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CD Projekt refunded 30,000 copies of Cyberpunk 2077

Cyberpunk 2077

CD Projekt began offering refunds on Cyberpunk 2077 in December 2020. This was a result of the condition the game launched in, which was less than optimal for most consoles, but borderline unplayable on last-gen devices.

Today, as part of a post-earnings conference call, executives outlined a few more details on how many people took the company up on its offer of a refund. The company reported that PLN 8.46 million ($2.23 million) was spent on the “Help Me Refund” program. This includes the cost of processing payments to users around the world.

When questioned on how many copies were refunded, it’s claimed that only 30,000 copies were actually processed. This only accounts for refunds processed by CD Projekt, it doesn’t include those from other storefronts. In 2020 alone, CD Projekt claims that more than 13.7 million copies of Cyberpunk 2077 have been sold.

However, executives were quick to note that there could be an unexpected sales curve that’s particularly abnormal for the title. There are a number of reasons for this. Key among them though, is the fact that the game still hasn’t returned to the PlayStation Store. Sony received so many refund requests that it removed the game last year, and there’s been no hint of it returning since.

In the same call, executives added that the budget for the game was PLN 1.2 billion ($316 million). Over half the copies sold were for PC or Stadia, around 56 percent, 28 percent were for PlayStation devices, and 17 percent were for Xbox devices.

The company also broke down further company revenues. These include GOG.com, which posted revenues of PLN 344 million ($90.6 million), and a net profit of PLN 20.7 million ($5.45 million). The storefront actually accounted for 10 percent of all copies of Cyberpunk 2077 sold, and saw a huge boost from the game’s launch.

Finally, the executives also addressed the ransomware attack that occurred earlier this year. This was apparently conducted through third-party software and not via a workstation in the company’s office. The biggest impact was two to three week’s worth of work being lost.

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