Cyberpunk 2077’s Credits Are Almost 40 Minutes Long

Cyberpunk 2077’s Credits Are Almost 40 Minutes Long
Image: CD Projekt Red
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Cyberpunk 2077‘s credits won’t set a world record — that still belongs to Mighty No. 9 — but as is customary for a production this size, the credits are quite long.

Cyberpunk 2077 wasn’t a crowdfunded game, so there’s no kind of craziness in the credits like an additional 75,000 backers or something nuts like that. But the sheer amount of staff and third party studios is huge. It’s enough that Cyberpunk 2077‘s credits are noticeably longer than Red Dead Redemption 2, which ran for 34 minutes.

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Recording one of the game’s endings on my PC, I clocked the ending at precisely 39 minutes and 30 seconds, although you can give a take a second or two depending on precisely what point you’d consider the start point.

As the credits play, you’ll get phone calls from various main characters. The tenor of those calls change depending on what ending you got, and what choices you made throughout.

65 staff alone were credited on QA, while the team that ported Cyberpunk 2077 to Google’s Stadia streaming platform totalled 59 across QA, engineering, UI, coding, development support, and coordinators. There’s credits for everyone who’s face appeared in the game, including influencers like Alex ‘Arekkz’ Noon, Arcadebulls, Hideo Kojima, Ben ‘Cohh Carnage’ Cassell, Spanish YouTuber Vegetta777, Jesse Cox, Alanah Pearce, and more.

Cyberpunk 2077‘s QA wasn’t all done in-house either, with Quantic Lab — a Romanian company specialising in QA, localisation and UI/UX testing — also credited. Another partner studio in the credits was Digital Scapes Studios, a Canadian group founded by ex-BioWare and Relic staffers. Lionbridge Gaming was another outsourced QA team, with 89 staffers credited. There was a ton of outsourced art production too: Blacksteinn, Frame Machine, Pixel Mafia, Elite 3D, Enjet Media. Multiple studios for work on motion capture, music creative production studios like Lord Danger, and countless more.

There was also some shoutouts for Australians at Bandai Namco, the game’s local distributor. More interestingly, there was also 30 people at Nvidia credited on Cyberpunk 2077, while only two people from AMD received a credit (a developer technology engineer and a senior developer relations manager).

It’s always fascinating to see the credits, if only for what they reveal. For instance, 9 people from Kojima Productions were also credited, including two writers and the lead character and mecha designer from the Metal Gear series, Yoji Shinkawa.

There’s also thanks towards the end for Trans-Fuzja, the Polish not-profit organisation for transgender people. There’s also a separate section of thanks for “Cyberpunk Babies”, kids who were presumably born throughout the process of Cyberpunk 2077‘s development. It runs for about 25 seconds.

There’s also shots of Marlon Brando’s One-Eyed Jacks in the game somewhere, although after about 60 hours of playtime I haven’t found it myself.

I like watching the credits for games where I can, if only to give a proper sense of scale. It gives you a permanent visual of the amount of lives something this large must have affected. Not necessarily over the lifetime of the project, because everyone is onboarded at different points and everyone’s work comes to an end at different stages.

The credits don’t give you a sense of how much all of these people might have crunched, for instance, who was affected the most. It also doesn’t delineate between the people for whom Cyberpunk 2077 was their life for four or five years, or those who might have only assisted once or twice a week while juggling other duties.

It provides a good reminder, one often forgotten, of just how many people a production like this touches. That’s instructive just from a humane point of view, but also illustrative if you think about just how many people it took to get Cyberpunk 2077 to this point — and how much work there is to come, not to mention the work involved on that multiplayer expansion.

This article was originally published on 15/12/20.


  • Credits are pretty much always worthwhile for those reason.
    When I watch them, I’ll be paying special attention to whether CX/UX/accessibility get their own heading.

    • Yup.

      That happens pretty frequently throughout. Whenever you first load up a save. Whenever a mission finishes. Or starts. Or you get any major bit of dialogue. Even if cinematic subtitles are disabled. (It’s fixed by literally turning them on/off again in the menu, but you can’t do that in the credits sequence.)

  • I think for an interactive medium, movie style credits seem really really outdated.

    Is it some union or creative arts law it has to be that format. Why slow scrolling text, why not a slide show.

    There needs to be convenience, there is no index, search function, UI formatting options. no links, no interactivity… why are credits dismissed as skiippable, but IMDB is a must read :P.

  • I watch the credits when I finish the game, I feel like the people that put so much work into it deserve the recognition. As a professional myself in the industry it’s always cool to see and maybe I’ll recognise a few names. But the Assassin’s Creed games where was where it started getting tiresome and 40 minutes for a credits sequence (that’s half the length of a feature movie) is definitely pushing the friendship. There’s only so long I can watch names scrolling on a screen.

    • I watch the credits during each of the FFXIV expansions for much the same reasons, even if each expansion does have two sets of ending credits. The post-Vanilla content for the Xpac and the post-patch content. Those have been getting rather epic. The shortish credits you get with PSO2 is much more bearable.

  • I quite enjoyed the selection of music track they put into the credits, so I didn’t mind sitting through them fully for the first time, but I’m very glad they can be sped up or skipped, certainly made the platinum less tedious by not having to sit through them an extra 4 times.

  • I’ve finished the ending sequence twice now, and both times…..the thing has crashed after about 2-3 video calls from V’s mates.

    Which is odd, because the PS4 Pro version has actually been pretty stable since they patched it.

    A little annoying too since the calls seem to be tailored to your play through so you can’t really just watch it on youtube etc.

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