CD Projekt RED keeps the conversation alive during Blocktober Cyberpunk 2077, inviting fans behind the curtain of its ongoing development. In this update, level designer Marta Dobińska shares insights into Luxor Peak, a location built to test vertical movement, visibility, and the flow of combat. The studio uses this moment to explain not just what players will see, but how the space is meant to breathe as it challenges both stealth and confrontation. The tone is practical and passionate, a reminder that design choices are made with a purpose that extends beyond a single encounter.
Luxor Peak sits as an abandoned spa complex in Dog City. The clash with the mini boss Ayo Zarin pushed designers to craft a roomy arena with multiple floors, so players could move up, down, and around the space. The team layered the locale with distinct features drawn from the spa theme, creating a setting that feels lived-in and full of tactical options. Wide corridors, cracked mosaics, broken glass skylights, steam vents, and decorative stones all contribute to a mood that invites the player to think about how to move through the scene as well as how to fight in it.
For the mini-boss fight, the team aimed for a large, open hall where players could approach from several angles and try different strategies. Freedom of movement around the enemy was essential, letting players slip into stealth, carve out flanks, or unleash bold attacks. The location needed a clear theme, something visually compelling that would stand on its own. Alongside environmental artist Piotr Ruszkiewicz, Marta Dobińska chose a luxurious spa complex as the backdrop, a place that supports stealth and combat amid silent pools, steaming hot tubs, and decorative rockwork. When Dog City fell under Kurt Hansen’s leadership, construction paused and Luxor Peak was left unfinished. The design team repurposed abandoned scaffolding and catwalks to heighten vertical play, with routes arranged to offer good sightlines and dynamic movement. The theme inspired inventive details: in the boss engagement, water and electricity interact in potentially dangerous ways. The cyber implants trusted by the netrunner Ayo Zarin allow her to channel power, healing herself through electrical energy. In the fight’s second phase, she retreats into a pool, turning the water into a hazard that raises the stakes for the player.
— Marta Dobińska
Today the studio is pursuing a full sequel, with rumors pointing to a Chicago setting; no official release date has been announced. The project is framed as a next large chapter in the franchise, expanding the world while leaning on the same core ideas about space, player agency, and the collision between invention and danger. The design philosophy behind Luxor Peak continues to shape how developers think about future levels: spaces should invite exploration, support multiple approaches to combat, and feel thematically coherent with the world around them. The teams emphasize that verticality is not merely a gimmick but a tool that informs pacing, camera work, and the rhythm of encounters across the game.
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This overview comes from VG Times.