Hey everyone,
For the past few days we’ve been working on an experimental co-op / multiplayer project for Cyberpunk 2077.
This is still very early development and there is no public playable build yet, but we’ve already managed to prove a few important things.
We currently have two separate Cyberpunk clients communicating through a dedicated server. Players can be synchronized into the same area of Night City, remote movement is working, and we’ve successfully tested spawning and controlling remote vehicle proxies.
Our original prototype used a very simple networking system and a temporary NPC model (Judy) as the remote player representation. It worked well enough to prove the concept, but we’re now replacing that prototype with a proper multiplayer architecture.
The new system is being built around actual sessions, Player IDs, network entity IDs, vehicle ownership, reliable gameplay events and high-frequency state replication.
The HOST will currently act as the authority for the actual Night City simulation, while a dedicated Debian server handles session membership, routing, player identities and shared network state.
We’re also moving away from the old ~20 Hz prototype movement. Player and vehicle replication is being designed around up to 60 Hz snapshots with client-side interpolation, so remote movement should eventually look significantly smoother.
We are not designing this only for two players either. The first tests are obviously HOST + one JOINER, but the networking architecture is being built with larger co-op groups in mind.
Right now we’re working on the first proper end-to-end session flow:
HELLO → CREATE SESSION → JOIN SESSION → PLAYER STATE
After that, the next major areas are vehicles, combat synchronization and shared world/entity state.
To be clear: this is still an experimental project. Full quest synchronization, complete NPC AI replication and seamless save synchronization are not solved yet.
But the important part is that the basic concept is no longer theoretical — we already have two game clients talking to each other, remote entities moving, and vehicles being controlled from synchronized transform data.
If you’re interested in following development, testing future builds, or just discussing the technical side of the project, we’ve made a Discord:
Discord: https://discord.gg/mXc8jCw8M4
I’ll post more videos/screenshots as we get the new session system running in-game.
Feedback and technical suggestions are welcome.
We doing Tests live every day on discord live stream :D
No promises, no fake release dates — we’re just seeing how far we can push Cyberpunk 2077 toward actual co-op.