4pm EST each day, and last a couple hours. Feel free to join and go through a little journey in the world of cyberpunkdreams. Well be streaming through Steam, Youtube, and Twitch.
The in-game launch event will start when the game launches and last for the rest of the weekend. You'll be able to find the Sinzil Crimson X phone in the bordertown. Getting a phone this early in the game will open a lot of possibilities considerably sooner, but the main deal is that this is an exclusive item thatll never be available again.
Follow our twitter page if you want to get abreast of the news, or join us on discord if you want to partake in the discussion. See you at launch!
cyberpunkdreams is being released on Steam on May 14th, so weve been working hard on vital features before that fateful day.
The first big change was something both long awaited and requested by beta players: the Smooth as silk update brought music to the game!
Weve been working with several different artists to get the most fitting sounds to 2090s Cincinnati. As more tracks are added, we hope to make your experience even more immersive and atmospheric than it is already. And according to some recent press, cyberpunkdreams is hands-down the absolute best and most immersive experience theyve had in a a cyberpunk setting, so thats saying something.
But this update added more than just music. Subscriptions had some changes, now applying to the whole account instead of just one character; some new content and cards were added; and more importantly, you now have a welcome screen that is just lovely.
Welcome, dreamer, cause this is cyberpunkdreams. Get it?
The other big update, Access Protocol, brought a lot of technical improvements, some changes to the temperaments mechanic, and new content for NPCs; besides the usual tweaks, fixes and artwork. Weve also added a lot more achievements to the game.
The game will launch with more than 100 achievements available on Steam (a good portion hidden, of course), and were already cooking plenty more. With the game recently breaking the 1,7 million word mark, we probably have a lot more content to make into achievements for the achievement hunters out there.
But when talking about missing features, theres one thats often missing from a lot of games, and it makes them unplayable for some people. In order to not make the same mistake, now We have a Linux. The game will be released this month on Windows and Linux, and we intend to soon push a Mac version and make a mobile version in future. We hope that those two are enough for now.
With the launch less than two weeks away, and having covered all the main updates to the game this last month, its time to talk a bit about release. Were cooking up an event for the launch, which includes a stream to show a bit about the game and maybe a unique in-game item for those who join us. Well announce here and on Steam when we have all details ready for you, but you can also join our discord to see the news a bit earlier, or just to join the discussion.
And well also announce the event on our twitter page. We post there daily, in case you want to check it out.
Thanks for being here, and until next time.
Originally published in 31/03/21 here
Hello dear reader. This month is all about weapons.
If you are new here, first of all, welcome! Let me explain to you what these posts are all about. Each month we make a devlog talking about the current state of beta, updates to the game, news, and occasionally some other tidbits. This months main feature is the massive weapon updates that went live on the game a couple weeks ago, aptly named Tooling up for a night of this shit.
You know all those items like weapons and ammo that were just laying in your inventory since the beginning with no real use? Yeah, theyre all implemented now. The weapon content is huge and there were a lot of placeholders around, but with the launch approaching we finished up everything. Well, not finished finished, of course, after the launch therell be always more weapon content coming. I just meant we tied up all the loose ends.
Thats not all the update had, of course. We changed the interface for equipping and loading your weapons, making it a bit more visually appealing and user friendly; everything is now sortable and bundeable; and the weapon wear mechanic is also fully implemented. Yeah, now you have to actually clean and do some mainantace in your weapons once every while. And you can, of course, just let them break and buy new ones, if you feel like burning spending money.
But man shall not live by weapon alone, so there was a lot more content on the updates this month. Palisade was technically released on the first day of March, but we covered that already in our last devlog, so check there in case you want to read about it. We introduced some new experimental combat tests, tweaked a little stuff in relationships with Zane (I saw this being asked a few times on Discord, so there you go), fixed the usual bugs and typos, and, as always, put a bunch of new art into the game. One big change this time is that we started to introduce images with different skin tones, which will automatically coordinate with your avatars skin tone!
In other news, cpd-wire is still going strong on Twitter. And yes, I know, we previously started broadcasting there and then ran out of steam a couple weeks in, as we didnt have the time to maintain it. Now weve brought someone in specifically to cover it, so this run is for real. We have some interesting plans for the station, so stay tuned.
Speaking of steam, if you want to make sure you dont forget our launch date, wishlist the game on Steam, well be releasing it in less than two months from now, on May 14th.
As always, its been good. If you want to see all the updates and news as they are released, or participate in the discussion, just join our discord server, the community theres great.
You can also check out our twitter page, we post there daily.
And that was March. Thanks and till April!
Originally published in 03/03/21 here
Well, February just ended, so its time to talk about what happened in the game last month. In short, Palisade did.
With the last published Palisade update, we finally added a subscription option to the game, accompanied by a whole new area, with its own locations, NPCs, and stories. Does a subscription option mean that now you have to pay to play the game? Not at all. cyberpunkdreams is completely free-to-play and will continue to be. So what exactly does a subscription entails? How does it work? Lets understand the system.
There are several perks for subscribing, but I think the main ones are two. The first is a change in your action bank, both increasing the total number of actions available and reducing the action refresh time. As you probably know, the game works with an action economy system, in which you can accumulate a maximum of 40 actions in the bank. When an action is used, itll refresh in 10 minutes.
With the subscription, however, players have a 20 action increase in their bank and a two minute reduction in their action time, making it possible for longer, uninterrupted sessions of play, especially if you combo that with a binge.
The second perk, and the more exciting one, is access to Palisade, a new area in the game with several unique opportunities. A more laid-back place, where the player can take some time to rest and recover, when needed, and that includes its own living place.
Of course, there have been some other minor updates. Aside from the usual server and engine improvements, bug fixes, and dozens of new pieces of art, there were some small, but noteworthy, items. I have to mention Rob making more improvements to clothing (what did I tell you, hes obsessed); your character can now experience new moods, Calm and Bitterness; the Arms Cache short story is live, and a lot of other things. The complete list is, as always, on our Discord.
Now, enough news about what happened in the game. Lets talk about whats happening outside of it. cpd-wire, the biggest and hottest radio of 2090s Cincinnati, is live and transmitting again. Life in the slums is rough, you know. I heard that the last DJ was locked up by Tower and it took some time for someone else to come operate the booth. But fear not! The new guy is an expert in doing only the illegal things that Tower doesnt care about. As long as he is lucky enough to not get caught in any random patrol or something like that, the radio is golden!
You can tune in here to hear whats pulsing on the street.
Feel free to send messages, shoutouts, requests, questions Hes a peoples guy, our new DJ.
And with that, we cover the mains beats of February. Through March well be populating Palisade a lot more, but that well talk about in the next devlog. For now, if you want to be a part of the discussion on the game, join our discord server. The community theres great.
You can also check out our twitter page, we post there daily.
As always, thanks for reading, see you next time!
Originally published in 02/02/21 here
Hi, how are you doing today?
With the new year, we are also starting a new tradition here: monthly posts about how things are going with the game, with the occasional sneak peak of what is coming next.
Weve had two main updates this month, Fashionista and Do you like our owl?. The clothing system is already a player favourite, so weve put some work into improving it even further. Amongst other changes, you now have a preferred style by which you are known. Bohemian? Kingpin? Cybergoth? We have 20 different styles, generated by mixing and matching items of apparel, which you can use to express yourself. Specialising in one lets you style even harder.
This update also brought a lot of small changes, of course, like new items to buy and the usual tweaks. We should probably stop messing with the clothing stuff for a time, but it appears that Rob is obsessed with the stuff.
Our second big update was an even flashier one. PUBLIC PROFILES ARE NOW LIVE!, and you can access a report of your very own character in Cinci streets. A report from whom, exactly, you dont know. Maybe you should be a bit worried about who is watching you so closely that they even know the kind of clothes you wear most and the exact number of people you killed. Talk about drones taking our privacy away, am I right?
You can check the profile pictured above here.
We also had a lot of changes to the engine and app, several enhancements to the hunting mechanic, lots of new items, lots of tweaks, and lots of new art in the game, that, as you can see, are decorating this post.
But enough about what has been done. Now its time to talk about what were doing next. First of all, you might already know, as weve announced in the discord server and updated the Steam page, the game has now an OFFICIAL RELEASE DATE!
Yes, were planning on leaving the beta and going live to the world on May 14th of this year. The game will, of course, continue to be updated after the launch, as its intended for continuous development. That means well keep creating stories and features and overall content regularly and indefinitely, even after the release. But the game will go live with all the core features done, so come join us! It will be free-to-play.
By the way, speaking of stories, I was just making the cards for a story thats arriving this February. The older players remember the Arms Cache, on the slums? That now has been completely reworked. There are, of course, a lot more things coming, but Rob doesnt want to tell you. Hes secretive.
If you want to get news about the game, like the release date, sooner, join our discord server. The community theres great, and there are a lot of interesting discussions.
You can also check out our twitter page, we post there daily.
And thats it for now. See you next month!
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