The creative director of Cyberpunk 2 has clarified that elevator scenes in Cyberpunk 2077 were never intended as hidden loading screens. Igor Sarzynski addressed the topic in a post on Bluesky, responding to long-standing fan theories.
Sarzynski explained that the logic behind the elevator theory does not align with the game’s design. Using elevators to conceal loading would be unnecessary, as players can move across Night City and enter large interior spaces without noticeable loading interruptions. He highlighted that CD Projekt Red’s proprietary REDengine allowed for seamless streaming of the game world, making hidden loading screens redundant. He described the engine’s capabilities as a technical achievement that supported smooth transitions throughout the game.

The clarification comes amid CD Projekt Red’s transition to Unreal Engine 5 for upcoming projects. Both Cyberpunk 2 and The Witcher 4 will use the new engine, leaving behind REDengine. Sarzynski defended this decision by emphasizing the studio’s focus on creating games rather than maintaining its own engine, which requires significant development and support resources.
The move to Unreal Engine 5 has generated discussion among players due to performance concerns seen in some titles built on the engine. Despite these debates, CD Projekt Red appears committed to leveraging UE5’s tools to enhance future gameplay and development efficiency.
Although Cyberpunk 2 remains in early development, the director’s statements provide insight into the technical direction of the game and the studio’s approach to engine choices. By addressing misconceptions about elevators and detailing the shift to Unreal Engine 5, CD Projekt Red has offered clarity on how it plans to balance world design, performance, and development priorities moving forward.
