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!
Celebrating 10 years of cyberpunkdreams
10 years, you ask? But surely this is only the second anniversary?
And yes, it is true that this is the second anniversary of cyberpunkdreams' release on Steam, but I first started work on the game in 2013, using Failbetter Games' StoryNexus platform. My goal at the time was to have something playable within a month. I hit that goal and started inviting testers into the game from that time. A lot of the content I wrote in that first month is still in the game, including the opening lines.
So, apart from a brief hiatus from when FBG shut down StoryNexus and my new engine was ready, cyberpunkdreams has had people in it and playing it for 10 years now. The initial beta on Steam opened in August 2020, and the game was released fully in May 2021 -- two years ago today!
It's been quite a journey, and there's a long way to go yet. Luckily, I'm not anywhere near running out of steam. My only problem is far too many ideas to handle. As ever, stay tuned for more updates and more on the latest plans. And also as ever, thanks to everyone who's played the game and supported the project over the years. But now onto the important stuff.
Second anniversary event content
We've got a few things for you over the coming week:
The much coveted Sinzil Crimson X phone will be back for less than 24 hours. Check Discord for the access code.
The Akizowear Zone One phone will also be back and available via an access code for the week.
Two unique stories; one from last year and one completely new one. Playing the game during the event will unlock these, but there's no time pressure to finish them.
Some unique or rare items to find by exploring in game,
Unique items and previews shared via access codes.
Unique stories
The first of these, The traitor you choose, was in the game last time. You need to have various criteria to start it; we won't spoil it. It'll auto-trigger when it's ready. The second, Deep Stacks, is new. You need to be renting a place in Eastside Stacks in the Projects to start it, and to be hanging out there. Both of these stories can have a lasting impact on your game, so make your decisions wisely.
Access codes
We'll be sharing a few throughout the week on our Discord server, which you can join here:
All the codes will require you to play during the event in order to activate them. We might also share a few on Steam, starting with the Zone One, in case you missed it last time:
Once again, thanks again for all the fun and support over the years!
rob & the cpd/ops team
Devlog #26 – Sliding Through Summer in Style
You stand rigid in the doorway of the ramshackle construction of metal and wire that constitutes a “tavern” in this dilapidated world. You take a deep breath and step inside, ready for whatever might greet you on the other side but still apprehensive. Welcome to May and your respite from the real world.
It’s been another eventful month in 2090’s Cincinnati, with a batch of incremental changes launched over the last 31 days alongside a raft of more exciting and consequential updates. Going into the summer months there will be plenty more to look forward to but for now, let’s dive into some of the updates that have kept our little world ticking and whirring over the last four weeks.
April updates
Let’s start big with one subtle but noticeable tweak to Sliding Through the City. This perk used to be reduced every time you changed location in the city, but now only drops if you have cards in your hand at the time. Whilst its primary purpose is still a cap on the number of times you can clear your hand per day, if you build it up high enough there’s a new card that’s triggered too, which is definitely going to feel significant for power players. This has a few options, including the ability to increase your action bank for a time.
The month began, meanwhile, with an update to set the scene for summer, with more than a dozen new items of apparel and some inspired new artwork. We also decided to split the effects slot into more thematic categories, with the slots now appearing in your left-hand area.
And that’s just the tip of the iceberg. There have been various fixes and changes made to clinics and NPCs, with particular attention paid to fan-favourite Angelique, who now has her schedule implemented. A myriad of brand-new NPC interactions has also been added. It’s also worth mentioning that Army surplus has had “a bit of work” (meaning a revamp just shy of a complete overhaul).
Perhaps the most popular alteration we’ve made in recent weeks, however, is the new system of buffs added to weapon-related combat stats. Combat>... tests solely depend on your weapon’s stats and environmental factors, but a master should still be able to wield a poor weapon to deadly effect, and these new buffs should reflect that.
Other notable changes this month include the removal of vehicle storage at Parking in the airport, the adjustment of some vehicle prices for balance and the division of vehicle Transport into internal and external capacities. Mood spikes are also now used simply by equipping them, saving you a bunch of clicks, and we’ve added a new chase and fight follow-up: Making moves, out in the wild. There truly has never been a better time to be a dreamer.
DLC
This month, we have also added another much-requested feature: DLC credit packs on the Steam store. This makes credit purchases potentially much more economical for players whose home currency isn’t USD or EUR. Otherwise, the packs (of which there are two built for each level) work exactly like buying credits through a microtransaction.
As you’re probably aware, a game as ambitious as cyberpunkdreams is an always evolving perpetual work-in-progress, so there are dozens of tweaks being made to the game for balance, quality of life, and (of course) entertainment every month.
This includes not-so-fun tweaks like typos and bug fixes, many of which have been caught thanks to your reports (thanks for that!). You can check out the full list right here, on Steam.
Don’t 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, we’re here to absorb your feedback. Who knows, we might even act on it in the next update!
Feel free to join us in our discord server or on Twitter, where we’re always active with little snippets from the cpd universe.
Until next time!
Minor update
Adjusted vehicle prices again. Vehicle stash capacities have been adjusted. Vehicle Transport capacity has been divided into internal and external capacity. Transport capacity given by your current vehicle can now be reduced by the stash in there. Your Companion/Shotgun can now take your vehicle away if you want. Tweaked the hover display of vehicle stats a little.
New artwork.
Giving back vehicles fixed for real this time. Fixed Sliding through the city sometimes being reduced when it shouldn't be. Fixed a problem with choosing the carpe diem option on Sliding through the city. Fixed some more typos; thanks for the reports!
Sliding
Probably of most interest to y'all this time around are some tweaks to Sliding through the city, which has traditionally only been used to limit the number of times per day you can clear your hand.
When moving through the city, this is now only reduced if you actually have cards in your hand, which has been a requested feature for a while. Perhaps more importantly, it now has its own card if it rises high enough, with various options -- including the ability to increase the size of your action bank for a few real time hours. There's also been some work on clinics and NPCs, especially Angelique, 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
Minor update
Vehicle prices have been tweaked. Removed storing vehicles at Parking in the airport. - It was a pain to maintain for not much benefit. Smith's truck is now its own vehicle and not an Old pick-up truck. You can now sell Supply packet/Street clothes as bundled goods. - More coming soon.
Fixed the Pork pie hat giving instead of removing Glare. Fixed some teams supply options not taking the goods away. Fixed the Quick access area going a bit nuts if it was left undocked between game loads. Fixed getting locked in the wrong card after completing part of The only resort. Fixed some more typos; thanks for the reports!
Minor update
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.
DLC Credit Packs
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.
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.
Devlog #25 - Supply drop
Time to talk about March in cpd. Check out all the updates that went into the game this last month: we’ve already covered Let’s make war, the big update from right at the beginning of March, so let’s look at what’s gone into the game since then.
March updates
The updates this time were all about incremental changes to several systems in the game. Fight or flight and street wars – both which went through big overhauls in February – kept being improved. Any large updates to system-wide mechanics such as these will always need some tweaking over time, and once they’re firmly embedded we can start to add more things to them (more options in chases, for example). Feedback so far is that although things at the rough end of Cinci are now a little more challenging, they’re also more satisfying to engage with. On top of that, we’ve had additions and changes to NPC interactions, locations, combat, inventory management, app performance, and much more.
The first update of the month added a lot more lore about the preeminent organisation in the slums: Tower Group. There’s more to know about them but you can only access that information in one place – prison. If you’re the curious type, just cultivate some hostility with Tower and wait for them to pick you up for a stint. Or don’t. Seriously, don’t go to prison. If you do take this route, however, behave – there’s little to find out if you get thrown in the hole.
In our mid-March update the prison content kept coming in, and the Bordertown also got a little love, with small tweaks to interactions with your home and The ethanol plant. Fights were made a bit less punishing; some brand new cards were introduced for newer player characters and the pimping system also got some attention, giving you more control of your management of the business.
Game engine
Content production continued apace over March, but we also took the time to work on some much needed and much requested enhancements to the game’s engine. One thing that’s been a niggle for a while are timed events only calculating your actions when the app is opened, which created some problems with your action count when certain time events triggered while the game was closed.
For example: if you re-opened the game just before a binge ended you’d get the full action count for the binge, but if you opened it just after, you wouldn’t. This is now fixed, and you’ll always get an accurate total of actions based on any changes to refresh rate and action bank size.
Being able to re-order one’s quick access inventory area was also oft-requested and is now implemented (just drag and drop). While we were at it, we also added the ability to roll up the stat blocks that come below it in the left hand interface area, or to undock them completely and move them around the screen. Neat. We’ve got more interface tweaks in mind for the future too, including possibly different quick access selections for different situations.
We also took a look at the game’s keyboard shortcuts and rationalised these a little, as well as adding some more. You can now see them all under the Shortcuts menu item.
Last, but far from least, we’ve added a whole new interface for creating supply packets (formerly known as goodie bags). Historically, the game was limited to everything happening through the cards, which is clunky in some cases – both for players and for us to develop. With this new interface, we’re opening up more of the game to be implemented in this kind of way, which means faster development and smoother gameplay. Narrative content will always be through cards, of course, but we’re thinking things such as the workshop, vehicles, maybe even the changing room…
DLC
In other news, our cincinatti stories DLC, a collection of short stories about the lives of different characters in the cpd universe, now gives you game credits on purchase. So if you enjoy cpd writing and want to get a little more of it, now you have an extra incentive – 10 credits waiting for you on DLC purchase. If you already bought the book, don’t you worry; the credits are applied retrospectively. Thank you for your continued support.
The eagle-eyed amongst you will also have noticed that we’ve just released a series of credit packs as DLC, which will be available to buy on 7th April. As part of this release, the price of the 400 credit bundle will also drop from $31.99 to $29.99. Credits bought this way work in exactly the same way as those bought through microtransactions, but will use Steam’s automatic country-specific pricing adjustments. This should make them much more affordable for some players.
As always, a lot of other changes and tweaks not covered on this devlog were made to the game, as well as new art added, and typos and bugs fixed – thanks for all the reports. If you want to check the exhaustive list of changes, you can find them here, on Steam.
Come say hi!
Have something to say about the changes? Want to talk about an encounter in the Projects or the Bordertown? You can always share your feedback and experiences in cpd with us in our discord server - we have an active community of players there always excited to discuss life in 2090’s Cinci. Also, don’t forget to check us out on Twitter, where we share little snippets of the cpd’s universe every day.
Thank you for staying with us until here, and we’ll see you next time.