40 million Cyberpunk 2077 sales spark Steam comeback, fans demand more DLC
CD Projekt says no new Cyberpunk 2077 DLC is planned, but the player surge is changing the conversation fast.

CD Projekt confirmed Cyberpunk 2077 has sold 40 million copies since its December 2020 launch, and Steam peak concurrency topped 100,000 on July 5. The result: fans are pressuring the company to reverse course on additional Cyberpunk 2077 DLC even as the studio points to Cyberpunk 2.
Cyberpunk 2077 is back in the spotlight, and the numbers are doing the talking. CD Projekt says the game has sold 40 million copies since its December 2020 launch, up 5 million from November 2025. Then, on July 5, the Steam peak concurrent player count surpassed 100,000, its highest level since 2023.
This is happening while a whole “new content” narrative is gathering steam around the franchise. The resurgence is being fueled by a recent Steam sale, hype for the upcoming Netflix anime Cyberpunk: Edgerunners 2, and a collaboration with Wuthering Waves. And even though CD Projekt has already told fans not to expect any more Cyberpunk 2077 DLC, the player spike is giving that message a problem: it makes “no new DLC” feel increasingly negotiable to the people with the controller in hand.
Here is the crux for decision-makers: CD Projekt has both a financial and a community incentive to treat this moment carefully. On one side, the company has already delivered one expansion, 2023's Phantom Liberty, starring Idris Elba. On the other side, in May, CD Projekt insisted it had “no plans” for further Cyberpunk 2077 DLCs or expansions, disappointing fans who were still clamoring for more content despite the game's age.
Fans are not just complaining in the abstract. They are explicitly comparing Cyberpunk 2077 to The Witcher 3, which also received additional DLC years after launch. That comparison is showing up everywhere, including on Reddit where a thread titled “Yeah, we are gonna need that second DLC CDPR!” has 12,000 upvotes. The comments are a mix of jokes and frustration, but the underlying message is consistent: when a franchise still draws high engagement, players interpret “no more DLC” as either a missed commercial chance or a cut-content wound that never fully closed.
CD Projekt is signaling that the DLC conversation is not the strategic center of gravity anymore. The company suggests fans will have to wait for Cyberpunk 2 to return to CD Projekt’s dystopian universe. The wait looks significant. Cyberpunk 2 is reportedly further behind The Witcher 4, and CD Projekt co-CEO Michał Nowakowski has suggested Cyberpunk 2 won’t be out until at least 2030. That timeline matters because it creates a long “dead zone” between major releases, which is exactly when live games and long-tail content usually win or lose mindshare.
And it is not like the company is blind to how quickly demand can shift. When Cyberpunk 2077 peaked again on Steam, the franchise’s internal leadership stepped into the conversation too. In response to the Steam peak surpassing 100,000, Paweł Sasko, associate game director on Cyberpunk 2, tweeted: “Have fun my dears, hope it’s going to keep you hooked, entertained, and inspired.” Even if that message does not explicitly promise DLC, it reinforces a reality executives know well: community sentiment can become a pressure campaign, especially when the product is suddenly selling again via a sale and benefiting from cross-media buzz.
Some fans think CD Projekt could still release new Cyberpunk 2077 DLC eventually, potentially closer to the release of a new Cyberpunk game. But for now, the official line remains clear: no new Cyberpunk 2077 DLC is in the works. The catch is that timing has historically been murky even for CD Projekt’s other franchise. The source notes there was “no new The Witcher 3 DLC in the works for years” before it was confirmed, which is basically a reminder that studios can say one thing, keep options open, and then flip the script when the strategy aligns.
For peers across gaming and adjacent entertainment industries, the second-order implication is simple: player surges do not just reflect marketing success, they can re-open strategic debates inside boardrooms. When a product hits a Steam peak above 100,000 concurrent players, while global attention is amplified by Netflix anime momentum and partner collaborations, “we are done” can start to sound like “we are late.” In the short term, CD Projekt’s board and leadership will be weighing the opportunity cost of tying up teams for additional DLC versus the reputational and revenue upside of meeting demand during a visible resurgence. In the long term, the question is whether Cyberpunk 2 can carry franchise energy alone until at least 2030, or whether the company will eventually need another move to keep Night City from turning into a memory.
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