
Cyberpunk 2077 is an open-world, action-adventure RPG set in the dark future of Night City — a dangerous megalopolis obsessed with power, glamor, and ceaseless body modification.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 364.86/day in the week to Jul 30 → 473.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $59.99 | 980.7Kreviews | 87% | — | $899.9M |
| $70.99 | 217.5Kratings | 91% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 3565 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
DEFINITIVAMENTE se tornou completamente outro jogo. Chega a bater uma felicidade em ver o trabalho de 16 anos da CD sendo finalmente o que todos esperavam ser. Resumidamente, se você está em dúvida, COMPRE, vai compensar cada centavo pago nele e comprando nas promos da steam compensa mais ainda
Game is 10/10 ,DLC about 8.5,9/10 (Highly recommend for new RPG players) - Cyberpunk 2077 is all i can ask for from an RPG game and CPproject nailed it , the game is pure art from the story to the characters ,music,endings,missions and so much more The story is the Definition of good writing and depth All of that is not new to me as a witcher glazer,but god.. playing this game makes me certain that is the witcher 4 is gonna be a blast and I'm not ready for it. Let's not forget about silverhand he is Easley one of my top 10 characters oat The idea of him not existing in the game will probably makes it 7 for me and don't get me wrong the game is wholesome but Johnny carried the game. It is rare but i consider replying it lol +games runs super smooth Can't for the next CP
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 19: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Latest in each market: best KR #77, worst BR #99 · 12 markets collected
US · last 30 days
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic, Czech, Hungarian, Japanese*, Korean*, Polish*, Portuguese - Brazil* +7 more
| $59.99 |
| 56.4Kratings |
| 84% |
| Top 100 |
| not modelled |
| $59.99 | — | 94% | #2 | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 3.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
They actually made it good; I played this game a bunch back before the 2.0 update and, while it was still pretty decent (and mostly bug free) at that point, it always felt like something was missing. Post 2.0 though? Barely even the same game, for the better. It's definitely worth playing now, and all the new content and mechanics they've added go a long way to make the game feel truly complete. The ultimate edition goes on sale pretty often for around 30$ (which is how much I paid for it), so next time its on sale I would definitely recommend grabbing it. You won't regret it.
fajne
I originally built my PC 3–4 years ago specifically for Cyberpunk 2077, but between storage constraints and a massive backlog, I kept shelving it. After finally grabbing a dedicated drive and diving in headfirst, I’m completely hooked. The story is gripping, the visuals are phenomenal, and the sheer freedom of choice in how you build your character and tackle Night City is incredible. Fair warning: the game pushes hardware hard and turns my rig into a space heater (probably should've saved this playthrough for winter), but it's worth every degree. Absolutely worth the wait.
Cyberpunk 2077 is a massive sci-fi action-RPG from the creators of The Witcher 3. Following major updates and the Phantom Liberty expansion, it has transformed into a true masterpiece and one of the finest futuristic games ever made
【本体是去年通关的。所有的评价是从去年到今年陆陆续续写的。尽管囿于本体的制作质量,我不能不给它打出差评,但这并不意味着这部作品不值得玩。恰恰相反,从许多角度来讲,它都是一部有致命残缺的必玩之作。】 游戏临近结尾频繁崩溃,差点被折磨到想要放弃通关。CDPR为了做出夜之城,耗尽了所有力气,乃至在其原本擅长的叙事上捉襟见肘,就像是一个喝断片了的人写出来的,线索跳跃节奏混乱。第二幕主支线一股脑儿抛给玩家,前一秒V还怒吼着让Johnny滚出自己的大脑,后一秒就笑着说I will be like your old fangirl。V本人的孤独命运也好,Johnny动辄“想当年”的所谓传奇故事也好,始终都丝毫未能说服我。支线也乏善可陈,Joshua的罪与罚和River的外甥失踪案是唯二可圈可点的故事。载具、背包、UI、配音等等各种方面的大小问题数不胜数,我为此前后装了一百多个Mod。那句话确实说得没错:可惜了这么美的夜之城。 —— [h3] 关于音乐与车载电台 [/h3] 如果说这游戏让人感到可惜的一大因素是夜之城的整体设计,那么另一大因素就是这游戏的配乐了。仅从它豪华的配乐清单就能看出CDPR下了多大的功夫:本体多达六张专辑,OST加广播音乐一共有128首(其中有一张More Music From Night City Radio,里面有55首,豆瓣没条目)。可是这游戏却并没有用好这些音乐。这不仅是因为游戏过程中就那么几首曲子来回循环,游戏内容的单调也影响了丰富的广播音乐发挥作用。我听车载广播主要是做Panam支线的时候,因为要频繁往返于夜之城和Aldecaldos营地。当时心里就在感叹:CDPR要是把城里的内容做得更丰富一些就好了,这样玩家就会更有动力开车探索夜之城——然而事实却是他们连载具的驾驶手感都没做好,更别提城市区域的玩法丰容了。 [h3] 关于电视、广播与广告 [/h3] 在“罪与罚”这个支线里, 任务的一部分背景信息是要通过看电视获取的。例如Rachel这个角色,在任务里是直接抛给玩家的,她同Joshua一起出现在警车上,但并没有人介绍她是谁。当V走进Joshua的受害人家里,家里放着电视节目,她就在节目里接受采访,解释了自己是做什么的。然而因为一进门就要和其他NPC对话,没法分心,所以我没有注意看电视,就一直没搞懂Rachel在这个故事里扮演的是什么角色,直到任务的后半程我才大概理解了她和这个节目是怎么一回事。 而从设计的角度来讲,我没注意到那个电视节目,不仅是分心所致。整个夜之城到处都是电视和广播,而这些电视和广播播放的信息都是无用的垃圾信息。“罪与罚”是第二幕的支线,游戏进行到此时,玩家早就习惯了自动屏蔽这些多半没有意义的噪音。这个时候,突然有一个任务里的电视播放的是有用信息,玩家当然很难注意到。这其实是设计上的失败。 而围绕电视和广播方面的设计失败,是这个游戏的核心失败。2077的主旨之一是批判新自由主义主导的市场经济走向极端后人类的生存处境,其中的一个表现手法就是铺天盖地的广告。但是, 夜之城里所有的广告,玩家都可以直接无视,这些广告自始至终对玩家都不会产生任何实质影响,它只会以一种间接的方式告诉玩家:夜之城的居民从生到死都被淹没在广告里。这样的呈现效果,自然比不上,比如说, 有着近似主题关切的《天外世界》 ——在《天外世界》里,广告也是无孔不入,就连玩家用的武器装备都是有品牌的。而这甚至只是很基础的设计。更绝的是,就连游戏的系统提示、玩法引导、加载画面,都是广告。它在真正意义上实现了它想要达到的效果:在《天外世界》的世界里,广告无处不在,你逃无可逃。而在2077里,极端商业化的世界对人的生存境况造成的那种深刻影响,只存在于游戏的故事里,是叙事者专门告诉玩家的,而不是由玩家自己体验来的。 [h3] 关于CDPR与R星:世界构筑与叙事手段 [/h3] R星做游戏的方式,是通过对整个世界的构筑来实现一种整体性的叙事效果。在R星那里,开放世界的所有细节(比如说RDR2里的报纸、GTA5里的车载电台节目)都共同参与到一种关于该世界的整体性叙事之中,没有任何一个细节是扮演次要的彩蛋角色。它真正的彩蛋,是零星放置于游戏里的那些超现实的、跟这个世界没啥关系的碎片,比如有关外星人的,有关乡野怪谈的,有关邪教信仰的。 而我们在夜之城里很多Shard中看到的各种各样的信息,基本都只是一段奖励性质的小故事,其中有一些确实是有关世界环境的叙事表现,比如通过一段帮派成员的对话来完成对这个帮派的侧写,比如一篇关于2077世界背景的文章。但还有一些则是纯粹的彩蛋性质的东西,致敬或戏仿其他作品。然而我们很难说这些东西在CDPR对夜之城的世界构筑中占据着与主支线同等重要的地位,它们更多的只是一种补充,其中绝大多数(比如NCPD委托里大量的shard信息)大同小异,就算不看也完全没关系。 CDPR与R星的另一个显著差异在于他们擅长不同的叙事手段。2077和《巫师3》一样,是以文本叙事为中心的。最能说明这一点的就是,都2077年了,CDPR在游戏里讲故事的最主要手段,是散落在各种角落shards,拾取打开以后是一段对话或者文本。尽管主线剧情里使用了Braindance、VR等方式辅助叙事,但都是昙花一现。它在叙事手段上的单一,我认为并不只是因为技术力不够,也是因为,文本叙事是《巫师3》赖以成功的基石。在此之上,CDPR能增加的也就是面捕技术带来的演出。 而R星的叙事从来就不是以文本为中心的,而是多媒体的。 早在GTA4里,R星就在想办法让手机参与到叙事当中;而尽管GTA6还没上市,人们就已经断定,短视频会成为新作品里的重头戏。 即便在RDR2这样一个媒体形式较为贫瘠的时代,R星也设法用上了报纸、早期电影、舞台剧、营地合唱等手段,花活非常之多。这是CDPR没法去学的,如果它真的去学了,学不学得会且不说,它肯定会先失去自己本来最擅长的东西——以文本为核心的叙事。 CDPR,我认为若不是它在玩法方面只钟意和擅长RPG这个类型,它其实就丝毫没有做开放世界的必要。它做线性叙事会做得更好。但是线性叙事和RPG是不兼容的。同样以做RPG为看家本领的杯赛、黑曜石,都不做线性叙事的游戏。可是,也许是因为CDPR太爱画饼了,不会像近几年的黑曜石那样,甘心做体量有限的open zones,但是又没能力做出有说服力的开放世界,最后就只能是一地鸡毛。 [h3] Player and Protagonist:从玩家与主控角色的关系对叙事做出的新尝试 [/h3] 就像人们在技术层面对于什么是当下潮流、什么是回应这一潮流的未来可能方向有着一定的共识一样,在叙事层面,从业者也同样有着虽不那么明确但仍然清晰可见的共识——对于“我们已经见到的好的叙事是怎样的、对于这些叙事手段我们接下来应当如何把玩与回应”的潜在共识。 这在同样都在游戏叙事方面具有野心和实力的CDPR与顽皮狗那里有所体现。TLOU2和2077是同期发售的游戏,巧的是,它们在叙事设计中也都将注意力指向了同一个问题:玩家与主控角色之间的关系。 在2077中,叙事设计基于“玩家-主控角色”这对关系所面临的一个主要威胁。Relic芯片威胁着V的生命,J. S.可能占据V的身体,玩家控制的这个角色因此有可能会变成另一个人,与主控角色之间的关系也可能发生改变。在游戏中,J. S.作为侵入“玩家-主控角色”这一关系的外来者、第三者出现,逼迫着玩家去思考和调整看待V、看待J. S.的角度和方式——我好像不止是在扮演V,因为我控制的角色的身体里还有另一个人,我是在同时扮演他们俩吗?还是说,我也是V身体中不同于J. S.和V本人的另一种存在?于是我们看到了一个挺有意思的现象:在玩家的认识和讨论中,V这一主角获得了相当程度的独立性。要考虑到,2077是一部第一人称视角作品,设计者采取这个视角,往往是为了拉近玩家与主控角色间距离、制造“玩家即主控”的所谓“代入感”的认识错觉,最终彻底消除角色本身的存在,让玩家觉得,不是角色在冒险,而是“我”在冒险。J. S.这一角色的引入改变了一切,他的侵入以及与V的对话,随时随地都在提醒着玩家V本身的存在,阻止玩家在把V当作avatar来使用的过程中遗忘V本身的存在。玩家与主控角色的距离由此被拉远了。 TLOU2也在做类似的事情,只是角度与方式略有不同。与2077相同的是,它也引入了其他角色来撼动“玩家-主控角色”这对关系;不同的是,它的做法是把主控角色变成了多个,且是利益关系直接相互冲突的多个。通过让玩家先后控制Ellie与Abby,它逼迫玩家不得不拉远与两个角色的距离,尤其是拉远与Ellie的距离,重新审视自己与其所控制的角色之间的关系。如果不这么做的话,玩家的认知就会陷入混乱。而事实上,它的策略是非常成功的,因为确实有大量玩家的认知陷入了混乱,受众对于这部作品充满争论的反应,恰恰意味着它实现了自身的设计意图,它的策略是极为成功而非失败的。不过,我认为同时还需要注意到的是,它还有效地利用了TLOU1建立起来的“玩家-主控角色”关系——它故意将Joel的死亡放在了游戏的最开头。这么做的用意正是为了通过Joel的死亡,将玩家与Joel之间的关系强行凝固下来,防止它随着游戏推进但玩家不再控制Joel而逐渐消退。所以,在TLOU2中,玩家面对的角色关系其实有三对:与Ellie的,与Abby的,与Joel的。试想,如果游戏换一种设计方式,让玩家先操控Abby进行一段时间的游戏,为玩家与Abby的关系培养提供一定的空间,然后再让玩家操控Abby去杀死Joel,玩家还会对Joel的死亡产生强烈的反应吗?答案当然是不会,至少绝不会像目前这一设计引发的反应那么强烈。
i can't think of a fate worse than having Keanu Reeves stuck in your head until you die but hey at the very least this game gives me the dignity to blow my shi smooth off
Garbage at launch, even though I still enjoyed it. 2.0 turned this into the game it was supposed to be, fantastic.
优秀的地方:主线剧情,支线剧情,演出,场景美术 平庸的地方:公式化的关卡设计,公式化的任务流程。这款游戏几乎不会有让玩家自由发挥,开动脑筋才能过的关卡,你可以说有不同的玩法,但如果一种玩法过于简单,那对玩家来说就是没有选择。实际上这个游戏大多数关卡都是可以无脑过的,没有什么挑战性。 战斗其实也是一样,基本没有什么设计感。开战之后几乎不怎么用思考,也不怎么需要策略,突突突,或者砍砍砍就完事。 任务也是一样,你只需要照做,要么就是到点找东西,要么就是杀人,没有什么需要思考的地方。 说到底游戏性是平庸的,开放世界大制作游戏多半有这个毛病。也许过高的开发成本,让游戏必须照顾所有人,因此也失去了独特性,让游戏变得极其平庸,无聊。过大的团队也必然导致模版化的工作流程,最终就是模版化的内容产出。很容易失去灵魂。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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