Cyberpunk 2 is no longer simply the game that existed in Gabe Amatangelo’s head at the start. The director has described a development approach in which the initial concept changes as more people join the work, contribute their own interpretations and receive the room to make decisions.
That does not mean the project lacks direction. Amatangelo remains accountable for the game, but his stated goal is to avoid turning leadership into a bottleneck where every choice must pass through one person. In practical terms, he is advocating for a team structure that gives individual developers responsibility rather than treating them solely as people carrying out a fixed plan.
“I had the idea of Cyberpunk 2 in the beginning, but it evolves as I involve more people,” Amatangelo said. “And it evolves as I empower the team and individuals within them to contribute.”
For a large role-playing game, that distinction matters. An RPG is not one decision or one system: it is a connected body of writing, environments, character work, combat, progression and presentation. A director can establish priorities and make final calls, but a project’s eventual identity is also shaped by the people making detailed choices throughout that process. Amatangelo’s comments suggest Cyberpunk 2 is intended to carry the imprint of its wider team, not just a preserved version of its director’s earliest pitch.
A sequel designed to evolve, not merely execute a blueprint
Amatangelo framed the evolution as a positive consequence of collaboration. His original idea becomes something he has guided, while the eventual game becomes a reflection of the people working on it. That is an important difference from the familiar notion that a creative lead either protects a concept from change or loses control of it altogether. His description instead places leadership between those extremes: set a direction, make sure the work moves forward, and let capable contributors alter the shape of the result.
“Empower” can be a vague management term, but its meaning here is relatively concrete. It means avoiding a process in which every decision waits for approval at the top. Such delays are often called bottlenecks: points in a workflow where too much work depends on one person or stage before it can proceed. Removing that obstacle does not mean every contributor has unlimited authority. It means decisions can be made closer to the work, while the director still holds overall responsibility for the project.
There is no announced release date for Cyberpunk 2, no confirmed platform list, and no detailed breakdown of its systems in the information currently available. It would therefore be premature to turn this philosophy into promises about quests, combat, player choice or the scale of its world. What it does offer is a useful indication of how Amatangelo wants the project to be made: with an initial direction, an active team voice and the acceptance that good ideas may alter the original plan.
What “cyberpunk” means to the team is part of the work
For Amatangelo, this openness also applies to the genre itself. He connected cyberpunk to his childhood and to a habit of questioning established ideas. He also drew on his experience as a screamer in a hardcore punk band, describing the “cyber” side as heightened expression: neon, noise and an exploration of dehumanization taken to extremes.
Related coverage includes Cyberpunk 2 Is Growing Beyond Its Director's Original Vision.
Dehumanization, in this context, refers to people being treated as less than fully human: reduced to resources, products, bodies, data or tools. It is a useful lens for a cyberpunk setting because the genre often places human lives beside powerful systems and advanced technology. But Amatangelo’s comments do not define cyberpunk only through visual motifs. Neon lights and loud sounds may help create a recognizable atmosphere, yet he points to questioning and asking “why” as the core impulse.
That emphasis is notable because genre labels can become restrictive when everyone believes there is one approved interpretation. Amatangelo said he has heard competing assertions about what cyberpunk does and does not mean. His response was that the differing viewpoints could all be valid and invalid at once. Punk, he argued, means different things to different people; what binds those interpretations is the willingness to pose questions.
That approach leaves room for disagreement without treating disagreement as a failure of the creative process. Developers can bring different readings of cyberpunk, use those readings to propose new ideas, and work together to determine what comes next. For a sequel, that may be more valuable than an attempt to copy a single fixed definition of the genre.
Questions are not the same as answers
There is a useful distinction in Amatangelo’s formulation. Saying that cyberpunk asks “why” does not tell audiences what conclusions Cyberpunk 2 will reach. It does not confirm themes, characters or story outcomes. Instead, it identifies a creative method: interrogate the conditions around people, technology and power rather than accepting them as neutral background.
That is also why the director’s comments should not be read as a declaration that the sequel will abandon what players associate with Cyberpunk. Nothing disclosed here establishes specific changes to the setting or gameplay. The clearer takeaway is that its makers are treating cyberpunk as a living framework for ideas, rather than a checklist of visual signifiers or a single unchangeable rulebook.
Fans looking for more Cyberpunk-related storytelling can also follow the continuing screen side of the setting in our coverage of Cyberpunk: Edgerunners Season 2. That is separate from the game’s development, but it underlines the breadth of interest surrounding the wider Cyberpunk universe while CD Projekt Red’s next RPG remains in production.
More than 180 developers are working on Cyberpunk 2
Cyberpunk 2 has more than 180 developers working on it. That figure gives the team-led approach some real scale: this is not a small group where one person can practically inspect every routine choice without slowing development. It also helps explain why Amatangelo is focused on trust and delegation.
The number alone should not be mistaken for a timetable or a measure of how close the game is to release. Team size does not reveal which areas are staffed, how the work is divided, how much remains, or when the public will see the project. It does, however, show that Cyberpunk 2 is being developed by a substantial group rather than existing solely as an early idea.
CD Projekt Red is also working on The Witcher 4, which appears to be the studio’s current main focus. Separately, the company has described Project Hadar as its biggest undertaking to date and has finished building that project’s world. Taken together, those projects make clear that Cyberpunk 2 is part of a broader slate, even as its own team continues to expand and refine its direction.
Why the leadership approach has practical stakes
Creative collaboration is not automatically good simply because it is collaborative. A team needs a clear way to resolve conflicts, hold work to a shared standard and keep decisions connected to the game’s larger purpose. Amatangelo explicitly recognizes the accountability side of that equation: he is in charge and bears the ultimate responsibility. The point is not to eliminate direction, but to prevent direction from becoming an obstacle to progress and contribution.
For players, the immediate result is information about process rather than a list of features. The eventual test will be whether Cyberpunk 2’s stories, systems and world feel coherent while still showing the breadth of perspectives Amatangelo says he wants to encourage. That cannot be assessed until considerably more of the game is shown.
For now, the strongest signal is one of intent. Cyberpunk 2 began with a director’s idea, but Amatangelo expects it to grow into something broader as the people building it add their own voices. In a genre concerned with questioning systems and resisting easy definitions, a development process that welcomes competing interpretations is a fitting place to start.
What is confirmed — and what is not
- Confirmed: Gabe Amatangelo is directing Cyberpunk 2 and says the project has evolved beyond his original idea as he involves and empowers more team members.
- Confirmed: More than 180 developers are working on the game.
- Confirmed: Amatangelo views questioning assumptions and asking “why” as central to punk and to his understanding of cyberpunk.
- Not confirmed: A release date, platforms, gameplay details or a detailed feature list.
- Not established: Exactly how the team’s evolving ideas will appear in the final RPG.








