Edgerunners writer Bartosz Sztybor revealed the ending that would have been even worse
David was meant to stay dead, and the original alternate pitch involved his consciousness fighting as a corporate robot.

Cyberpunk: Edgerunners writer and producer Bartosz Sztybor told animecorner there were “even worse endings” than the show’s final one. The practical consequence for decision-makers is clear: story choices can intensify audience attachment and long-tail cultural impact, but only if the emotional contract is upheld.
This article will contain spoilers for Cyberpunk: Edgerunners. The series ending is already a brutal, chest-opening gut punch: David dies, and Night City closes the door the way it always does in dystopias where “success” is corrupt and people are treated as disposable. The moment lands because it does not offer relief. It offers reckoning. And yet, as Bartosz Sztybor, the show’s writer and producer, explained to animecorner, the writers had considered even harsher options.
Sztybor put it plainly: “There was never a happy ending.” Then he followed with the part that really matters for anyone trying to understand how creative decisions are made under pressure. He described an alternate ending where “David doesn’t die entirely.” In that pitch, Arasaka gets him and he ends up “fighting in Africa or South America in corporate wars as a robot.” In other words, instead of a clean, tragic finality, the story would have twisted David into a controllable weapon, with his love powerless to stop the mechanism from turning.
If that sounds like darker-on-darker, that is because it would have changed the genre temperature completely. The published interview frames the show’s actual ending as “a Shakespearian tragedy,” the kind that hurts because it is coherent and terminal. The alternate ending Sztybor referenced would have turned it into “straight-up existential horror.” The difference is not cosmetic. It is structural. A character whose consciousness is ripped from a dead body and repurposed to fight for capital is not just tragic. He becomes an instrument. That reframes every relationship beat, because the emotional promise gets replaced by a question the show can only partially answer: is David still David, or is he an AI-like echo serving a corporate agenda?
The dystopian context matters because Night City is built for second-order cruelty. The source text ties the ending’s power to the cyberpunk genre’s dystopia: corrupt ideas of success and legacy inside a society that treats people as disposable. In that world, Arasaka is not just a villain, it is a system. So the “robot David” ending is not random grimness. It is legacy weaponized. It is what happens when a corporation absorbs the person you loved and converts them into the next asset on the board.
And Sztybor’s view of what that would do to audiences is equally blunt. He argued that resurrecting David would be disappointing because it would break the emotional arrangement the story made with viewers. He said: “Yeah, I think it would be disappointing. If David is resurrected, finds Lucy and has seven babies, people would be like ‘you destroyed those feelings.’” That is an important detail, because it shows the show’s writers thinking in terms of audience memory as a scarce resource. If you trade the original loss for a new form of comfort, even if that comfort looks like closure, you risk making the earlier heartbreak feel like it was spent for nothing.
For executives, producers, and investors watching IP like Edgerunners, the takeaway is not “make everything sad.” It is that endings are incentive structures. The show’s final version pays off its dystopian premise: there are no happy endings in Night City, only “staving off of entropy and cyberpsychosis,” or a “meaningless life in a dead-end gutter somewhere.” An alternate ending that resurrects David or preserves him as a corporate asset might be more “plotty,” but it would undercut the thematic engine that makes the tragedy resonate. In entertainment, like in many markets, changing the payoff function changes what customers remember.
There is also a second-order implication that stretches beyond anime and into the real world of technology and society. The source includes a pointed aside about AI facsimiles in real life, noting that the world has real incentives to imitate, replicate, and monetize human traits after death. Even if that line is satirical, the creative lesson lands: when stories flirt with “digital continuations” of people, they are not only exploring aesthetics. They are testing what audiences will accept as emotionally honest.
Finally, Sztybor’s stance tells you how the next wave of emotional devastation might be engineered. The source notes that “we’re going to be getting round 2 of emotional devastation in Night City coming this fall,” giving him “plenty of other opportunities to roundhouse kick our little hearts into even mushier pulps.” In business terms, the brand strategy is endurance through identity. Night City is not trying to win by turning every loss into a product feature. It is trying to win by being consistent: grim premise, grim execution, no lies about what survival costs.
So if you are an executive making bets on adaptation, IP expansion, or production pipelines, this is the underappreciated risk factor. Changing the ending changes the emotional contract. And in a genre built on dystopia and disposable lives, “bigger” twists are not always “better.” Sometimes the only way to keep the audience coming back is to do the harder thing: commit to the death you set up, and let the grief be the point.
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