
Review · 24 Feb 2026
Cyberpunk 2077: Phantom Liberty
Twenty-five hours that finally deliver the game the marketing promised four years too late.
AstorianEditor · Role-playing games, open worlds, long-formafter 52 hours
CD Projekt Red · Action role-playing · PC · released 26 Sept 2023 · All endings of the expansion, plus a rebuilt main-game run
Played 108% longer than the game usually takes to finish.
Tested on RTX 4070 · 1440p · DLSS Quality, ray tracing on · 65–80 fps
Dogtown is smaller than any district in Night City and it is the only one that feels like a place people live in rather than a set someone dressed. That contrast is the most useful thing about Phantom Liberty: it shows you exactly what the base game was missing, and it is not scale.
Density over size
The expansion's map would fit inside Watson several times over. What it has instead is verticality that means something, a market you can get lost in, and side content that is written rather than generated. Every one of the dozen or so optional threads here has a beginning and an end and someone's opinion in it. The base game had perhaps twenty such quests across an entire city.
The spy-thriller framing helps, but the real change is confidence. Phantom Liberty is willing to make you sit in a room and listen for ten minutes, and it is willing to end that scene without a shootout.
- Endings seen
- All four
- Hours in Dogtown alone
- 26
- Times the ending changed my read on Reed
- Twice
The 2.0 rebuild matters more than the story
Shipping alongside the expansion was a rewrite of progression, police, vehicle combat and the perk trees, and it is the single largest improvement Cyberpunk has ever received. Skills now shape a build instead of decorating one. Enemies react to being flanked. The police no longer materialise behind you.
If you played at launch and bounced, the honest position is that this is a different game — not patched, restructured. That is worth saying plainly because a lot of people wrote it off in 2020 and have no idea.
Where it slips
The final choice is one of the best-written decisions in the medium and one of the most punishing, in that the more emotionally satisfying branch is mechanically the poorer one. That is a defensible authorial position. It is still a shame that a game so generous with build variety ends by taking most of it away in one route.
The base game's flaws are also untouched outside Dogtown. The open world is still shallow, the gigs still repeat, and the city still refuses to simulate itself.
The verdict
The expansion is a nine. The game it is attached to, post-2.0, is roughly an eight. Fifty-two hours in and my strongest feeling is frustration that it took this long, because the studio clearly knew how the whole time.
Do not start here. Play the main game to the point where it opens up, then run Phantom Liberty before the finale.
Accessibility
- Extensive subtitle controls including size, background and speaker colour
- Text-to-speech for menus, added in the 2.0 update
- Full remapping, hold-to-toggle options throughout
- Braindance sequences rely on colour cues with limited alternatives
Checked during play, not from a feature list. Tell us what is missing and it gets added.
❦
