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CD Projekt Red Developers Will Have to Work Longer Hours to Complete Cyberpunk 2077.. It’s Called a Job

If you haven’t heard yet, Cyberpunk 2077 has been delayed until September 17th, 2020 – when it was supposed to come out on April 16th, 2020. And that’s ok. It’s better to have a finished product then something that was just thrown together. Adam Kiciński, CD Projekt’s President and CEO confirmed the delay was for more time to playtest, fix and polish. Take all the time you need, just give us the best product at launch. But now the beautiful people of the internet are in an uproar because the developers are going to have to put in crunch hours to get the project done.

During the investor’s call, a participant inquired, “is the development team required to put in crunch hours?” Adam Kiciński (President & CEO) responded, “To some degree, yes – to be honest. We try to limit crunch as much as possible, but it is the final stage. We try to be reasonable in this regard, but yes. Unfortunately.”

IGN

And another question asked was why the game was announced as delayed three months ahead of the anticipated launch date. Adam Kiciński responded with:

“Why three months before release? Well, we have been waiting and there always comes the moment to decision. We are constantly evaluating the game and we decided if we are to delay this is the right moment, and that with the decision to add five months we would be really sure that we can deliver what we had planned.”

To me these are spot on answers, and to be honest i’d rather have the band-aid ripped off now than have a delay bomb dropped on me 2 weeks before launch. It’s the right thing to do for your fans. And as for people having to work crunch hours. It’s called a fucking job. What happens in every other career when it doesn’t look like you’re going to hit your deadline? You work extra hours to get the job done. And not for nothing, it’s not an uncommon thing in the video game industry.

Chris P.

Drinker of booze, writer of blogs, tweeter of tweets, puncher of desks.

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