CD Projekt
CD PROJEKT S.A. is a Polish video game company headquartered in Warsaw, specializing in the development, publishing, and digital distribution of video games.[1] Founded in 1994 by Marcin Iwiński and Michał Kiciński as a distributor of CD-ROM software from the United States, it has grown into a major player in the global digital entertainment industry, best known for its critically acclaimed role-playing games including The Witcher series and Cyberpunk 2077.[2][3] The company operates through subsidiaries like CD PROJEKT RED, its primary game development studio established in 2002, and GOG.com, a digital distribution platform launched in 2008 that offers DRM-free games and cross-platform features.[4][2] Over the years, CD PROJEKT has achieved significant commercial success, with the The Witcher series selling more than 75 million copies worldwide and Cyberpunk 2077 surpassing 30 million units sold.[4] Key milestones include the 2007 release of the first The Witcher game, the 2015 launch of The Witcher 3: Wild Hunt which earned over 250 Game of the Year awards, and the 2020 premiere of Cyberpunk 2077.[2] The company has expanded through acquisitions, such as a majority stake in mobile game developer Spokko in 2018 and full ownership of studios like Digital Scapes and The Molasses Flood in 2021, to bolster its portfolio in various gaming formats.[2] As a publicly traded entity on the Warsaw Stock Exchange since 2011, CD PROJEKT reported consolidated sales revenues of 443 million PLN and a net profit of 155 million PLN for the first half of 2025, reflecting ongoing investments in new projects like The Witcher 4.[5][6]History
Founding and localization
CD Projekt was founded in May 1994 by Marcin Iwiński and Michał Kiciński, two high school friends and video game enthusiasts, as a video game importer and distributor based in Warsaw, Poland.[2][7] The company began operations under the name CDP.pl, initially trading imported CD-ROM software from the United States at Warsaw's Grzybowska Street bazaar, where Kiciński handled sales and Iwiński managed supplier relations.[2] The early business model centered on importing Western PC games and localizing them for the Polish market to address language barriers and cultural adaptation needs. Starting in 1994, CD Projekt undertook its first localization projects, beginning with titles such as Lemmings and Prince of Persia, which helped introduce high-quality international software to Polish consumers.[2] By 1996, the company expanded into CD-ROM publishing as the first Polish distributor to release games with localized boxes and manuals, enhancing accessibility and boosting sales through retail channels like CDP.pl.[2] Throughout the 1990s, CD Projekt grew by securing distribution agreements with major publishers including Acclaim, Blizzard, and Interplay, while deriving significant revenue from localization services and direct retail sales via CDP.pl. A key milestone came in 1999 with the full Polish localization of Baldur's Gate, which sold over 100,000 copies and demonstrated the commercial viability of their approach.[2] By 2000, these efforts had positioned CD Projekt as Poland's largest video game distributor, setting the stage for its later pivot toward in-house game development.[2][7]Formation of CD Projekt Red
In 2002, CD Projekt established CD Projekt Red Studio Sp. z o.o. as a subsidiary dedicated to developing original video games, marking a strategic shift from the parent company's focus on localization and distribution.[2] The new studio, initially based in Łódź, Poland, and led by Sebastian Zieliński, was funded through profits generated by CD Projekt's successful distribution business, which had built a strong financial foundation in the Polish market.[8] This move allowed the company to leverage its expertise in RPGs while creating proprietary content. Development of CD Projekt Red's first major project began in September 2003 with The Witcher, an action RPG adapted from Andrzej Sapkowski's fantasy book series. The studio acquired full video game rights to the intellectual property from Sapkowski that year for a modest lump-sum payment, securing ownership to develop the title independently.[2][8] The game was built using a heavily modified version of BioWare's Aurora engine, originally designed for Neverwinter Nights, supplemented by in-house tools to support nonlinear storytelling and immersive world-building. Over four years, the team expanded to nearly 100 developers, with a budget of approximately 20 million PLN (around $6-7 million USD at the time).[8][9] The Witcher launched on October 26, 2007, achieving strong initial sales in Poland—over 35,000 copies in the first three days—but faced significant challenges internationally due to rampant piracy and limited market penetration outside Eastern Europe.[2] These issues, combined with escalating costs from a troubled console port project (The Witcher: White Wolf) in collaboration with external developer Widescreen Games, pushed CD Projekt Red to the brink of bankruptcy by 2009 amid the global financial crisis.[8] The situation was resolved through strategic international publishing partnerships, including a deal with Atari for North American rights to the sequel, The Witcher 2: Assassins of Kings, alongside a successful listing on the Warsaw Stock Exchange, which provided crucial capital infusion.[8] Co-founder Marcin Iwiński later reflected on the ordeal, stating, "The company is my baby… I might lose it," highlighting the personal stakes involved.[8]Key releases and expansions
CD Projekt Red's international breakthrough came with the release of The Witcher 2: Assassins of Kings on May 17, 2011, for Microsoft Windows, which earned critical acclaim for its narrative depth, branching storylines, and visual fidelity, achieving a Metacritic score of 88 out of 100 based on 82 reviews.[10] An Enhanced Edition followed on April 17, 2012, for both PC and Xbox 360, incorporating bug fixes, additional content, and console optimizations that broadened its accessibility beyond the PC market.[11] The game's success marked a pivotal shift for the studio, establishing it as a key player in Western RPG development and paving the way for global partnerships. The studio's most commercially triumphant title, The Witcher 3: Wild Hunt, launched on May 19, 2015, across PC, PlayStation 4, and Xbox One, delivering an expansive open-world experience that concluded Geralt of Rivia's saga with unprecedented player choice and immersion.[12] Its expansions, Hearts of Stone released on October 13, 2015, and Blood and Wine on May 26, 2016, extended the narrative with self-contained stories, adding over 50 hours of content each and enhancing the game's replayability.[13] By May 2025, The Witcher 3 had sold more than 60 million units worldwide, underscoring its enduring impact on the RPG genre and CD Projekt's revenue growth.[14] Cyberpunk 2077, announced in 2012 with full development commencing in 2016, faced multiple delays before its release on December 10, 2020, for PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S, amid high anticipation fueled by its adaptation of Mike Pondsmith's tabletop RPG.[2] Initial sales were robust, exceeding 13 million units within the first 10 days, though the launch was marred by performance issues on last-generation consoles that led to temporary removals from the PlayStation Store.[15] The 2023 expansion Phantom Liberty, released on September 26 for next-generation platforms and PC, introduced the Dogtown district and starred Idris Elba as FIA agent Solomon Reed, revitalizing the title with overhauled mechanics and new story branches, and has sold over 10 million units as of May 2025.[16][17][14] In 2018, CD Projekt diversified its portfolio with Thronebreaker: The Witcher Tales, a narrative-driven RPG blending card-based combat and exploration, released on October 23 for PC via GOG.com and later on December 4 for PlayStation 4 and Xbox One.[18] Despite positive critical reception for its storytelling, the title fell short of sales expectations, attributed partly to its niche format and GOG's smaller market share compared to Steam.[19] Concurrently, GWENT: The Witcher Card Game launched on October 23, 2018, evolving from a mini-game in The Witcher 3 into a full standalone digital collectible card game with competitive multiplayer modes.[20] Development concluded in 2023 with the final major update on October 18, transitioning the game to community-driven maintenance thereafter.[21]Recent developments and restructuring
Following the troubled launch of Cyberpunk 2077 in December 2020, CD Projekt initiated a series of restructuring efforts to streamline operations and address overstaffing. In May 2023, the company announced the end of active development on Gwent: The Witcher Card Game, leading to the closure of its dedicated team and layoffs of approximately 30 employees by the end of the year. This was followed in July 2023 by a broader restructuring at CD Projekt Red, which resulted in the layoff of around 100 employees—roughly 9% of the workforce—phased through the first quarter of 2024, as the studio sought to optimize resources for core projects. These measures, part of three waves of layoffs in 2023, prompted the formation of a staff union in October 2023 to advocate for better working conditions. To bolster its development capacity, CD Projekt pursued strategic acquisitions in 2021. In July 2021, it acquired Digital Scapes, a Vancouver-based studio that had previously supported Cyberpunk 2077 development, rebranding it as CD Projekt Red Vancouver to expand North American operations. Later that year, in October 2021, the company acquired The Molasses Flood, a Boston-based studio known for titles like The Flame in the Flood, which was fully merged into CD Projekt Red North America on April 1, 2025. Internally, CD Projekt merged its mobile-focused subsidiary Spokko—established in 2018 and responsible for The Witcher: Monster Slayer—into CD Projekt Red in December 2022, resulting in some staff transitions to other projects while ending support for the mobile title in early 2023. Amid these changes, CD Projekt announced a renewed focus on its flagship franchises. In March 2022, it revealed the start of a new saga in The Witcher series, with the next mainline installment (codenamed Polaris, or The Witcher 4) entering full production using Unreal Engine 5 as part of a partnership with Epic Games; this project aims to launch a multi-game trilogy. Similarly, development began on a sequel to Cyberpunk 2077 (codenamed Orion) in 2022, with cross-studio collaboration involving CD Projekt Red's Wrocław and Boston teams. For its digital distribution platform GOG, CD Projekt ended expansions of indie title support in 2020 amid controversies, such as the cancellation of the indie game Devotion due to political sensitivities, though the platform itself continued operations with a focus on DRM-free classics and select new releases. By 2024 and into 2025, these efforts contributed to ongoing project advancements and stabilizing finances. CD Projekt Red presented a tech demo of The Witcher 4 at Epic Games' State of Unreal 2025 event on June 3, 2025, highlighting progress on the new saga, while updates on Cyberpunk 2077 expansions and the sequel followed shortly after. The company reported multiple projects in production across its studios, including a Witcher spin-off (Sirius) led by former Molasses Flood staff. In its Q1 2025 earnings, CD Projekt achieved stable revenue of PLN 226 million—flat year-over-year—with EBIT rising 18% to PLN 96 million and net profit at PLN 86 million, reflecting improved financial stability post-restructuring despite a 14% dip in net profit.Technology and tools
REDengine development
The development of REDengine, CD Projekt's proprietary game engine, commenced in late 2007 alongside the studio's work on the sequel to The Witcher. Created in-house to replace the modified BioWare Aurora engine used in the 2007 original, REDengine was tailored for nonlinear role-playing games emphasizing immersive storytelling and technical innovation. The initial iteration powered The Witcher 2: Assassins of Kings, released in May 2011 for Microsoft Windows, introducing capabilities like advanced facial animations, destructible environments via Havok physics integration, and support for both 32-bit and 64-bit platforms to enhance graphical fidelity and performance.[2][22] Evolutions of the engine followed to accommodate larger-scale projects and next-generation hardware. An updated version, commonly referred to as REDengine 2, was implemented in the Enhanced Edition of The Witcher 2 in 2012 and subsequent console ports, optimizing rendering pipelines and adding features like improved lighting and shadow systems for cross-platform consistency. By 2013, CD Projekt RED unveiled REDengine 3 specifically for The Witcher 3: Wild Hunt, launched in May 2015 across PC, PlayStation 4, and Xbox One; this iteration focused on 64-bit architecture for expansive open worlds, incorporating dynamic weather systems that alter terrain, visibility, and NPC behaviors in real-time, alongside enhanced AI for more reactive ecosystems and seamless transitions between exploration and combat.[23][24] REDengine 4 marked a major advancement for Cyberpunk 2077, with core development on this version beginning in 2015 to support photorealistic urban simulations. Released in December 2020 for multiple platforms, the engine integrated real-time ray tracing for lifelike global illumination, reflections, and shadows, enabling a densely populated open world with over 100 kilometers of drivable streets and procedurally generated traffic. Complementing these graphical leaps, REDengine incorporates specialized in-house tools for narrative design, including visual scripting for complex branching quests and AI frameworks that drive emergent player-NPC interactions, such as dynamic dialogue trees and crowd simulations. The engine also emphasizes modding accessibility, with official toolsets like REDmod providing creators access to assets, scripts, and world-building elements to extend game longevity.[25]Transition to Unreal Engine
In March 2022, CD Projekt RED announced a multi-year strategic partnership with Epic Games to adopt Unreal Engine 5 for its upcoming projects, signaling a major pivot away from the company's long-developed proprietary REDengine. This transition was first revealed alongside the confirmation of a new Witcher saga, internally codenamed Project Polaris, which would serve as the initial showcase for the new technology. The decision came after over a decade of investment in REDengine, which had powered key titles since its debut in 2011, but reflected a strategic choice to leverage external tools for greater scalability.[26][27] The primary reasons for the switch centered on enhancing development efficiency and flexibility, particularly after REDengine's extensive evolution had reached a point where maintaining it in-house became resource-intensive. CD Projekt RED cited Unreal Engine 5's strengths in faster prototyping and iteration, which would allow the studio to handle multiple projects in parallel rather than focusing on one at a time—a limitation of their previous workflow. Additionally, the engine's robust built-in support for multiplayer features was highlighted as a key enabler for future ambitions, while shifting maintenance responsibilities to Epic Games would reduce long-term costs and free up internal teams for creative work. This move was not a reaction to past project challenges but a proactive step to align with evolving industry needs.[28][29][30] Implementation began promptly, with CD Projekt RED initiating staff training through Epic's resources, including internal workshops and collaborative sessions to upskill developers familiar with REDengine. By late 2022, the transition was underway for Project Polaris, and it extended to Project Orion—the sequel to Cyberpunk 2077—entering pre-production in 2023 with full integration of Unreal Engine 5. These efforts involved close cooperation with Epic, ensuring a smooth knowledge transfer without starting from scratch, as methodologies from prior engine work were adapted.[31][32] The benefits of this adoption have been positioned as transformative for CD Projekt RED's operations, including easier collaboration with external studios through standardized tools and access to a broader talent pool versed in Unreal Engine. This alignment with industry standards is expected to streamline outsourcing and co-development, fostering innovation in open-world design while minimizing proprietary bottlenecks. Early prototypes and tech demos, such as those showcased in 2025, demonstrate the engine's potential to elevate visual fidelity and performance without the overhead of custom engine upkeep.[33][34]Operations
Game development studios
CD Projekt RED, the core game development studio of CD Projekt, is headquartered in Warsaw, Poland, and serves as the primary hub for creating narrative-driven role-playing games (RPGs). Established in 2002, the studio employs over 1,200 professionals across multiple locations, including additional offices in Kraków and Wrocław in Poland, Vancouver in Canada, Boston in the United States, and regional offices in Portland, Seoul, and Tokyo.[35][36] These teams focus on ambitious open-world RPGs, leveraging internal expertise to deliver immersive experiences centered on storytelling and player agency.[36] The studio's development philosophy prioritizes a gamer-first approach, emphasizing meaningful player choices that influence story outcomes and world interactions, as seen in titles like The Witcher series.[37] CD Projekt RED maintains a commitment to single-player experiences without microtransactions, viewing them as incompatible with its focus on complete, high-quality narratives.[38] Projects typically span 5-6 years from concept to release, allowing for deep iteration and polish.[39] Extensive quality assurance (QA) processes are integral, involving holistic testing of game systems, predictive issue identification, and cross-platform validation to ensure consistency and depth.[40] Specialized departments handle key aspects of production, including narrative design for branching quests and character arcs, art teams utilizing motion capture studios for realistic animations, and audio groups creating immersive soundscapes with custom soundtracks and effects.[35] Following the 2020 launch of Cyberpunk 2077, the studio adopted agile methodologies around 2021 to enhance collaboration, break down silos, and enable iterative improvements throughout the development cycle.[41] Collaboration across studios integrates support roles, with the Vancouver team contributing to Cyberpunk 2077-related projects, including updates and expansions, while the Boston hub—incorporating acquired studio The Molasses Flood—provides additional resources for narrative and technical development.[35] This structure fosters synergies in tool-sharing and expertise, aligning with CD Projekt RED's goal of sustainable, quality-focused workflows.[36]Digital distribution platform
CD Projekt launched its digital distribution platform, initially named Good Old Games (GOG.com), in September 2008 as a service dedicated to offering DRM-free versions of classic PC games adapted for modern systems.[2] The platform emphasized user ownership by providing offline installers without digital rights management restrictions, allowing players to download and play titles indefinitely without needing an internet connection or account authentication.[2] This approach stemmed from CD Projekt's early experience in game localization and distribution in Poland, aiming to preserve and revitalize retro titles that were often unavailable or incompatible with contemporary hardware.[2] In 2012, the service rebranded to GOG.com to reflect its broadening scope beyond older games, incorporating support for newer releases and Apple computers.[2] By 2015, GOG.com had expanded significantly to include contemporary titles, marking the debut of CD Projekt's own major releases such as The Witcher 3: Wild Hunt exclusively on the platform for PC, alongside a growing catalog of indie and third-party games.[42] To enhance user experience, GOG introduced the GOG Galaxy client in 2015, an optional desktop application that supports offline installers for all titles, automatic updates, cloud saves, achievements, and multiplayer features without mandating online connectivity for core gameplay.[2] The client, updated to version 2.0 in 2019, further integrates libraries from other platforms like Steam for unified management while maintaining GOG's DRM-free philosophy.[2] GOG.com operates on a revenue-sharing model where developers receive 70% of sales proceeds, with the platform taking a 30% cut, a structure designed to attract indie creators by prioritizing long-term accessibility over restrictive licensing.[43] This model supported a strong focus on indie titles through the 2010s, fostering partnerships that brought hundreds of smaller games to the service.[44] However, in 2021, amid industry-wide challenges and internal restructuring at CD Projekt, GOG implemented cost reductions, including staff cutbacks that impacted its indie acquisition and support teams, leading to slower catalog growth in subsequent years. In December 2024, GOG underwent further significant layoffs, affecting approximately 20% of its staff.[45][46] As of 2025, GOG.com hosts a large catalog spanning classics, indies, and modern releases, with a continued emphasis on user ownership rights through perpetual offline access and no always-online requirements. The platform's GOG Preservation Program, launched in November 2024, underscores this commitment by certifying classic games for compatibility with current hardware, with over 100 titles preserved at launch and plans to certify hundreds more by the end of 2025, ensuring they remain playable without external dependencies.[47]Organization
Current subsidiaries
CD Projekt S.A., the parent holding company, oversees a group of subsidiaries focused on game development and digital distribution. The primary operating entities include CD PROJEKT RED and its regional studios, along with GOG sp. z o.o., each contributing specialized roles to the group's portfolio of RPG titles and online services.[48] CD PROJEKT RED, established in 2002 as a subsidiary of CD Projekt S.A., serves as the core development studio responsible for creating and publishing major RPG projects such as The Witcher series and Cyberpunk 2077. With headquarters in Warsaw, Poland, it employs over 1,200 professionals across multiple locations and has sold more than 100 million copies of its games worldwide as of 2024. The studio handles end-to-end production, including narrative design, technical implementation, and global publishing, while also managing licensing for tie-in products.[36][48] CD PROJEKT RED Vancouver, founded in 2021 through the acquisition of Digital Scapes Studios, operates as a Canadian-based development arm specializing in support for the Cyberpunk 2077 franchise, including expansions like Phantom Liberty. Located in Vancouver, British Columbia, the studio builds on prior collaborations with the parent entity since 2018, focusing on gameplay systems, open-world features, and post-launch content to enhance the series' immersive elements. It represents CD PROJEKT RED's first North American development outpost and contributes to ongoing technical refinements for high-profile titles.[49][50] CD PROJEKT RED North America, established in 2025 via the merger of The Molasses Flood into CD PROJEKT RED Inc., functions as the Boston-based hub for narrative-driven and smaller-scale projects within the group. This integration, completed on April 1, 2025, leverages the acquired studio's expertise in story-rich experiences, such as its prior work on a multiplayer Witcher spin-off, to assist in scripting, quest design, and experimental initiatives supporting larger RPG developments. The entity bolsters the group's North American presence, aiding in localization and collaborative prototyping without leading full-scale productions.[51][48] GOG sp. z o.o., a wholly-owned subsidiary headquartered in Warsaw, manages the operations of the GOG.com digital distribution platform, offering over 11,000 DRM-free games from more than 1,500 publishers and developers. Launched in 2008, it emphasizes user-friendly global delivery in six languages, including client software like GOG Galaxy for seamless library management and multiplayer features. The subsidiary drives the group's non-development revenue through sales, promotions, and partnerships, maintaining a focus on classic and indie titles alongside CD PROJEKT RED's catalog.[36]Leadership and workforce changes
CD Projekt was founded in 1994 by Marcin Iwiński and Michał Kiciński, high school friends passionate about video games who established the company as a distributor before expanding into development.[2] Michał Kiciński served as co-CEO alongside Iwiński until stepping away from operational roles in 2013, though he remained a significant shareholder; by 2020, he had fully exited active involvement with the company following a major share sale.[52] Marcin Iwiński continued as co-CEO until October 2022, when he transitioned to the role of Chairman of the Supervisory Board after nearly 30 years in executive leadership. Adam Kiciński, older brother of co-founder Michał Kiciński, assumed the role of CEO in 2010 and led the company through major milestones including the launches of The Witcher 3: Wild Hunt and Cyberpunk 2077.[53] He served as CEO until December 2023, then as Chief Strategy Officer until the end of 2024, before moving to Co-Chair of the Supervisory Board in 2025, with the board emphasizing long-term sustainability in strategy and operations.[54] Current leadership includes Joint CEOs Michał Nowakowski, overseeing business and publishing, and Adam Badowski, focusing on game development, both appointed effective January 1, 2024, to drive the company's multi-project pipeline.[55] The company's workforce peaked at approximately 1,200 employees in 2020 amid the height of Cyberpunk 2077 production.[48] By 2025, headcount stood at around 1,200 for the capital group, following a series of layoffs that reduced numbers temporarily, including about 100 positions (9% of staff) across CD Projekt RED in July 2023 due to project completions and restructuring, and 29 layoffs at subsidiary The Molasses Flood in May 2023 after rescoping a Witcher spin-off project.[56][57] In response to crunch controversies during Cyberpunk 2077's development, which drew widespread criticism for mandatory overtime, CD Projekt shifted toward improved work-life balance, retaining a voluntary remote work model in 2021 and formalizing flexible hybrid options by 2022 to support employee well-being and reduce burnout.[58][59] This evolution included anti-burnout initiatives and a commitment to avoid excessive overtime on future titles, as affirmed by studio leadership.[60]Products
Major developed titles
CD Projekt's major developed titles primarily revolve around its flagship role-playing game series, The Witcher, and the open-world RPG Cyberpunk 2077, alongside select spin-offs that expand the universes of these properties. These games, built on the company's proprietary REDengine (for early titles) and later iterations, emphasize narrative depth, player choice, and immersive worlds drawn from literary sources. The studio's output has garnered significant commercial success and critical acclaim, with sales exceeding hundreds of millions of units collectively and numerous industry awards. The Witcher, released in 2007 for Microsoft Windows, marked CD Projekt's breakthrough as a developer, adapting Andrzej Sapkowski's fantasy novels into a third-person action RPG focused on moral ambiguity and monster-slaying. Developed over three years by a team of around 50, it featured nonlinear storytelling and a reputation system influencing quest outcomes. The game sold over 2 million copies worldwide by the early 2010s, establishing the studio's reputation for mature, choice-driven narratives.[2] The Witcher 2: Assassins of Kings, launched in 2011 for PC and later Xbox 360, refined the series with enhanced visuals, branching narratives, and political intrigue in a war-torn world. Its development involved over 100 staff and emphasized replayability through multiple paths and endings. It has sold over 2 million copies worldwide, contributing to the franchise's growing commercial dominance.[61] The Witcher 3: Wild Hunt, released in 2015 for PC, PlayStation 4, and Xbox One (with subsequent ports), represented the series' pinnacle, offering a vast open world, deep side quests, and two expansive DLCs: Hearts of Stone and Blood and Wine. Crafted by a team exceeding 240 developers, it prioritized emotional storytelling and environmental immersion. As of May 2025, the game has sold over 60 million copies, making it one of the best-selling RPGs ever and a benchmark for the genre.[12][62] Cyberpunk 2077, unveiled in 2020 for PC, PlayStation 4, Xbox One, and later next-gen consoles, is an open-world action RPG set in a dystopian future, based on Mike Pondsmith's tabletop game. Initially developed by over 500 staff amid high expectations, it faced launch challenges but saw substantial improvements via updates and the 2023 Phantom Liberty expansion, which added spy-thriller elements and new endings. As of September 2025, the title had sold over 30 million copies, bolstered by the expansion's sales exceeding 10 million units as of May 2025. Post-expansion, it received multiple Game of the Year nominations, including Best Narrative and Best Performance (for Idris Elba as Solomon Reed) at The Game Awards 2023, and won Best Ongoing Game there.[36][63][64] In addition to core titles, CD Projekt ventured into spin-offs to broaden its intellectual properties. The Witcher Adventure Game, a cooperative board game adaptation released in 2014 in partnership with Fantasy Flight Games, allowed 1-4 players to embody characters like Geralt in quest-driven scenarios using dice and cards; a digital version followed for PC and mobile platforms. GWENT: The Witcher Card Game, extracted from the series' in-game mechanic and fully released in 2018 as a free-to-play digital collectible card game for PC, consoles, and mobile, emphasized strategic deck-building and multiplayer matches. It integrated esports through official tournaments like GWENT Masters until support ended in October 2023, transitioning to community-driven play.[65][66] The Witcher 3 stands out for its accolades, earning over 250 awards, including Game of the Year at The Game Awards 2015, where it also won Best Role-Playing Game and helped CD Projekt secure Developer of the Year. This recognition underscored the game's narrative excellence and technical achievements, solidifying its legacy.[67]Upcoming projects
CD Projekt is currently developing several ambitious projects across its key franchises, with a focus on transitioning to Unreal Engine 5 for enhanced visual fidelity and production efficiency.[68] These initiatives build on the studio's narrative-driven RPG expertise, aiming for releases spanning the late 2020s and beyond.[69] Project Polaris, codenamed as the fourth main installment in The Witcher series (often referred to as The Witcher 4), serves as the lead title in a new trilogy of single-player, story-driven open-world RPGs.[68] Announced in 2022, it entered pre-production that year and moved into full production by 2023, featuring Ciri as the protagonist and utilizing Unreal Engine 5 for its development.[70][71] A cinematic trailer was revealed at The Game Awards in December 2024, highlighting its medieval fantasy scope, though no specific release date has been set, with estimates pointing to 2027 or later.[68] Project Orion represents the sequel to Cyberpunk 2077, expanding the dystopian universe with a focus on next-generation consoles and PC.[68] In pre-production as of early 2025, it incorporates multiplayer elements such as co-op missions or shared-world features, marking a departure from the original's purely single-player design.[72][73] Targeted for release after Project Polaris, it aims to leverage the franchise's over 20 million sales to deliver a larger-scale experience.[74] Canis Majoris is a full remake of the original 2007 The Witcher game, announced in 2022 and developed externally by Fool’s Theory using Unreal Engine 5 to modernize its graphics, combat, and storytelling while preserving the core narrative.[69][75] As of October 2025, it remains in active development without a confirmed release window, positioned to follow the new trilogy's launch.[68] Project Sirius, a spin-off set in The Witcher universe, is being handled by subsidiary The Molasses Flood and emphasizes both single-player campaigns and multiplayer gameplay for an innovative exploration of the lore.[69] Originally announced in 2022, it underwent a reboot in early development and, by 2025, has progressed beyond the concept phase into fuller production, though details on its exact scope remain limited.[76][68]Business practices
Philosophy and model
CD Projekt's business model centers on retaining full ownership of its key intellectual properties, including the Witcher and Cyberpunk 2077 franchises, which enables the company to exercise complete creative and commercial autonomy over its projects.[77] By self-publishing its titles directly to global markets, the studio avoids reliance on third-party publishers, thereby maximizing control over development timelines, marketing strategies, and revenue distribution.[2] This approach contrasts with industry norms where external publishers often share or claim IP rights, allowing CD Projekt to build long-term value through sequels, expansions, and adaptations without licensing constraints.[78] A core tenet of the company's philosophy is the rejection of exploitative monetization practices, exemplified by its firm stance against loot boxes and season passes in single-player titles. In response to the 2017 loot box controversies, CD Projekt Red co-founder Marcin Iwiński stated that the studio has "no interest" in incorporating such mechanics, viewing them as contrary to delivering a complete, high-value experience for full-priced games.[79] Similarly, the company eschews ongoing season passes in favor of substantial, narrative-driven expansions, as seen with the Witcher 3: Wild Hunt's DLC model, which emphasizes meaningful content additions over fragmented, subscription-like releases.[38] This player-centric ethos prioritizes "games not as a service," focusing instead on polished, standalone single-player RPGs that provide dozens of hours of uninterrupted storytelling and exploration without requiring continuous player investment or online connectivity.[80] CD Projekt actively supports modding communities as an extension of its commitment to player agency and game longevity, providing official tools and hiring community modders to integrate enhancements into titles like Cyberpunk 2077.[81] This philosophy recognizes modders as collaborators who extend the creative life of games, with the studio releasing modding kits for the Witcher series and incorporating fan-created content into updates.[82] The company advocates for fair treatment of developers within the industry, embedding this principle in its corporate values of equitable stakeholder relations and transparent operations.[83] Internally, CD Projekt has addressed criticisms of crunch culture—particularly following intense development periods on projects like Cyberpunk 2077—by implementing reforms post-2019 to foster healthier work environments, including commitments to sustainable schedules and improved work-life balance as affirmed by project leads in subsequent years.[60] The DRM-free policy pioneered by subsidiary GOG.com has profoundly influenced CD Projekt's broader approach, establishing no digital rights management as the standard for all releases by 2012. Launched in 2008, GOG emphasized ownership and accessibility, and this extended to CD Projekt Red's titles with the 2011 patch for The Witcher 2: Assassins of Kings, which removed all DRM, followed by a public pledge to eliminate it from future games entirely.[84] Co-CEO Marcin Iwiński explained that DRM "doesn't work" in curbing piracy and only burdens legitimate players, reinforcing the company's trust-based model that prioritizes user freedom across platforms.[85]Financial overview
CD Projekt's revenue primarily derives from video game sales developed by its subsidiary CD Projekt RED, which accounted for approximately 81% of the group's total revenue in 2024, followed by commissions from its digital distribution platform GOG at around 20%, with licensing and other minor sources contributing the remainder.[86] The company's peak annual revenue occurred in 2020 at 2.14 billion PLN, driven overwhelmingly by the launch of Cyberpunk 2077, which sold over 13 million copies in its debut year and generated the bulk of that figure.[87] Following the 2020 high, CD Projekt experienced a significant financial dip in 2021, with revenue falling to 888 million PLN and net profit declining to 209 million PLN, attributed to the troubled launch of Cyberpunk 2077 and subsequent post-release support costs that impacted sales momentum.[87] Profitability strengthened in 2023, as revenue rose to 1.23 billion PLN and net profit reached 481 million PLN, bolstered by the September release of the Phantom Liberty expansion for Cyberpunk 2077, which drove Q3 net profit to 203 million PLN—more than double the prior year's corresponding quarter.[87][88] CD Projekt has been publicly listed on the Warsaw Stock Exchange since April 2011 under the ticker CDR.WA, with its market capitalization experiencing a sharp decline to around 10 billion PLN in early 2021 amid the Cyberpunk 2077 backlash but recovering steadily to approximately 25 billion PLN by late 2025, reflecting renewed investor confidence in the company's pipeline.[89] The firm maintains substantial investments in research and development, with capitalized expenditures on game projects totaling 286 million PLN in 2024—equivalent to about 29% of that year's revenue—and ongoing allocations for 2025 exceeding 100 million PLN in the first quarter alone for titles like The Witcher 4 and Cyberpunk 2077 sequel.[86][90]| Year | Revenue (million PLN) | Net Profit (million PLN) |
|---|---|---|
| 2020 | 2,139 | 1,154 |
| 2021 | 888 | 209 |
| 2022 | 953 | 347 |
| 2023 | 1,230 | 481 |
| 2024 | 985 | 470 |