It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Your journey to Night City is close at hand! As of today, you can pre-load all the necessary files to install Cyberpunk 2077 through your GOG GALAXY app. This way you’ll be able to dive into the most anticipated open-world RPG quickly on 10th December, when the grand premiere of the game takes place.

While we’re at it - take a look at our video below! We’ve created it along with the game’s creators to show you how super grateful we are that you’ve chosen to pre-order Cyberpunk 2077 on GOG.COM, where 100% of your money goes to CD PROJEKT Group.
Post edited December 07, 2020 by emter_pl
high rated
We can confirm that offline installers will be available at launch, at 1 AM CET. We'll continue to immediately update them with the latest patches after the game's release.

You may have noticed the pre-load is getting updated - it's the 10GB release patch we've implemented now so you can enjoy a smooth launch. The update is 10GB BUT it actually implements changes to some of the existing files, meaning around 50GB of data has to be changed. That is why GOG GALAXY needs roughly 50-60GB of free space for the patch to successfully update.

Alternatively, you can uninstall the pre-load and install it again - that should also do the trick.
Post edited December 09, 2020 by Beaubergine
high rated
avatar
igkillerhamster: Given that the Offline-Installers are full installations, without any way of remotely controlling accessability due to lack of any DRM measures whatsoever, how do you think CDPR and CDP via GOG would be able to enforce the game not being launchable before streetdate?
Quite easily. You simply create an installer with the bulk of game assets but minus the game's .exe and make that available 3 days before launch. Then you release the .exe on launch day in the form of a very small minor patch. There's your pre-load capable offline installers. No different to how Galaxy does it...
avatar
Starmaker: Exactly.
avatar
igkillerhamster: Thanks for proving my point about lack of technical understanding.

You are pointing at the installer executable there. The container files holding the actual game are laughably bad for any means of secure software deployment.
Ok, so withholding one part of the archive is bad, but the same files distributed by Galaxy can't possibly be leaked?

Go put your programmer socks in the laundry.
low rated
avatar
igkillerhamster: Given that the Offline-Installers are full installations, without any way of remotely controlling accessability due to lack of any DRM measures whatsoever, how do you think CDPR and CDP via GOG would be able to enforce the game not being launchable before streetdate?
avatar
AB2012: Quite easily. You simply create an installer with the bulk of game assets but minus the game's .exe and make that available 3 days before launch. Then you release the .exe on launch day in the form of a very small minor patch. There's your pre-load capable offline installers. No different to how Galaxy does it...
Have fun making the masses aware of that in a day and age of rampant cancel culture.

We could also go over the option of password protecting the installer and encrypting the containers, which is also not as secure as it sounds and just needs a little bit of dedication to get past. Especially given that it is unfeasible to encrypt it via OTP.

Or the means of chainloading a launchday bin to the tail end of the container archives which has to be manually downloaded at streetday and we end up at the outcry scenario from point 1.

Are there means to enable it? Yes.
Are those means possible with their toolchain? Probably.
Are they in any way consumerfriendly? Hell no.

And I doubt that CDP is going to start toying around with their toolchain to that effect for a 3 days gain and risk likely their biggest release in company history, and arguably one of the most anticipated games in the past 5-6 years.
Post edited December 08, 2020 by igkillerhamster
high rated
avatar
igkillerhamster: Are they in any way consumerfriendly? Hell no.

And I doubt that CDP is going to start toying around with their toolchain to that effect for a 3 days gain and risk likely their biggest release in company history, and arguably one of the most anticipated games in the past 5-6 years.
Pre-loader 3 day wait for offline installers is "consumer unfriendly" compared to what? Galaxy's identical 3-day wait that works in exactly the same way?... People already know what pre-loading is. It's nothing new and almost no-one needs "re-educating" if it were employed for offline installers.

Also, nothing needs changing in GOG's "toolchain" precisely because it's already there and in use for offline installers for reasons other than pre-loading. Eg, in several games here where a DLC added to the main game is an abnormally tiny patch only a few MB in size (far smaller than the actual DLC assets & content added) because the bulk of the DLC content was "pre-loaded" in a patch for the main game (needed for the purposes of save-game compatibility). Example 1 : "This War of Mine: The Little Ones DLC" = 10MB size DLC. Example 2: "A Hat In Time - Seal The Deal DLC" = 6.3MB. It works in exactly the same way as to how I described.
Post edited December 08, 2020 by AB2012
low rated
avatar
igkillerhamster: Are they in any way consumerfriendly? Hell no.

And I doubt that CDP is going to start toying around with their toolchain to that effect for a 3 days gain and risk likely their biggest release in company history, and arguably one of the most anticipated games in the past 5-6 years.
avatar
AB2012: Pre-loader 3 day wait for offline installers is "consumer unfriendly" compared to what? Galaxy's identical 3-day wait that works in exactly the same way?... People already know what pre-loading is. It's nothing new and almost no-one needs "re-educating" if it were employed for offline installers.

Also, nothing needs changing in GOG's "toolchain" precisely because it's already there and in use for offline installers for reasons other than pre-loading. Eg, in several games here where a DLC added to the main game is an abnormally tiny patch only a few MB in size (far smaller than the actual DLC assets & content added) because the bulk of the DLC content was "pre-loaded" in a patch for the main game (needed for the purposes of save-game compatibility). Example 1 : "This War of Mine: The Little Ones" = 10MB size DLC. Example 2: A Hat In Time Seal The Deal = 6.3MB. It works in exactly the same way as to how I described.
I don't own either of these games on GOG therefor can't compare or look at what actually is inside of the installers :/

Galaxy automatically deploys updates to games was my comparison, as to: With Offline Installers having to make customers aware of it, notify customers of the patch and having no control over people actually downloading the patch.
Post edited December 08, 2020 by igkillerhamster
high rated
avatar
NuffCatnip: This game deserves a spot on this list right here:
Games that treat GOG customers as second class citizens

Locking content behind their client and claiming it's 100% DRM-free...yeah, right.
avatar
tfishell: Not that list, that's for differences/content lacking between GOG and (usually) Steam versions of games. You can add it to the "DRM in Single-Player Games on GOG" thread (not exactly the right thread name)
I don't see why CP2077 shouldn't be included on that list considering that GOG themselves were/are insisting that "GOG" and "GOG Galaxy" are two separate entities in order to excuse the sale of DRM'ed EGS games via Galaxy. If you're a Galaxy customer you get the full experience, but if you're only a GOG customer? Either become a Galaxy customer or put up with second-class status.
avatar
igkillerhamster: ...
The DRM concerns relate to extra content that is only offered if you activate it online via Galaxy: https://www.cyberpunk.net/en/goodies
Is MY REWARDS also available on the local version of Cyberpunk 2077 — which can be downloaded via GOG and installed separately from GOG GALAXY?

Because MY REWARDS requires an internet connection, the local version of Cyberpunk 2077 that you can download via GOG will not support MY REWARDS.
As for the complaints about lack of pre-loading for non-Galaxy users, GOG used to do this for offline installers for their previous games:

https://www.gog.com/news/purchase_and_pre_download_the_witcher_2_assassins_of_kings_digital_premium_only
https://www.gog.com/news/preload_the_witcher_3_wild_hunt_now

The pre-load installers provided the bulk of the game files but excluded the game binaries. At launch, "patches" were released to add the missing files to allow the games to be played.
Post edited December 08, 2020 by adamhm
high rated
avatar
igkillerhamster: I don't own either of these games on GOG therefor can't compare or look at what actually is inside of the installers :/

Galaxy automatically deploys updates to games was my comparison, as to: With Offline Installers having to make customers aware of it, notify customers of the patch and having no control over people actually downloading the patch.
Of course you can control the patch by simply releasing it 3 days later than the pre-load file. This is literally how Galaxy / Steam preload stuff, they just "hide it better" behind the scenes. It's not only entirely doable for GOG to achieve with offline installers, if you read adamhm's post above and you'll see GOG already has done it with previous Witcher Games : "Of course, you can also preload manually by downloading the available files off your shelf on the website."
Post edited December 08, 2020 by AB2012
avatar
tfishell: Not that list, that's for differences/content lacking between GOG and (usually) Steam versions of games. You can add it to the "DRM in Single-Player Games on GOG" thread (not exactly the right thread name)
avatar
adamhm: I don't see why CP2077 shouldn't be included on that list considering that GOG themselves were/are insisting that "GOG" and "GOG Galaxy" are two separate entities in order to excuse the sale of DRM'ed EGS games via Galaxy. If you're a Galaxy customer you get the full experience, but if you're only a GOG customer? Either become a Galaxy customer or put up with second-class status.
You can try to make that argument in the second-class thread if you want to.
high rated
avatar
AB2012: Pre-loader 3 day wait for offline installers is "consumer unfriendly" compared to what? Galaxy's identical 3-day wait that works in exactly the same way?... People already know what pre-loading is. It's nothing new and almost no-one needs "re-educating" if it were employed for offline installers.

Also, nothing needs changing in GOG's "toolchain" precisely because it's already there and in use for offline installers for reasons other than pre-loading. Eg, in several games here where a DLC added to the main game is an abnormally tiny patch only a few MB in size (far smaller than the actual DLC assets & content added) because the bulk of the DLC content was "pre-loaded" in a patch for the main game (needed for the purposes of save-game compatibility). Example 1 : "This War of Mine: The Little Ones" = 10MB size DLC. Example 2: A Hat In Time Seal The Deal = 6.3MB. It works in exactly the same way as to how I described.
avatar
igkillerhamster: I don't own either of these games on GOG therefor can't compare or look at what actually is inside of the installers :/

Galaxy automatically deploys updates to games was my comparison, as to: With Offline Installers having to make customers aware of it, notify customers of the patch and having no control over people actually downloading the patch.
Ahem, I don't want to be controlled. I want to choose WHEN and HOW to update MY game that I PAID full retail price for. We keep on forgetting who is the customer and who is the supplier. The key advantage of GOG (maybe you don't see this as an advantage and want a "press single button" experience) is that it puts control in your hands in installation and subsequent management process. If you are using the offline installers that is.

Now perhaps you are in the opposite camp and want the most simplified and behind the scenes process for installation and patching - in this case perhaps Steam is a better option for you? They genuinely care about this, to the degree that you cannot start a game unless you patched it, so you spend the hour you set aside for playing waiting for the quick 8-12GB patch to come through.

I would suggest that you read the Baldurs Gate 3 threads where people using Galaxy (hehehe) had to download 62GB of data (which is the entire game) quite a few times as 5-6GB patches were rolled in and out. For some reason on GOG it did not quite work.
avatar
Starmaker: Exactly.
avatar
igkillerhamster: Thanks for proving my point about lack of technical understanding.

You are pointing at the installer executable there. The container files holding the actual game are laughably bad for any means of secure software deployment.
Because creating game files with an offline installer and providing keys that allow the installation of DLC or other keys that don't allow it is totally impossible???
Or do you mean that someone could actually use a computer OFFLINE to look for the DLC content, decrypt it and install it anyway by some convoluted way? Yeah, this scenario seems completely reasonable.
The price yesterday was $34 and today is $38... I wonder tomorrow...
avatar
Carlox: The price yesterday was $34 and today is $38... I wonder tomorrow...
gog.com updates its price matrix for converting between currencies a couple of times a year, usually right ahead of major sales. An update just happened today. The price in your local currency should be stable again for a couple of months from now on.
How is it that people have been able to play it since YESTERDAY the 7th of December, Yet the rest of us still have to wait?

avatar
Starmaker:
Aww Look who rears it's head up here, Dunno how it's still alive?

I remember you, Disgusting individual.
Post edited December 08, 2020 by fr33kSh0w2012
avatar
fr33kSh0w2012: How is it that people have been able to play it since YESTERDAY the 7th of December, Yet the rest of us still have to wait?
Easy. Just turn the clock forward and play the dream...
low rated
avatar
fr33kSh0w2012: How is it that people have been able to play it since YESTERDAY the 7th of December, Yet the rest of us still have to wait?
avatar
sanscript: Easy. Just turn the clock forward and play the dream...
Yeah Right . JPG