Michał Nowakowski touts Cyberpunk 2077 at 40M sold, then calls it not fully redeemed
The numbers are huge, but CD Projekt’s co-CEO admits the comeback still has a sequel-shaped score to settle.

CD Projekt co-CEO Michał Nowakowski said Cyberpunk 2077 has now sold 40 million copies, up from 35 million when sales were last announced in November. For executives, the lesson is that the revenue story is recovering, but reputational and product risk management is still unfinished business.
CD Projekt co-CEO Michał Nowakowski celebrated a big milestone: Cyberpunk 2077 has now sold 40 million copies, up 5 million from the 35 million mark announced in November. That is a fast-moving reminder of something the industry sometimes forgets after a messy launch: a rough first chapter can still become a profitable long series.
But Nowakowski did not frame the moment as “case closed.” In a social media post published on July 3, he argued CD Projekt has yet to complete a “full redemption arc,” even as the 40 million copies sold figure shows the “lasting strength” of the game and what the studio does best. He also called the sales figure “a great foundation for our upcoming projects in this universe,” including Cyberpunk: Edgerunners 2, which is slated to arrive this fall. In other words, the company is using the success to buy time and credibility, while still acknowledging that the original wound did not fully heal.
To understand why that matters for anyone making bets on games, platforms, or consumer trust, you have to go back to 2020. Cyberpunk 2077 had what the source describes as a disastrous launch, and CD Projekt faced accusations of misleading consumers with pre-release marketing materials. The launch was so bad, particularly on consoles, that Sony pulled the game from the PlayStation Store. That kind of regulator-like action inside a marketplace is not small. It is the platform operator essentially saying: this product is not meeting our bar for customer protection.
CD Projekt then spent years working to improve Cyberpunk 2077 and rebuild trust with its fans. While many viewed that as successful, Nowakowski’s “full redemption arc” comment is a very specific signal to stakeholders. It suggests the company believes the market’s patience is not automatic, even when sales numbers look triumphant. That is an important nuance for executive decision-making, because game revenue is rarely just about units shipped. It is about ongoing engagement, reduced churn, and the ability to launch new products without taking the same credibility haircut.
This is where the sequel roadmap and adjacent media become strategically important. Nowakowski said the 40 million copies sold are a foundation for upcoming projects in the Cyberpunk universe, including Cyberpunk: Edgerunners 2. The source also adds a separate anchor point: Cyberpunk 2 had 163 people working on it as of the end of April. While details remain limited, that staffing level is a tangible operational commitment, not just branding.
The “limited but intriguing” part is where creator involvement and worldbuilding take center stage. The source says Cyberpunk creator Mike Pondsmith teased some details when asked about the scope of his involvement with what was then known as Project Orion at the Digital Dragons 2025 conference. Pondsmith admitted he was not as involved this time around, but he reviewed scripts and visited CD Projekt to see ongoing work. He described conversations like “Oh look, this is the new cyberware, what do you think?” and said he supported the fit of new elements into the product vision.
Pondsmith also highlighted a major creative change: the sequel features a brand new city in addition to Night City from Cyberpunk 2077. He described the new city as “like Chicago gone wrong,” explaining that the project includes another city the team visits, while Night City is still there. He added more texture from his meeting with an environment developer: it does not feel like Blade Runner, it feels more like Chicago gone wrong, and he said he could see this working. Even without hard specifications, that is a clear direction: the sequel aims to expand, not just reskin, the setting and sensory identity that players associate with the franchise.
If you are wondering how this all connects to talent and mainstream attention, the source has you covered. In September last year, while promoting his movie Good Fortune, Keanu Reeves told IGN he wanted to be part of the Cyberpunk sequel. He said, “Absolutely. I’d love to play Johnny Silverhand again,” when asked if he’d be interested in revisiting his character in Cyberpunk 2. Pondsmith later said he worked out a way to make it make sense, and has told Reeves: “contact me.” That does not confirm casting terms or timing, but it does show the franchise’s ability to align recognizable faces with the story scaffolding.
Timing is another lever, and CD Projekt is clearly pulling it carefully. The source says CD Projekt is focusing on The Witcher 4, and Nowakowski suggested Cyberpunk 2 will not be out until at least 2030. For executives, that long runway is both a risk reducer and a strategic pressure cooker. It gives the team time to avoid another launch disaster, but it also forces the company to defend the credibility of its roadmap for years, against shifting consumer expectations and platform standards.
Finally, compare this to where the studio’s “safe” cash engine sits. While Cyberpunk 2077 is a huge success, The Witcher 3: Wild Hunt is described as well ahead with 65 million sold, and it is getting a brand new expansion next year. This dual-track reality is the real board-level homework: can CD Projekt keep Witcher momentum while letting Cyberpunk 2 mature without letting the redemption story turn into a long apology?
The 40 million figure is the headline. Nowakowski’s “not fully redeemed” framing is the subtext. Executives should take note: market forgiveness can be real and measurable, but redemption still has to be managed like a product, not a press release. The next sequel, the next anime, and the next platform standard are the continuation of that arc.
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