CD Projekt Red’s Project Hadar is beginning to move out of the pure mystery phase, though only by a few carefully measured steps. The studio’s joint CEO Michał Nowakowski has described the project as its “biggest undertaking to date,” saying that several years of work have gone into it and that the team now has a coherent vision for the game’s world and its key elements.
That is meaningful progress for an internally created property that was first made public in 2022, but it is not the same thing as a game being far along in full production. The studio has also stressed a crucial qualifier: Project Hadar is not yet in pre-production. Small prototypes are underway and gameplay elements are being tested, while the foundational world-building and conceptual work approach completion.
In short, Project Hadar has graduated from “a name on a list” to “a name attached to a world with important things in it.” For now, however, those important things remain behind an extremely sturdy curtain.
What CD Projekt Red has actually confirmed
The confirmed picture is deliberately narrow. Project Hadar is a new, fully proprietary intellectual property for CD Projekt Red. Unlike The Witcher, which originates in a book series, and Cyberpunk, which originates in a tabletop role-playing setting, Hadar is intended to be the studio’s own original creation.
Nowakowski’s comments indicate that work has centered on defining the world and major concepts before the team makes a larger production commitment. The studio has a coherent vision of that setting and its core components, and has begun developing small prototypes to test prospective gameplay ideas.
Those details establish direction, not a feature list. There is still no confirmed story premise, protagonist, setting description, genre, platform lineup, release window, trailer, or character information. The word “Hadar” currently carries far more intrigue than explanation, which is impressive in its own way. It is a whole franchise-shaped silhouette without the franchise inside it being publicly visible yet.
Project Hadar has spent several years in development, has a defined world vision and key elements, and is testing small gameplay prototypes. It has not entered pre-production.
“Biggest undertaking” is a scale signal, not a release countdown
Calling Hadar the studio’s biggest undertaking to date is the headline-grabbing portion of the update, especially with The Witcher 4 and Cyberpunk 2 also among CD Projekt Red’s future projects. But the phrase should not be converted into a precise claim about scope, budget, team size, map size, or development schedule. None of those measurements have been provided.
Related coverage includes Project Hadar Worldbuilding Nears Completion as CD Projekt Red Tests Early Gameplay Ideas.
What it does communicate is ambition. The studio is presenting Hadar as a major long-term project rather than a small experimental side release. Creating a new universe from scratch can require early decisions that an adaptation can partly inherit: the nature of the setting, its defining conflicts, its cultural logic, the kinds of stories it can support, and which gameplay ideas belong naturally inside it.
That does not make original work automatically harder or better than adaptation. It does mean the team cannot publicly lean on an existing body of recognizable characters, locations, terminology, or audience expectations. The project must eventually introduce its own vocabulary—and earn the player interest that a familiar name can bring on day one.
For an original IP, the world-building phase is therefore more than decorative lore-writing. It can establish the boundaries that later story, art, quest, combat, progression, and presentation teams will work within. The present update suggests CD Projekt Red has been investing in those boundaries before it commits the project to a wider production phase.
What world-building means at this stage
“World-building” can sound like a polite way of saying someone is drawing maps in a candlelit tower. In development terms, it can be much broader. A game world needs a usable identity: the ideas, places, institutions, history, conflicts, and visual or thematic rules that make its stories and game systems feel as though they belong to the same creation.
The public information does not reveal what form Hadar’s world takes, so it would be premature to infer fantasy, science fiction, an open world, or any other familiar label. Still, the distinction between having a coherent vision and having a finished game matters. A coherent world gives a project a foundation; it does not confirm how players will move through it, what they will do from moment to moment, or even what the final game will look like.
That distinction is particularly useful for anyone tempted to read the update as a teaser of imminent marketing. A studio can complete a major conceptual milestone and still have substantial work ahead before it has material fit for a full public reveal. The absence of announced characters or narrative details is consistent with a project whose internal foundation is being prepared rather than marketed.
Prototypes are questions, not promises
The other important phrase in the update is “small prototypes.” A prototype is an early, limited piece of work used to explore whether a particular idea works. It is not necessarily representative of a finished game, and it should not be treated as confirmation that every tested concept will survive.
For Project Hadar, the key information is that the studio is testing gameplay elements. That indicates a shift from defining the setting and key concepts toward investigating how a game set in that world might actually function. Yet a prototype can exist precisely because its creators do not have an answer yet. It is a tool for learning: build a focused version of an idea, examine it, revise it, discard it, or develop it further.
This is why prototype news calls for restraint. It does not justify assumptions about combat, dialogue systems, multiplayer, vehicle use, character creation, or world structure. The public record supports only the conclusion that gameplay concepts are being evaluated on a small scale.
That process is distinct from a finished vertical slice or a demonstration intended to show an eventual product. No such presentation has been announced here. At this point, Hadar’s prototypes are development experiments, not a menu of guaranteed features.
Why the “not yet in pre-production” caveat matters
Pre-production is commonly used to describe the planning and validation period that precedes full-scale production, though studios can use development labels differently. In this case, the studio’s own wording is the important part: despite the world-building progress and prototype work, Project Hadar has not yet reached that named stage.
That may sound counterintuitive. If ideas are being prototyped and a world is taking shape, why is the project not in pre-production? Development is rarely a neat set of locked rooms with a bell that rings when everyone changes desks. Concept work, research, experimentation, and planning can overlap. The meaningful takeaway is not an argument over labels, but the studio’s clear effort to set expectations: Hadar remains early enough that a major reveal should not be presumed close.
It also explains why the update contains so little game-specific detail. CD Projekt Red is willing to confirm the project’s importance, its original-IP status, its years of groundwork, and the existence of gameplay tests. It is not ready to define the game for the public.
A first fully owned universe changes the conversation
Project Hadar’s status as the studio’s first fully proprietary IP is arguably the most consequential detail beyond its scale. It gives CD Projekt Red an opportunity to establish a setting without working from a pre-existing fictional canon. It also places the responsibility for making that setting legible squarely on the studio’s shoulders.
For players, that makes the wait different from the waits around the next Witcher or Cyberpunk project. Those series arrive with established reference points. Fans can debate familiar themes and imagine likely directions because the worlds already have public identities. Hadar has none of that advantage—or baggage. Its eventual reveal will have to explain what the world is, why it matters, and what makes playing in it distinctive.
There is a practical upside to the current silence: it limits the chance that early experiments get mistaken for commitments. A project at this phase benefits from room to test and reconsider. The trade-off is that audiences looking for something concrete will have to keep looking. For now, “original IP,” “coherent world vision,” and “small gameplay prototypes” are the full set of solid handholds.
That broader development reality is worth remembering across the business, where technical experimentation and long lead times often happen well before the public sees a game. The recent discussion around game-development tools and communities is a separate story, but it underlines how much of gaming’s most consequential work happens far from a launch trailer.
What to watch for next—and what not to assume
There are a few reasonable markers to watch without turning speculation into a substitute for news. A transition into pre-production would be a clearer sign that the project is advancing beyond its present exploratory state. A formal reveal could eventually provide the missing basics: genre, setting, characters, platforms, and the broad shape of the experience.
Until then, it is safest to separate confirmed facts from attractive guesses. There is no basis yet for identifying Hadar as a successor to either of CD Projekt Red’s better-known series, nor for treating it as a direct comparison in design or setting. “Biggest undertaking” expresses the studio’s ambition, but it does not reveal the exact form that ambition will take.
Project Hadar is real, active, original, and ambitious. It has a world vision. Its team is testing early gameplay ideas. It is also not yet in pre-production. Those statements may be less flashy than an invented genre tag or a pretend release prediction, but they are a far more useful map of where the project stands.








