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Internal Assessment
Research Question: To what extent did the constant updates and release of more
content of Cyberpunk 2077 help to restore CD Projekt Red's reputation and financial
performance?
Number of words:
Acknowledgement:
1
Index:
1. INTRODUCTION.........................................................................................
1. 2 Objectives...................................................................................................................
1. 3 Theoretical
framework...................................................................................................................
1.2...................................................................................................................
1.3...................................................................................................................
Cap dos...................................................................................................................
2.1...................................................................................................................
2.2...................................................................................................................
Cap tres...................................................................................................................
3.1...................................................................................................................
3.2...................................................................................................................
3.3...................................................................................................................
CONCLUSION...................................................................................................................
BIBLIOGRAPHY...................................................................................................................
ANNEXES...................................................................................................................
2
Introduction:
renowned video game developer with additional locations in Kraków and Wrocław. Beyond
Poland's borders, the company has made its presence known in Los Angeles and Vancouver
through a network spanning eight countries. With a talented team of over 1000 professionals
from diverse cultures, CD Projekt RED is respected for its commitment to crafting immersive
experiences that garner critical acclaim. Reaching audiences globally and building an
impressive legacy, the studio has left an indelible mark on the gaming industry.
However, this stellar reputation faced a considerable test with the 2020 release of
"Cyberpunk 2077". Anticipation surrounded the ambitious project, but its launch was marred
This unexpected setback led to a substantial decline in the company's stock value and raised
concerns about CD Projekt RED's ability to meet customer and investors expectations. The
investigation will delve into the repercussions of the troubled and unethical"Cyberpunk
2077" launch, specifically focusing on the impact the constant creative updates and release of
more content of Cyberpunk 2077 had in restoring CD Projekt RED's reputation and boosting
its financial performance, specifically focusing on the impact on the studio's reputation and
- PESTEL Analysis: In order to analyze the economic impact on sales, profitability, and
market share; assess the negative impact on brand reputation and customer loyalty;
- Net Profit Margin: To compare the profits after the initial release of Cyberpunk 2077
(Q TAL DE TAL AÑO) and after the update 2.1 of the game (Q TAL DE TAL
AÑO).
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- SWOT Analysis: To identify the specific weaknesses and determine external threats
- 2023 Financial Statement: To interpret how much benefit CD Projekt RED obtained
- Profit and loss accounts: To check for the actual condition in CD Projekt RED´s
Cyberpunk 2077.
- Financial ratios: To evaluate the financial health and performance of CD Projekt RED
after the release of new content and updates related to Cyberpunk 2077.
Among the supporting documents that are gonna be employed for this work, the most vital
Supporting document #3 Article on the changes inside Article on the changes and
and outside the company. decisions of CD Projekt
RED in order to rebuild its
image and game.
4
2023
The employment of the Key Concept “Creativity” seems fitable in this work due to its
direct relation to the improvement of CD Projekt RED´s relationship with investors, clients
and workers; along with their profits and, in general, financial statement by the end of 2023.
As for to have accomplished this, the company needed new methods and innovative
marketing strategies to make, not only their reputation but also their financial health,
improve; such as their business venture with Netflix for the release and production of a
Cyberpunk-based serie, “Cyberpunk Edgerunners”, which would later prove to be the miracle
product they needed to stay in the market and make clients, as well as investors, give a
second opportunity to the original, now updated, game of Cyberpunk 2077 alongside its still-
on-production expansion.
5
Development and analysis:
PESTEL ANALYSIS
For the analysis of the disastrous launch of Cyberpunk 2077 and its dire consequences
economic impact on sales, profitability, and market share in CD Projekt RED after launch;
assess the negative impact on brand reputation and customer loyalty; and to consider any
legal implications.
6
As it can be appreciated in the Figure #1 and the Supporting Document #1, the
implications for the CD Projekt RED in all areas were massive. However, the political area
was one of the most influential for their company, as it highlighted the need of new creative
ways of managing the company to keep it up-float and on the market without facing
regulatory bodies such as Poland’s Office of Competition and Consumer Protection that CD
Projekt RED went under after the launch of Cyberpunk 2077, from which an investigation
arose to ensure that the company would patch the game and manage refund processes
appropriately. Thus also highlighting the need for stricter industry standards and oversight
from distributors along with investors, not to mention within the company itself, to prevent
Another crucial aspect is in the area of economy, which was deeply affected by the
game's performance issues and unmet expectations. These led to a significant number of
refunds, negatively impacting CD Projekt RED’s revenue and profitability. Despite initial
strong sales driven by pre-release hype, the long-term economic impact was detrimental due
to widespread customer dissatisfaction and the subsequent financial strain from refunds and
patches. In addition, the company’s market share was also affected as its reputation took a hit,
causing a decline in investor confidence and a decrease in stock value. This incident
promises, and consequently, the need for safer and more creative ways in the company, along
the whole industry itself that more than often relies on these perilous methods, to promote
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Subsequently, the same consequences can be observed in the social area, as the
negative reception and widespread media coverage of Cyberpunk 2077's issues severely
damaged CD Projekt RED's brand reputation, resulting in the term "broken promises
marketing" being associated with the company, highlighting the discrepancy between the
game's pre-release portrayal and its actual performance. Logically, this led to the erosion of
trust and loyalty among fans, customers and investors; thus emphasizing even more the need
for fresh ideas in the sake of less precarious-aggressive marketing plans in the advertising
and performance issues, especially on older console generations and let in evidence the
crunch and pressure on developers to meet unrealistic deadlines, raising concerns about the
sustainability of such practice, as to implement new healthier ones, in the company and their
impact on product quality, as well as the percussion it had on CD Projekt´s employees, along
with the need for more rigorous testing and quality assurance processes before release.
On the side of the legal area, the company faced potential legal actions from both
consumers and investors. Lawsuits were filed alleging that CD Projekt RED misled
consumers and investors about the state of the game, leading to financial losses for both
groups; serving as a motive for the advertising and consumer protection laws to ensure that
future marketing campaigns accurately represent the product to avoid legal repercussions.
Finally, even though the Supporting Document #1 didn´t address the environmental
implications directly, it can be inferred a trend towards digital releases in the gaming
8
industry, thus reducing physical waste from unsold physical copies and associated logistics;
In conclusion, the PESTEL Analysis has been proved as an efficient business tool to
assess the consequences and implications of the external marketing environment due to the
release of the incomplete Cyberpunk 2077 in CD Projekt RED and how it represented a
turning point, or intervention event, for the business to find new-healthier ways to manage
itself, its employees, and its marketing campaigns. However, the PESTEL Analysis presents a
limitation in the environmental area, as it does not mark nor involve greatly into the article
9
SWOT ANALYSIS
To further deepen the study, the employment of the SWOT Analysis as a second
business tool is going to probe crucial due to its nature of insight concerning the strengths,
capabilities to be creative and find an innovative way to recover the customers and investors
10
Mi trabajo abordará las siguientes áreas del programa de estudio de Gestión Empresarial:
CREATIVITY
11
Supporting document 1: Broken Promises Marketing. Relations, Communication Strategies,
and Ethics of Video Game Journalists and Developers: The Case of Cyberpunk 2077. Talks
about the horrible launch of Cyberpunk 2077 and the consequences it had on the company.
Siuda, P., Reguła, D., Majewski, J., Kwapiszewska, A. (2023). Broken
Promises Marketing. Relations, Communication Strategies, and Ethics of Video Game
Journalists and Developers: The Case of Cyberpunk 2077, Games and Culture 0(0): 1-20.
Cyberpunk 2077’s negative reception stood in striking contrast to the pre-release hype around
the video game built by the producer’s marketing campaign and the gaming press. This study
examines a selection of gaming websites, to consider their prerelease Cyberpunk 2077
coverage and the discrepancies between these early reports and the released game.
Frelik et al. (2022) claim that prior “to its release, it was one of the most eagerly awaited
titles in a long time with expectations (…) shaped by the global success of CD Projekt Red’s
Witcher series (…)” (Frelik et al., 2022, p. 3). The Witcher (2007) was CDPR’s first big title,
popular mostly in Poland and neighboring countries. (Kosman, 2015, pp. 349–350). Before
Cyberpunk 2077, CDPR was valued not only because of high-quality games but it was also
perceived as gamer-friendly (see, e.g., Epps, 2020, Siuda & Troszynski, 2017), even to the
point where gamers and journalists were willing to tolerate to an extent accusations of
difficult working conditions for employees (see, e.g., Burton, 2022; Morris, 2017; Purchese,
2017). All of this meant CDPR’s next product – Cyberpunk 2077 – was highly anticipated.
Adding to the hype was the popularity of the Cyberpunk source material, especially
Cyberpunk 2020 (1990, R. Talsorian Games), which formed the base for the game’s
aesthetics and world (Attebery & Pearson, 2017). One of the examples that the developers
can get into trouble if players’ expectations (and emotions) are too high is No Man’s Sky
(2016, Hello Games). The game generated consumer complaints and negative reviews
because of misleading adverts and huge discrepancies between the final product and what
was promised in the trailer (Lu et al., 2020). The reaction went as far as engaging in so-called
12
review bombing (see, e.g., Moro & Birt, 2022) to lower the game’s rating. For Cyberpunk
2077, the hype was fueled by a large-scale marketing campaign. The 131 million USD spent
was equal to 45% of the whole game’s budget (Woldański, 2021), placing the game firmly in
the Triple-A market segment. In this segment, marketing strategies strongly influence gamer
reactions (see e.g., Şengün, 2018; Wawrowski & Otola, 2020; Zackariasson & Wilson, 2012)
which is essential not only for sales and the final success of the game but also for the
company’s reputation. It should be noted, when considering the success or failure of a given
marketing campaign, one must look beyond just the game’s revenue and player opinions.
There are other factors here, both external (e.g., general market situation) or internal (e.g., the
way a company functions, and its problems). These and other cultural and social factors are
also important but are outside this paper’s scope. Despite, and perhaps partially because of
high expectations, the game turned out to be “one of the most disastrously received titles,
primarily because of its dismal performance (…)” (Frelik et al., 2022, p. 3). Additionally,
there were “reports of intensive pre-release crunch and the developer’s less-than-transparent
informational PR campaigns and investor misinformation” (Frelik et al., 2022, p. 3; see also
Schreier, 2021).
We introduce the notion of “broken promises marketing,” defined as a gap between how the
game is positively portrayed pre-release and how it finally looks during its premiere. “Broken
promises marketing” is not only about developers’ promotion strategies, but also general
relations, and communication (culture) of both producers and game journalists. The latter
“are understood as actively engaged in producing and negotiating the value and meaning of
video games” (Carlson, 2009). All this is important considering both developers’ and
journalists’ communication practices are informative and persuasive at the same time (see,
e.g., Ball-Rokeach & DeFleur, 1976). While informing is neutral, without the intention of
influencing audiences, persuasion is the opposite, and the final goal here is to sell a given
13
game (at least a goal for producers). Broken promises are thus significant from the business
ethics perspective, and games that “offer inferior quality compared to what is being claimed
(…) are likely to be unethical” (Harviainen et al., 2020, p. 773). In this regard, researchers
often focus on micropayments and free-to-play games showing how misleading these can be
(Harviainen et al., 2020; Heimo et al., 2018). Here we instead focus on “broken promises
marketing”, which we see as highly unethical and harming the producers’ long-term interests.
Reports of crunch and the pressure that studio executives were putting on staff to release the
game in time soon escalated (see Schreier, 2021). In Poland, in January 2021, Cyberpunk
2077 was under the scrutiny of the Office of Competition and Consumer Protection, and an
investigation was launched on whether the CDPR will patch a game and make sure the
refunding procedures are going smoothly. The title’s negative reception and criticism of
CDPR itself were widely reported by video game journalists (e.g. Hall, 2020; Isaac &
Browning, 2020; Schreier, 2021). . In the case of Cyberpunk 2077, the final result was
doubtful, to say the least – the accumulated hype ended with a big disappointment for both
players and journalists, and a major crisis within the company, with its reputation
significantly damaged. It must be stressed, however, that even at the moment of release, some
journalists still seemed to be trapped in the positive narrative, initially rating the game very
Supporting document #2: Tells about some of the changes the company has gone through
after the disaster of cyberpunk 2077 and its wish to gain, again, the trust of investors and
clients.
Dring, C. (2023, June 27). CD Projekt: "We need to fix the relationship with our
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https://www.gamesindustry.biz/cd-projekt-we-need-to-fix-the-relationship-with-our-
players
The story of Cyberpunk 2077 -- the real world story -- was a fairytale that turned into
a nightmare. CD Projekt was riding high on the success of The Witcher 3, and the
anticipation for its next title was at levels few games could dream of. It was the
moment from E3 2019, featuring the game's star Keanu Reeves. Arriving at the close
of the PS4 and Xbox One generation, comparisons were even being made with Grand
Theft Auto 5, one of the very biggest and most successful games of all time. But then
it came out. Completed under COVID conditions, the company had openly admitted
that it needed crunch to get it done. And when it was released, it simply wasn't ready.
The game had numerous performance issues, particularly on PS4 and Xbox One. The
media called it shambles and one of the biggest disasters in industry history. And the
worst was to come when PlayStation removed the game from its store. For a
developer with the scale and respect of CD Projekt Red, it was a public humiliation.
That was nearly three years ago. Since then, Cyberpunk 2077 is now (I'm told) pretty
good. And CD Projekt is back in front of the media to promote the game's big
expansion, Phantom Liberty. During Summer Games Fest last week, I had the chance
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“We're in a cool moment right now. Yes, the road was bumpy. When everything was
awesome and amazing, before the release of Cyberpunk... it was the time of my life,
but it was too good to be true. The game was shaping up to be amazing and we were
all super hyped. But this hype surrounding us was a big pressure. Then there was the
"We knew that we had to work hard to come back. It was a tough moment for
everyone. We had to rebuild a lot of things inside of the company. We started with
pipelines on the dev side, we started to think should we tie our future with a different
engine or should we stay with our own? We made some decisions about how we
"Before the release of Cyberpunk... it was the time of my life, but it was too good to
be true"
"At the same time as this, we knew we wanted to work on Cyberpunk and make not
just a great expansion, but also improve a lot of things in the base game. It was quite a
journey, but right now I am just excited to see what people will say when they start
playing." Platkow-Gilewski has been at CD Projekt for 12 years, joining back when it
was 120 people and he was part of a marketing team of six. Now the business is
around 1,200 employees and his team is close to 100. And for him, the real
disappointment around Cyberpunk 2077 is that it let down the studio's core fans.
"I was personally not happy with how things turned out. I was not expecting that. I
knew immediately that we had to come back. I liked the spot we were in. I'm not
16
talking about the peak of hype, but two years before that, we had our community, we
liked them, they liked us, it was awesome to work at CD Projekt RED.
"After the release it was tough, but I knew that we had the same people. The gamers
are the same… we just need to fix our relationship. The only thing we can truly do is
just deliver what we are capable of. I have a feeling that soon we will be able to do
"I want to rebuild the connection with gamers, because we had people following us
"We needed to rethink how we were working in bigger groups and make sure that
everyone listens to each other. And also make sure we empower teams to work on
their fragments of the game but, when you combine everything together, it runs
smoothly from all the sides. We need to empower new leadership as well. We want to
"The biggest thing was standing up and saying 'we have to do it'. Yes we were
expecting a different launch for Cyberpunk, but now we have another chance in front
of us. For me, as the person responsible for communication, I want to rebuild the
connection with gamers, because we had people following us for years and they were
disappointed. That's, for me, is the biggest thing. We have to make the game for
them."
17
Platkow-Gilewski says there is now an entire team dedicated to improving life within
"Work-life [balance] is really important to us. It always has been but it was hard to
maintain the balance. I'm enjoying my private life now way more than I used to. We
are improving, rebuilding, reshaping the studio on so many levels that it's hard to say
precisely what's happening. But work-life balance, how we work together, how we
empower even smaller teams, what are the pipelines, how we speak with
"There are a group of people responsible only for transformation. They are not
responsible for the quality of what we are delivering, but what's going on in the
studio, including creating new spaces so it's way more comfortable to work. The
whole COVID situation hit us as well and we had to figure out how to work [with
people at home]. On the one hand, we are missing our colleagues because we don't
see them so often, but on the other hand we learnt how to work with digital tools to
"All this mess started when we were still making Cyberpunk, but now we have the
time to work on these tools to develop them, to create best practices… it's an
interesting time."
The press previews for Cyberpunk's Phantom Liberty expansion have been positive.
Not just in terms of the story, but in how the base game has been fundamentally
18
changed. The developer is at pains to say how significant this update is, and that's part
"For us, expansions are really important. Years ago... we started to think what is
DLC? Why is someone charging a couple of dollars for DLC that only gives you
something small, like a special sword or horse armour? We didn't like that approach.
So when we add content... we have DLC that is free because they don't involve a lot
of effort, and then we have people working on something more significant, for a
longer period, and there's a price for that. That's an expansion. "For us, an expansion
should be visibly big. In the base game, we have Keanu, so we said, if we're going to
do something else significant, we need an actor who can [represent that] and show
that this isn't some small side mission, but a big chunk of content that we care about.
"For Phantom Liberty, which is more of a spy thriller-themed story – it has a different
vibe to the base game – we needed someone who is a match for that. Idris is the next
James Bond to me. He has this Bond vibe. When we talk about the character,
Platkow-Gilewski insists CD Projekt is changing and has learnt lessons. But there are
understandable concerns about whether the company is still stretching itself too much.
Alongside Cyberpunk 2077 and the various licensed spin-offs – including comics,
books and Netflix shows – CD Projekt has announced a huge slate of games including
19
"First of all, all these projects are at different stages," he defends. "It's not that we are
doing all that in the same moment at the same stage, because that would be a lot of
work. We are thinking about the strategy for the years to come. We really care about
our IPs, we want to develop them, we want to create games within them. But also, we
"We have a lot discussions, like what is most important right now? Where do we want
to go? What do we want to achieve? The discussions we're having are really healthy.
It's easy to spread the butter too thin, but we are constantly checking and talking, and
Almost three years ago, CD Projekt achieved, in Platkow-Gilewski's words, 'a critical
mass of negativity'. Yet the reaction from the team, he says, wasn't to despair, but to
roll up its sleeve and get to fixing it. That process will always be on-going, he adds,
but that the launch of Phantom Liberty will, hopefully, be the first sign of a studio
"I actually believe Cyberpunk on launch was way better than it was received, and
even the first reviews were positive," he concludes. "Then it became a cool thing not
to like it. We went from hero to zero really fast. That was the tough moment. We
didn't know what was happening. We knew that the game is great, yes we can
improve it, yes we need to take time to do it, and we need to rebuild some stuff.
"That took us a lot of time, but I don't believe we were ever broken. We were always
20
Supporting document #3: Talks about Cyberpunk 2077 restorage, how it went from
being the most failed and disastrous project ever of the company, to a redemption on
https://crowleymediagroup.com/resources/cyberpunk-2077-pr-comeback-from-
controversy-to-redemption/
Cyberpunk 2077, the highly anticipated open-world RPC from CD Projekt Red, faced a
tumultuous journey from its initial release to redemption. With a notorious reputation for
technical issues and a PR crisis that shook the gaming industry, the game's future seemed
engagement, Cyberpunk 2077 managed to make a remarkable comeback and regain the trust
of players.
Key Takeaways:
● The initial release of Cyberpunk 2077 was marred by technical issues and negative
reception.
21
● Cyberpunk 2077's redemption serves as an example of the potential for successful
Upon its release in 2020, Cyberpunk 2077 faced widespread criticism for its multitude
of technical problems, leading to a major PR crisis for CD Projekt Red, the game's
developer. The game's reputation suffered, and investors even filed a class-action
lawsuit. The company had to implement damage control measures and address the
The initial launch of Cyberpunk 2077 was marred by numerous performance issues,
glitches, and frequent crashes, which significantly impacted their overall experience.
backlash from both critics and players. The controversy spread like wildfire across
social media platforms and gaming forums, tarnishing the reputation of the much
anticipated game.
"The launch of Cyberpunk 2077 was undoubtedly a disaster. The sheer number of
technical flaws and performance issues damaged the game's credibility and left a
negative impression on players. It was clear that immediate action was required to
salvage the situation and restore faith in the game and its developers." - Gaming
Industry Analyst.
22
● Loss of Trust: The PR crisis eroded the trust of players who had high expectations for
the game. The initial excitement and anticipation turned into disappointment and
frustration.
considerable drop in sales and stock value. Shareholders registered their concerns,
● Negative Publicity: The media attention surrounding the game's technical issues
further fueled the negative perception, making it a focal point of discussions about the
communicated about their plans to address them. They released public apologies,
● Immediate Updates: CD Projekt Red prioritized fixing the critical technical problems.
They released a series of patches and updates to rectify bugs and stability issues
reported by players.
professionals and technical experts to expedite the process of bug fixing and
optimization.
● Earning Back Players CD Projekt Red started rebuilding trust through goodwill
23
The developers' commitment to swift action and transparency marked their determination to
After the challenging launch of Cyberpunk 2077, CD Projekt Red swiftly recognized the need
for a robust strategy to restore the game's reputation and deliver on its initial promise. The
technical flaws, enriching the gameplay experience, and rebuilding the brand through
strategic updates and expansions. The marketing campaign for Cyberpunk 2077's brand
recovery encompassed a series of updates and patches aimed at optimizing performance and
rectifying technical issues. CD Projekt Red diligently worked on improving the game's
stability, eliminating bugs, enhancing the visual presentation, and refining gameplay
experience.
24
One notable expansion that played a crucial role in the game's recovery was “Phantom
Liberty'' . This immersive addition provided players with captivating storylines and fresh
deliver on their promises. By expanding the Cyberpunk 207"7 universe, the studio not only
provided a compelling narrative but also demonstrated that dedication towards fulfilling
player expectations.
As part of their PR comeback, CD Projekt Red made significant strides in enhancing the
technical aspects of Cyberpunk 2077 The game underwent extensive optimization for both
current-gen consoles and PCs, resulting in a smoother and more stable gameplay experience.
Bugs and glitches that plagued the initial release were diligently addressed and eliminated,
ensuring a more immersive and enjoyable journey through Night City. One ol the standout
rendering technique that allows for realistic lighting and reflections in the game world. This
visual enhancement brings Night City to life, creating stunningly realistic environments and
Cyberpunk 2077 faced significant technical problems and bugs, particularly on last-gen
How did CD Projekt Red address the issues with Cyberpunk 2077?
CD Projekt Red implemented damage control measures by releasing updates, patches, and
expansions to improve the game's technical flaws, gameplay experience, and overall
performance.
How did CD Projekt Red engage with the Cyberpunk 2077 community?
25
CD Projekt Red actively engaged with the community by listening to feedback and
addressing concerns. They communicated openly about their progress updates, and future
CD Projekt Red optimized the game for current-gen consoles and PCs, eliminating bugs and
glitches. They introduced enhancements like ray tracing and advanced Al, resulting in a
By diligently addressing past issues delivering on promises, and continuously improving the
game, CD PProjeki Red has transformed Cyberpunk 2077 into a polished and immersive
experience.
Supporting document #4: Cd Projekt comments on its wrap up of the third quarter of 2023.
CD PROJEKT wraps up the third quarter of 2023 - CD PROJEKT. (2023, November 28). cd
projekt-wraps-up-the-third-quarter-of-2023/
The third quarter of 2023 at CD PROJEKT was marked by preparations for the release of
Phantom Liberty. The large expansion for Cyberpunk 2077 was launched on September 26
to rave reviews from gamers and gaming media representatives alike. Within two months of
release the newest production from CD PROJEKT RED sold over 4.3 million copies.
– We are very pleased with the launch of Phantom Liberty. Successful release of the
expansion, along with Update 2.0 which introduces a slew of additional improvements,
elevates Night City gameplay to another level – in terms of quality. This is an important
26
achievement given our plans to further develop the franchise – says Adam Kiciński, CEO
At an event summarizing the release of Phantom Liberty, held on October 5, the Board of
– As previously announced, we want to grow our franchises beyond the realm of video
gaming. A live-action project set in the Cyberpunk universe will enable us to reach an even
wider audience. We are happy to enlist the support of Anonymous Content – a highly
In the third quarter of 2023 the CD PROJEKT Group posted 443 million PLN in revenues.
The Group’s consolidated net profit reached 203 million PLN – over twice as much as the
year before.
– We had very solid earnings in the reporting period as a result of the successful launch of
Phantom Liberty and strong sales of the base edition of Cyberpunk 2077. The net
profitability of the CD PROJEKT RED segment exceeded 50%. For its part, GOG.COM also
posted an excellent quarter – with an over 90% year-on-year increase in revenues. All in all,
this was the best Q3 period in the entire history of the CD PROJEKT Group – summarizes
Supporting document #5: Consolidated financial statement of the CD PROJEKT Group for
Q3 2023.
27
Untitled. (2023, November 28). cd projekt. Retrieved January 31, 2024, from
https://www.cdprojekt.com/en/wp-content/uploads-en/2023/11/consolidated-financial-
statement-of-the-cd-projekt-group-for-q3-2023.pdf
A significant increase, in terms of value, compared with the prior period in Sales revenue in
the third quarter of 2023 is the result of a successful launch of Phantom Liberty, the feature
campaign, took place on 26 September and in the period discussed, the Group recognized in
revenues the total value of sales under pre-orders received until the date of the launch and
sales in the first days after the launch. This translated into an increase in Sales of products in
the CD PROJEKT RED segment, where sales of the expansion represented more than a half
28
of the total sales of products, and almost 90% including sales of the main game. In addition,
a) licence revenue from the sale of the game Witcher 3: Wild Hunt, including expansions:
b) revenue relating to the games GWENT: The Witcher Card Game, Witcher 2: Assassins of
In the period discussed, the Group recorded an increase in sales also in Sales of goods for
resale and materials, which comprised mainly revenue from digital distribution of games
from external suppliers to end customers executed via the GOG.COM platform.
The effective income tax rate recognized in the income statement for the third quarter of the
current year was 13.2% compared to 11.9% in the third quarter of 2022, and the increase is
mainly due to a change in the approach to recognition of non-deductible income tax collected
in other jurisdictions on royalties paid to the Group (withholding tax), which involves its
ongoing recognition on the basis of reliable estimates. This is a change from the previous
approach under which the recognition of non-deductible withholding tax only occurred upon
receiving documents confirming the settlement of the tax abroad, i.e. in the year following
The consolidated Net profit of the Group for the third quarter of 2023 amounted to PLN 202
864 thousand and was significantly higher than in the corresponding period of the prior year,
29
The item Expenditure on development projects, in which the Group recognizes expenditure
on the development of new games, new technologies and other products of a similar nature,
incurred and deferred, had the largest share in the value of the Group’s Non-current assets as
at the end of the third quarter of 2023, as well as the greatest impact on the decrease in the
balance thereof. The decrease in the said item in the period discussed is due to the
commencement of the amortization of the Phantom Liberty expansion after its launch and
increased amortization rates on other assets relating to the main game Cyberpunk 2077.
Description of the Issuer’s major achievements or failures in the third quarter of 2023 by
operating segment
CD PROJEKT RED
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On 29 September 2023, a track by Dawid Podsiadło composed especially for Phantom
Liberty was released. The newly-launched music video appeared in the game’s credits (the
so-called credit song). After the reporting period, on 5 October 2023, the CD PROJEKT
Investor Day took place. During the event, the Management Board of CD PROJEKT S.A.
summarized the release of Phantom Liberty and announced that by 3 October 2023 sales of
the expansion had exceeded 3 million copies. On the other hand, the basic version of the
game, Cyberpunk 2077, has sold more than 25 million copies. On that day, it was also
announced that CD PROJEKT had entered into collaboration with the production studio
November 2023, Cyberpunk 2077: Phantom Liberty won awards for the best game expansion
and the best game trailer at the Golden Joystick 2023 gala.
The release of the Phantom Liberty expansion of Cyberpunk 2077 was a material event which
was not observed in the comparative period but which affected the net profit or loss, assets,
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liabilities and cash flows of the CD PROJEKT Group in the third quarter of 2023, resulting
in:
● an increase in Net sales of products, services, goods for resale and materials in both
Costs of products and services sold in the CD PROJEKT RED segment due to the
of the expansion;
● an increase in Costs of products and services sold in the CD PROJEKT RED segment
due to a change in the amortization pattern of the basic Cyberpunk 2077 game;
RED segment;
the release of the Phantom Liberty expansion on 26 September this year, i.e. towards
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