Despite its issues, it appears that hardly anyone took CD Projekt RED up on its offer of a refund for Cyberpunk 2077. And I say that with the backing of new figures released today. You see, in the end, the development company only had to hand back $2.23 million in sales to disappointed consumers – a drop in the ocean considering the millions of copies of Cyberpunk 2077 that were sold.
This news came as a surprise to me, but CD Projekt RED barely lost any money on its Cyberpunk 2077 refund scheme. I say barely – it was just north of two million dollars. However, I think you’ll agree that’s nothing when you consider it sold more than 13 million units in the final weeks of last year alone. That means the company still went on to make hundreds of million in revenue, all on the promise that a more stable version will eventually emerge.
Not bad for one of the biggest launch disappointments, right?
The ballpark figure stems from a recent investment call and suggests there was a 0.5% uptake in refunds, which equates to around 30,000 copies in total. Comparatively, it was reported in January that 13.7 million copies were sold in 2020, so when you do the math, the repercussions were small. There are suggestions that refunds beyond the cut off window of December 21st 2020 are excluded from the above. But, still, those are probably neither here or there.
Unfortunately, the cynic in me thinks this will do little to convince development and publishing firms that things should be a lot better at launch – despite the RRP increasing to around $70 this coming generation. That’s because if a game like Cyberpunk 2077 still brings in the big bucks, albeit requiring more time post-launch than initially intended, what reason is there not to eek out a few more sales alongside a few more months of fixing?
Granted, current sales have been hampered by its removal from the PlayStation Store and the accompanying bad press. But what it’s losing at the moment, it has more than made up for prior to the dismissal, which means it’s almost a win-win for anyone with money tied up in the venture. Us gamers on the other hand…
Source: Game Industry Biz