Unlike many other game studios, which avoid paying overtime to employees on annual salaries, CD Projekt Red pays all of its staff for overtime—150% for nights, and 200% for weekends. For many, that isn’t enough to make up for lost family time and other mental and physical issues that can result from overwork. (It’s also not massively lucrative; the cost of living is lower in Poland, so salaries can range lower than they are in western Europe or the United States.)

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This is an issue that CD Projekt Red is acknowledging, although at the same time, studio management continues to argue that crunch is a necessary part of making games like The Witcher 3 and Cyberpunk 2077 as good as possible. (The Witcher 3 is widely considered to be one of the greatest RPGs of the decade.)

“From a wider perspective, we need to remember that the whole production takes, say, four years, sometimes five years, and most of the time, like three years, there’s no crunch,” said Badowski. “There’s no additional hours. Sometimes before E3 [we crunch], but most of the time the production is super normal. We are talking about the very last round towards the release. And it’s always difficult to manage, but you know that there are some complications. It’s really difficult not to use all the forces at the very end. Plus there’s another factor—sometimes we have unique specialties, very unique people, and you cannot clone them. We need them to work on highly specific things. And we need to ask them to spend more time on something highly specific because there’s no other way to do it. It’s mostly R&D or very special requests, like tools.”

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Iwiński and Badowski said they put buffer periods into their schedules to account for the unknown variables that can come up during development. When I asked if they planned for overtime in their schedules for games like Cyberpunk 2077, they demurred. “We’re trying not to plan it,” said Iwiński. “However, sometimes it results in that, yes, so we need additional time. Internal planning in games is really hard.”

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They were also noncommittal on the idea of unionization. “It’s very country-specific, we don’t have a clear answer about it,” Iwiński said when I asked how he’d react if CD Projekt Red’s employees decided to organize. “We don’t know; we haven’t been thinking about it. If it happens, we’ll consider it.”

CD Projekt Red approached me because they wanted to make a public commitment to their employees’ health. It’s a pledge that they say they want to be public so that employees can hold them to it. If a developer wants to opt out of crunch or take time off, and their manager is resistant, perhaps they can say that they read on Kotaku that it was okay. Maybe that’ll work. Or maybe it won’t.

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“We’ve created a lot of force functions for us to improve,” said Iwiński. “Making this commitment, I hope it shows that we are treating this matter very seriously.”

“We do have private lives as well,” said Badowski. “We are getting older, and most of the people who are responsible for crunch, they have families, little kids, and they feel exactly the same.”

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When pressed, the one specific promise they’d make was that Cyberpunk 2077's final hours will be less crunchy than the last game’s. “I think we can promise that it’ll be better than The Witcher’s finishing period,” Badowski said.

CD Projekt Red hasn’t yet said when Cyberpunk 2077 will be out, but 2020 is a safe guess, which means that the next year will be pivotal not just for the quality of the game but for the quality of employees’ lives. It’s clear that not everything has gone smoothly, based on the testimonies I’ve heard from former employees and CD Projekt Red’s new vacation policy. We’ll see. By this time next year, we’ll have a better idea of just how serious Iwiński and Badowski were about wanting to be known for treating their developers humanely.