Action RPG · Patch 2.31 · Checked 26 September 2026

The level your build can exist at

Since 2.0 a Cyberpunk build is a budget: 5 attributes, seven points at creation, one a level, and 221 perk points to fill every tree. This works out when yours is affordable, where your cyberware capacity comes from, and which endings are still open.

Steam
Netrunner: Intelligence 20, Technical and Cool 15 Level 35 The earliest level those attributes can all be paid for. Three attributes at 20 is the most the game allows — the fourth would need 2 more points than level 60 pays.

Seven points at creation, one a level. When is your build possible?

Set the attributes you want. The pentagon is your build, the rings are the perk gates at 4, 9, 15 and 20, and the marker on the level line slides to the first level that can pay for it.

Skill ranks — each pays a perk point at 15 and again at 35
Solo
Shinobi
Engineer
Netrunner
Headhunter
Body3Reflexes3Technical Ability15Intelligence20Cool15
Reachable at level 35

Reachable at level 35: 15 levels from where you are.

You20 Build35
Attribute points 41 / 26
Perk points for everything unlocked 19 / 128
  • Body 611204
  • Reflexes 617194
  • Technical Ability 413223
  • Intelligence 816203
  • Cool 813213
The build travels inside the link. Nothing is uploaded.

What this assumes. Patch 2.0 rules, checked against 2.31: every attribute starts at 3, creation adds 7 points (6 at most in one attribute), each level pays one attribute point and one perk point, the skills pay at ranks 15 and 35, and the tier figures are every perk behind a gate filled to its last level. Choosing perks one by one is what CD PROJEKT RED’s own planner is for; this is the arithmetic it does not show.

Capacity is a sum. Here is every term.

Level, the Engineer skill, shards, two perks and one operating system. The bar is built from them in order; the shard board knows the drop rules, so a grey pip is one that cannot have dropped yet at your level.

Level 20 · Phantom Liberty on — set on the Points module.

Engineer skill

Shards you have picked upTap a pip to mark it found.

Uncommon+2 each · from level 2 7 of 7 could have dropped
Rare+3 each · from level 9 4 of 4 could have dropped
Epic+4 each · from level 17 2 of 4 could have dropped
Legendary+6 each · from level 25 0 of 2 could have dropped
Cyberware capacity 81
  • Level81
  • Engineer skill0
  • Capacity shards0
  • Renaissance Punk0
  • Chrome Compressor0
  • Edgerunner overload0

No shards marked yet. At your level the drop rules allow the grey pips to be still to come.

Most at level 60, Phantom Liberty360430 with the Chrome Compressor
Most at level 50, base game316Game ceiling 450

What this assumes. 24 capacity at level 1 and 3 a level; shard values 2, 3, 4 and 6 and the drop rules from the game’s acquisition table (60 in the base game, 73–74 with Phantom Liberty); Edgerunner’s overload costs 0.5% of max Health for each point over. The Chrome Compressor’s tiers between 2 and 5++ are not listed, so only the two ends are offered.

Every ending goes through one rooftop

Nocturne Op55N1, Misty’s roof. Which of its doors are open was settled long before you got there. Set what you have done; the routes that are still open light up, and the ones that are not say what they needed.

How Chippin’ In ended
Phantom Liberty
Endings still open 2 / 6
Nocturne Op55N1Misty’s rooftop
  1. Call HanakoAlways open once the main quests are done. The Devil
  2. Call PanamFinish Panam’s Queen of the Highway. The StarTemperance
  3. Follow Johnny to RogueFinish Rogue’s Blistering Love — which only starts from two of the ways Chippin’ In can end. The SunTemperance
  4. Wait five minutes, then Johnny’s planThe three right answers to Johnny at the end of Chippin’ In. The SunTemperance
  5. Call ReedPhantom Liberty, ended by giving So Mi to Reed or refusing her request. The Tower
  6. Toss the pillsAlways there: the first option on the rooftop. Path of least resistance

The Devil’s achievement needs Takemura alive; the ending itself does not.

Every ending, what it needs and what it pays →

What this assumes. The requirements as the community wiki records them from the game, read on 26 September 2026. Dialogue is paraphrased. The game saves before the point of no return and brings you back to it after the credits, so an unlocked ending is not a lost one.

The publisher’s own table. Your card on it.

Six tiers, each a preset, a resolution and a frame rate with the hardware CD PROJEKT RED says holds it. Pick your card: if they name it, its highest tier lights. Enter your memory: a tier whose floor you are under is a hard no, whatever the card.

Memory: Recommended and Ray tracing minimum are within your floors. Pick your card to see whether CD PROJEKT RED names it.

Rasterised
  1. Ultra2160p · 60 fps Ultra GeForce RTX 3080 · Radeon RX 7900 XTX 12 GB video · 20 GB RAM · 70 GB NVMe
  2. Recommended1080p · 60 fps High GeForce RTX 2060 Super · Radeon RX 5700 XT · Arc A770 8 GB video · 16 GB RAM · 70 GB SSD
  3. Minimum1080p · 30 fps Low GeForce GTX 1060 6GB · Radeon RX 580 8GB · Arc A380 6 GB video · 12 GB RAM · 70 GB SSD
Ray tracing
  1. Ray tracing: Overdrive2160p · 60 fps Ray Tracing: Overdrive (path tracing) GeForce RTX 4080 16 GB video · 24 GB RAM · 70 GB NVMe Measured with DLSS Frame Generation switched on.
  2. Ray tracing recommended1080p · 60 fps Ray Tracing Ultra GeForce RTX 3080 Ti · Radeon RX 7900 XTX 12 GB video · 20 GB RAM · 70 GB NVMe
  3. Ray tracing minimum1080p · 30 fps Ray Tracing Low GeForce RTX 2060 · Radeon RX 6800 XT · Arc A750 8 GB video · 16 GB RAM · 70 GB SSD

Source. CD PROJEKT RED technical support, “Cyberpunk 2077 system requirements” (Update 2.0 and Phantom Liberty), read 26 September 2026. Cards the table does not name are not placed on it: a guess about where a card falls would be a benchmark this page has not run.

PC only, 2.0 syntax. Built, not copied.

The console is the Cyber Engine Tweaks mod, and 2.0 changed its commands — the old lines still circulate and fail. Pick what you want; the command is assembled in the syntax the mod’s own documentation gives now.

Game.AddToInventory("Items.money", 100000)
Commands are case-sensitive. Save first.
  • Install Cyber Engine Tweaks for your game version; at first launch it asks you to bind a key for its overlay.
  • Load a save, open the overlay with that key, paste the command into its console and press Enter.
  • On PlayStation and Xbox there is nothing to enter: console versions have no cheats at all.

Source. Cyber Engine Tweaks documentation, “useful commands”, read 26 September 2026. The attribute names inside the commands are the game’s own: Body is Strength there.

Two sprint keys, two crouch keys. Both bound.

Cyberpunk has no hold-or-toggle dropdowns: it binds two separate actions and never says which is which. The lit keys are the ones doing two jobs. Press one — or click it — to read what it does.

Sprint is two actions

Sprint (Hold) and Sprint (Toggle) are separate bindings and both ship bound. Unbind the one you do not use, or a sprint you meant to end keeps going.

The full PC and controller layout →

Checked against the site’s Cyberpunk 2077 controls page and the game’s own Settings › Controls menu layout; the two-action pairs are what the settings block there tells you to unbind.

Answers

Straight answers

Shards stop at 74, not 80. Three attributes at 20, not four. No cheats on console. The rest below.

How many attribute points can you get in Cyberpunk 2077?

Every attribute starts at 3, character creation adds 7 points, and each level pays one more: 81 in total at level 60 with Phantom Liberty, 71 at level 50 without it. That is the whole income — there are no attribute shards in 2.0.

Can you max every attribute in Cyberpunk 2077?

No. Taking an attribute from 3 to 20 costs 17 points, and at level 60 you have 66 to spend: three attributes at 20 with 15 left over. A fourth would need 68. The planner on this page shows the level any set of targets becomes reachable, and says so when none can.

How many perk points are there in Cyberpunk 2077 2.0?

One per level after the first (49 by level 50, 59 by 60), one from each of the five skills at rank 15 and again at rank 35 (10 in total), and one per perk shard. The community wiki lists 13 shards — 10 in the base game and 3 in Phantom Liberty — and records one base-game shard left unassigned since 2.0, which is why guides print 11. Every perk in every tree costs 221 points.

What is the maximum cyberware capacity in Cyberpunk 2077?

360 at level 60 with Phantom Liberty, or 430 with the Chrome Compressor in the operating-system slot: 201 from level, 15 from the Engineer skill, 20 from Renaissance Punk, 74 from shards and Edgerunner’s 50-point overload, plus the compressor’s 70. The game caps capacity at 450.

How much capacity do cyberware capacity shards give?

2, 3, 4 or 6 depending on rarity. The drops and the Psycho Killer reward add up to 60 in the base game, and Phantom Liberty adds 13 or 14 more (one of them in Dog Eat Dog is missable) — 74 at most. The +80 some guides print has no breakdown behind it.

Why am I not getting cyberware capacity shards?

They drop by rule: green ones from level 2 at most once a level, blue from 9 at most every two levels, purple from 17 every two, orange from 25 every three. At level 15, for example, no purple or orange shard can have dropped yet. The shard tracker on this page shows the ceiling for your level.

How do you get the secret ending in Cyberpunk 2077?

At the end of Chippin’ In, when Johnny talks at the grave: tell him he messed that up too, ask what he wants from you, and agree this is his last second chance. Then, on Misty’s rooftop in Nocturne Op55N1, choose nothing and wait about five minutes until Johnny offers his own plan. There is no 70% relationship meter to fill — the answers are what count.

What do you need for the Panam and Rogue endings?

Panam’s route needs her side job Queen of the Highway finished. Rogue’s needs Blistering Love, which Johnny only starts after two of the ways Chippin’ In can end — the second-chance answers that also open the secret, or telling him it was a hard road and he needn’t bare his soul. Any other answer sends him to Kerry instead.

Can you get every ending in one playthrough?

Yes. The game warns you at the point of no return and, after the credits, returns you to just before Nocturne Op55N1 with a save, so one save can see every ending it has unlocked. Save there yourself as well.

Which Phantom Liberty choices lead to The Tower ending?

The two that keep Reed’s offer on the table: giving So Mi up to Reed when he confronts you (King of Swords) or siding with Reed and refusing Songbird’s request (King of Pentacles). Then call Reed. Killing Reed or fulfilling Songbird’s request closes it.

What PC do you need for path tracing in Cyberpunk 2077?

CD PROJEKT RED lists Ray Tracing: Overdrive at 2160p and 60 fps on a GeForce RTX 4080 with 16 GB of video memory, 24 GB of RAM and an NVMe drive — measured with DLSS Frame Generation switched on. The lowest ray-tracing tier is an RTX 2060 at 1080p and 30 fps.

Are there cheats for Cyberpunk 2077 on PS5 or Xbox?

No. There are no cheat codes on console. On PC the Cyber Engine Tweaks mod adds a console, and 2.0 changed its commands — the old Game.GiveDevPoints lines still circulate but the mod’s documentation now gives the development-system syntax this page builds for you.

What is the Cyberpunk 2077 console command for money?

With Cyber Engine Tweaks installed: Game.AddToInventory("Items.money", 100000) adds 100,000 eurodollars. Commands are case-sensitive; save before using them.

Unofficial. Keymap Labs is not affiliated with, endorsed by or sponsored by CD PROJEKT RED. Cyberpunk 2077 and Phantom Liberty are their trademarks. The PC tiers are CD PROJEKT RED’s own table; progression, capacity and endings are cross-checked community documentation of the game’s data, for patch 2.31. Your build, shards and choices never leave this browser. Controls last checked 7 September 2026.