In the months following one of gaming's most turbulent launches, CD Projekt Red has turned its attention to two systems that quietly undermined the promise of Night City: a police force that defied the laws of space and time, and vehicles that seemed to resist the very act of driving. Patch 1.2, arriving in late March 2021 after a ransomware attack pushed the studio off schedule, represents not a reinvention but a reckoning — a developer methodically honoring its obligations to a world it built and the players who chose to inhabit it.
Cyberpunk 2077 Patch 1.2 Tackles Omniscient Police, Driving Physics
Police would no longer materialize instantly behind you
So the police spawning behind you instantly—that was actually a design choice, or just a bug they never caught?
It was more like a design that didn't account for how it would feel in practice. The game spawned police based on player actions, not on any simulation of how a city would actually respond. Once you broke a law, they were just there.
Right, but we should be clear: the patch changes the *spawn behavior*, not the underlying AI. We don't know yet if the police will actually patrol or investigate or if they're still just appearing from a different angle.
Fair point. The drone unit is new, though—that's something they added specifically to make the response feel more deliberate.
And the driving—that frame-rate issue sounds like a pretty fundamental problem to have missed at launch.
It was. The steering code wasn't scaling properly when frame rates dropped. So a lower-end PC had a genuinely different game than a high-end one.
Though we should note they're not fixing the clipping issue itself. The unstuck feature is a band-aid.
A band-aid on a band-aid, basically.
Yeah. But at least you can get unstuck now instead of reloading.
The real question is whether these fixes actually make the game feel better to play, or if they're just damage control while they work on bigger problems.
And we won't know that until people actually play it.
Exactly. The patch goes live later in March. That's when we'll see if it moves the needle.
O Pulso
- Since launch, Cyberpunk 2077's police have operated like a punishment system rather than a city — spawning instantly behind players the moment any law is broken, shattering any illusion of a living world.
- Driving has been equally fractured, with vehicles clipping through terrain and steering behavior shifting wildly depending on a player's frame rate — making the experience feel fundamentally different across hardware configurations.
- A February ransomware attack knocked CD Projekt Red off schedule, delaying Patch 1.2 and adding external chaos to an already embattled development recovery.
- The patch introduces police response delays and reconnaissance drones to simulate realistic law enforcement, while a new Steering Sensitivity slider and frame-rate normalization bring consistency to vehicle handling.
- Where full fixes weren't possible — vehicles still clip into terrain — the team shipped a pragmatic 'unstuck' feature, letting players rock their cars free rather than waiting for a systemic overhaul.
In the months following one of gaming's most turbulent launches, CD Projekt Red has turned its attention to two systems that quietly undermined the promise of Night City: a police force that defied the laws of space and time, and vehicles that seemed to resist the very act of driving. Patch 1.2, arriving in late March 2021 after a ransomware attack pushed the studio off schedule, represents not a reinvention but a reckoning — a developer methodically honoring its obligations to a world it built and the players who chose to inhabit it.
CD Projekt Red announced the details of Patch 1.2 in mid-March 2021, more than a month after its first major update — a gap partly explained by a ransomware attack in February that disrupted the studio's development schedule. With operations stabilizing, the team turned its focus to two systems that had frustrated players since launch: the Night City Police Department's impossible response times, and a driving model that felt broken depending on what hardware you were running.
The police problem was almost comedic in its bluntness. Commit any infraction and NCPD units would materialize directly behind the player, as if the city had no geography and law enforcement had no travel time. The fix was to make the system behave more like a world with its own logic — officers would now require time to respond after a crime was reported, and a new reconnaissance drone unit would assess situations before units moved in. The goal was to replace a punishment mechanic with something that felt like a functioning city.
Driving carried its own frustrations. Steering felt imprecise, vehicles clipped through terrain, and frame-rate inconsistencies meant a player at 20 FPS and a player at 60 FPS were essentially playing different games. The studio's Senior Vehicle Programmer traced the issue to code that couldn't handle extreme frame-rate fluctuations — a fix that would normalize steering speed across hardware. A new Steering Sensitivity slider gave players additional control over vehicle feel.
Not everything received a complete solution. Vehicles could still get lodged against objects, and rather than rebuild the collision system, the team added an 'unstuck' feature — letting players rock their car free when it became trapped. It was a workaround, not a cure, but it was something. For a studio navigating both a troubled launch and a cyberattack, incremental progress was still progress.
CD Projekt Red is finally ready to address two of Cyberpunk 2077's most aggravating problems: police that materialize out of nowhere the moment you break a law, and vehicles that handle like they're piloted by someone who's never driven before.
The studio announced details of Patch 1.2 in mid-March, more than a month after releasing its first major update in late January. The delay was real—a ransomware attack in February had knocked the developer off schedule—but now that operations were stabilizing, the team could share what was coming next. The patch represents an attempt to fix two systems that had frustrated players since launch: the Night City Police Department's seemingly omniscient response to crime, and the physics that made driving feel broken across different hardware configurations.
The police problem was perhaps the most absurd. The moment a player committed any infraction, NCPD units would spawn directly behind them, as if the game's world operated on pure player-centric logic rather than anything resembling a functioning city. CD Projekt Red's solution was to make the system behave more like actual law enforcement. Police would no longer materialize instantly. Instead, the patch would introduce a delay that created the impression officers needed time to arrive after a crime was reported. The studio also added a reconnaissance drone unit to the mix, giving the police a way to assess situations before rushing in. The goal was to make the system feel less like a video game punishment and more like a world with its own rules.
Driving had its own set of problems. Vehicles clipped through terrain, steering felt imprecise, and the whole experience was compounded by frame-rate inconsistencies. A player running the game at 20 frames per second would find cars nearly impossible to control, while someone with a high-end rig at 60 frames per second had a completely different experience. CD Projekt Red's Senior Vehicle Programmer identified the culprit: code that wasn't handling extreme fluctuations in frame rate properly. The fix meant steering speed would now remain consistent whether someone was playing at 20 FPS or 60 FPS and beyond. The studio also added a Steering Sensitivity slider to the options menu, giving players direct control over how responsive their vehicles felt.
Not every problem got a full fix. Vehicles still got stuck on in-game objects—clipping through terrain or lodging against buildings. Rather than rebuild the underlying collision system, the team implemented a workaround: an "unstuck" feature that let players rock their vehicle back and forth or side to side to break free. It wasn't elegant, but it was functional. The complete patch notes were available on CD Projekt Red's blog, with the update scheduled to roll out later that month. For a studio that had shipped one of the most anticipated games in years to a chorus of technical complaints, even incremental fixes felt like progress.
Citações Notáveis
It should decrease the problem of NPCs spawning behind players' backs and create an impression that it takes some time for the police to arrive at the crime scene after the crime has been reported.— CD Projekt Red
When experiencing lower frame rates, our cars were harder to control. We traced this to some code that wasn't handling extreme changes in frame rate properly. The steering speed is now very consistent from 20 to 60+ FPS.— CD Projekt Red's Senior Vehicle Programmer