Every Cyberpunk 2077 Ending, Explained

Cyberpunk 2077 doesn’t just end. It calculates you. Beneath the neon, braindances, and power fantasies is a ruthlessly deterministic ending system that tracks your decisions long before you ever step onto a rooftop with a gun in your hand. If you’ve ever hit the credits and thought, “Wait, how did I get this ending?” the answer is almost always buried in a handful of invisible checks the game never fully explains.

The Point of No Return: Nocturne OP55N1

Every ending in Cyberpunk 2077 funnels through a single, unmistakable moment: the mission Nocturne OP55N1. Once you meet Hanako Arasaka at Embers, the game explicitly warns you that this is the point of no return, and it means exactly that. From here on out, you are locked out of side jobs, relationship progression, and any chance to flip hidden narrative switches you missed earlier.

What trips players up is that the ending you get isn’t decided inside Embers. That mission is more like a final menu, populated only by options you’ve already earned. If an ending path doesn’t appear here, it’s because the game decided hours ago that you didn’t qualify.

Key Choices That Actually Matter (And When They Happen)

Cyberpunk 2077 is deceptive about choice density. You can make dozens of dialogue decisions that feel important, but only a select few act as hard gates for endings. These usually happen in deeply personal questlines tied to Johnny Silverhand, Panam Palmer, Rogue Amendiares, and later, Phantom Liberty’s Reed and Songbird if the expansion is installed.

Johnny’s relationship score is the most infamous example. It isn’t raised by random kindness; it’s tied to very specific dialogue responses during missions like Chippin’ In. One wrong line here doesn’t just change flavor text, it permanently locks you out of an entire secret ending that many players don’t even realize exists.

Panam’s Aldecaldos arc is another critical path. Finishing her side jobs isn’t enough; you need to support her leadership and trust her decisions. Skip her content or treat it like optional filler, and the Nomad ending simply never enters the equation.

Hidden Flags, Not Moral Alignment

Unlike traditional RPGs, Cyberpunk 2077 doesn’t run on a good-versus-evil meter. It operates on hidden narrative flags that check for loyalty, trust, and ideological alignment. These flags are binary, not weighted, meaning one missed requirement can zero out an entire ending route regardless of how “well” you played otherwise.

This is why the game can feel harsh. You might have maxed DPS, cleared every NCPD scanner hustle, and optimized your build down to I-frame abuse, but none of that matters if you failed a character’s personal test. Cyberpunk judges who you stand with, not how strong you are.

Why Some Endings Feel Abrupt or Inevitable

The sense of inevitability in certain endings is intentional. CD Projekt Red designed the system so that V’s fate reflects momentum, not last-second heroics. By the time you’re making the final call, the game is effectively asking you to accept the consequences of the life you chose, not to rewrite it.

This is also why reloading an earlier save before Embers rarely helps unless you’re willing to go back several hours. The ending system rewards foresight and emotional investment, not save-scumming. In Night City, the real boss fight isn’t Adam Smasher or the Blackwall, it’s the accumulation of every promise you kept or broke along the way.

The Devil Ending (Arasaka Path): How to Unlock It, What Happens, and the Cost of Corporate Control

If the previous endings are about loyalty and rebellion, The Devil is about surrender. This path is Cyberpunk 2077 at its coldest, where hidden flags and personal momentum funnel V into the arms of the megacorp that started everything. It’s not framed as a villain route, but as a calculated, corporate solution to an impossible problem.

How to Unlock The Devil Ending

The Devil ending becomes available during Nocturne Op55N1 if you consistently side with Arasaka and choose to trust Hanako at Embers. There are no secret relationship meters or optional side arcs required here. You simply have to believe, or convince yourself, that Arasaka is the only entity powerful enough to save your life.

During the rooftop conversation with Johnny, select the option to trust Hanako and go to Embers alone. This immediately locks you out of Rogue, Panam, and the secret Johnny assault paths. From a systems perspective, this is the most straightforward ending to unlock, which is fitting for a corporation built on clean contracts and brutal efficiency.

What Happens in The Devil Ending

After the assault on Arasaka Tower alongside Goro Takemura, V wakes up not as a rebel or a legend, but as a test subject. The final act unfolds in a sterile orbital station where Arasaka doctors subject V to endless cognitive tests. Mechanics-wise, the pacing is intentionally slow and restrictive, stripping the player of agency in a way no combat encounter ever could.

Johnny is erased completely during the process, not with drama, but with paperwork and procedure. The game makes it clear that Arasaka didn’t save both of you because it never intended to. You’re left with a final contract: return to Earth with a ticking clock or sign your soul away to Mikoshi, becoming corporate data until Arasaka decides you’re useful again.

The Cost of Corporate Control

The Devil ending isn’t about failure, it’s about compliance. V survives, technically, but only by accepting a system that treats human consciousness as proprietary software. There’s no blaze of glory here, no Night City legend status, just the quiet horror of realizing you’ve become an asset on a balance sheet.

Thematically, this ending reinforces Cyberpunk’s core warning. Power doesn’t need to crush you if it can convince you to kneel willingly. Arasaka keeps its promise, but only in the narrowest legal sense, proving that in Night City, the most dangerous deals are the ones that sound reasonable.

The Star Ending (Aldecaldos Path): Nomad Loyalty, Panam’s Role, and the Promise of Freedom

If The Devil ending is about surrendering to systems, The Star is its ideological opposite. This path asks V to reject Night City’s power brokers entirely and place their life in the hands of people who have nothing to gain except keeping their word. It’s Cyberpunk 2077 at its most human, trading megacorps for family and chrome towers for open sky.

How to Unlock The Star Ending

Unlocking The Star requires committing to Panam Palmer’s full questline and earning the Aldecaldos’ trust. You must complete Riders on the Storm, With a Little Help from My Friends, and Queen of the Highway, making choices that consistently support Panam and the clan. Skip or fail these, and this ending is permanently off the table.

During the rooftop conversation with Johnny, choose to call Panam for help. This locks you into the Nomad assault and removes Arasaka and Rogue as options. Mechanically, the game treats this as a hard branch, not a soft preference, so there’s no last-second reversal once the call is made.

Panam Palmer as a Narrative Anchor

Panam isn’t just a romance option or quest-giver here, she’s the emotional spine of the ending. Where Johnny pushes V toward legend status and Arasaka offers survival through ownership, Panam offers survival through solidarity. Her role reframes the central conflict from “How do I beat Night City?” to “Who do I trust when it all falls apart?”

Even if V doesn’t romance Panam, the writing never treats the bond as transactional. The Aldecaldos help because that’s how Nomads operate, loyalty earned through shared risk rather than reputation. It’s one of the few times in Cyberpunk 2077 where the player’s social choices feel as mechanically important as combat skill or gear loadout.

The Aldecaldos Assault on Arasaka Tower

Gameplay-wise, this ending delivers one of the most satisfying final missions in the game. You assault Arasaka Tower through the underground tunnels using the Basilisk, blending cinematic set-pieces with tight combat encounters. The Aldecaldos draw aggro, cover flanks, and die permanently if you play recklessly, reinforcing that these aren’t disposable NPCs.

Unlike the Rogue path, this assault emphasizes coordination over raw DPS. The Basilisk section in particular sells the idea that you’re winning through teamwork, not individual legend status. It’s loud, chaotic, and costly, but it never feels hollow.

Johnny’s Choice and Letting Go

The Star ending also hinges on Johnny’s most selfless decision. After Mikoshi, Johnny willingly steps aside so V can reclaim their body, fully accepting that his arc ends here. It’s a clean, emotionally grounded farewell that contrasts sharply with his earlier obsession with unfinished business.

There’s no grand speech or ego trip, just mutual respect. Johnny finally stops trying to overwrite V, and V finally stops defining themselves through Johnny’s war. From a narrative design standpoint, it’s one of the few endings where both characters complete their arcs without compromising who they’ve become.

Leaving Night City and the Meaning of The Star

The final moments see V leave Night City with the Aldecaldos, crossing the border into an uncertain future. The game is explicit that V is still dying, but it frames the clock differently. This isn’t borrowed time owned by a corporation, it’s time spent on your own terms.

Thematically, The Star represents freedom without guarantees. There’s no cure, no contract, no promise that things will work out, just motion and choice. In a world obsessed with control, Cyberpunk 2077 argues that freedom itself might be the rarest ending of all.

The Sun Ending (Rogue & Afterlife Path): Night City Legends, Power, and the Illusion of Success

If The Star is about escape, The Sun is about doubling down. This ending pulls V back into Night City’s gravity well, where reputation, firepower, and myth matter more than peace or longevity. It’s the ending for players who chased street cred, maxed their build, and wanted to see what happens when you actually win Night City’s game.

Unlocking The Sun requires trusting Johnny and choosing Rogue during the final rooftop decision. Your relationship with Johnny needs to be strong enough for him to take control, and that choice immediately reframes the ending around legacy rather than survival.

How to Unlock The Sun Ending

The key choice happens on Misty’s rooftop during Nocturne OP55N1. You must let Johnny take control and agree to call Rogue for help instead of Panam or going solo. This path is only available if you’ve built enough rapport with Johnny through side content and dialogue choices.

Mechanically, this feels like committing to a high-risk, high-reward build. You’re betting everything on one last push, trusting NPC allies instead of trying to brute-force Arasaka Tower alone. It’s confidence bordering on arrogance, and the game knows it.

Assaulting Arasaka Tower with Rogue

Gameplay-wise, this finale is sleek, lethal, and brutally efficient. Rogue acts like a max-level companion, drawing aggro, landing massive damage, and cutting through Arasaka elites with veteran precision. Compared to the Aldecaldos assault, this mission is tighter, quieter, and more professional.

But that polish comes at a cost. Rogue’s death isn’t optional, and it lands harder because it feels preventable, like a bad crit or missed I-frame in a fight you thought you had under control. Cyberpunk uses that loss to underline the price of legend-building.

Johnny’s Last Ride and the Cost of Ego

This ending is Johnny at his most honest and his most damning. He takes control not to save himself, but to finish what he started decades ago, finally burning Arasaka at the root. Yet even in success, his presence poisons the outcome.

After Mikoshi, Johnny gives V their body back, but the damage is done. His war costs Rogue her life and cements a legacy built on sacrifice rather than healing. Unlike The Star, Johnny doesn’t walk away from Night City’s cycle, he completes it.

Becoming a Legend of the Afterlife

The epilogue frames V as a living myth. You inherit Rogue’s position at the Afterlife, command respect instantly, and operate at the absolute top of Night City’s food chain. Fixers call you first, mercs know your name, and your penthouse screams endgame success.

Yet the mechanics tell a quieter story. V is still dying, still racing the clock, and still alone. Power doesn’t change the core condition, it just upgrades the scenery.

The Crystal Palace Heist and the Illusion of Control

The final job, an audacious space casino heist, is Cyberpunk 2077 at its most seductive. Zero-G movement, elite crew members, and a mission that feels like a perfect endgame raid. It’s framed like the ultimate play, the kind of job legends are built on.

But narratively, it’s a stalling tactic. There’s no cure, no resolution, just another contract dangling hope in front of a dying merc. The Sun ending argues that Night City’s greatest trick isn’t killing you, it’s convincing you that success means you’re finally in control.

Temperance Ending (Johnny Takes Over): Letting Go of V, Johnny’s Redemption, and Identity Sacrifice

If The Sun is about chasing control until the very end, Temperance is about giving it up entirely. This ending branches from the same Johnny-led Arasaka assault, but hinges on a single, devastating choice inside Mikoshi. Instead of reclaiming their body, V lets Johnny keep it, erasing themselves so someone else can live.

This is Cyberpunk 2077 at its most ruthless and most intimate. There’s no final job, no miracle cure, and no illusion that Night City can be beaten through skill checks or better gear. Temperance asks whether survival is worth it if it costs your identity.

How to Unlock the Temperance Ending

Temperance requires committing fully to Johnny long before the final mission. You need a high enough relationship with him, shaped by key dialogue choices throughout the story, especially during Chippin’ In and his grave conversation. If Johnny doesn’t trust you, this ending is locked out completely.

During the Arasaka assault with Rogue, the critical moment comes after Mikoshi. When Alt Cunningham offers the choice, you must select Johnny to return to the body. Choosing this path permanently deletes V, with no takebacks or hidden branches.

The Moment of Choice in Mikoshi

Mechanically, this decision is just a dialogue prompt. Narratively, it’s the hardest check in the entire game, with no RNG, no build advantage, and no way to optimize the outcome. You either let go, or you don’t.

V’s goodbye is quiet, almost anticlimactic, which is exactly the point. Night City doesn’t care about heroic sacrifices, and the game refuses to dress this one up. V fades out not as a legend, but as a person choosing to end the suffering for good.

Johnny’s Second Chance and Real Growth

For the first time, Johnny survives without burning everything around him. He leaves Night City, gives away V’s belongings, and avoids the old loops of ego and self-destruction that defined his life. This isn’t Johnny winning, it’s Johnny finally learning restraint.

The epilogue shows him subdued, reflective, and intentionally anonymous. He doesn’t chase fame, start another band, or take revenge on the city. Compared to his earlier chaos, this version of Johnny feels like someone who finally understands the damage he caused.

Identity Sacrifice and the Cost of Redemption

Temperance is the only ending where someone truly changes, but it comes at V’s total erasure. There’s no digital afterlife, no engram survival, and no legacy to inherit. V doesn’t even get the hollow comfort of becoming a Night City myth.

That’s the thematic gut punch. Redemption in Cyberpunk isn’t free, and growth doesn’t always belong to the hero. Temperance argues that sometimes the only way to break the cycle is to remove yourself from it completely, even if the city never remembers your name.

Don’t Fear the Reaper (Secret Ending): Requirements, Solo Arasaka Assault, and Why It’s the Ultimate Skill Check

After Temperance proves that letting go is sometimes the hardest choice, Cyberpunk 2077 offers a polar opposite path. Don’t Fear the Reaper isn’t about sacrifice or compromise, it’s about total commitment. This ending asks a single question: can you, the player, actually back up everything your V claims to be?

Unlike every other finale, there are no allies to lean on and no safety nets to soften mistakes. This is Cyberpunk stripping away narrative protection and leaving you alone with your build, your reflexes, and Night City’s deadliest megacorp.

How to Unlock Don’t Fear the Reaper

Unlocking the secret ending is deceptively simple, but brutally unforgiving. During Chippin’ In, you must make the exact dialogue choices at Johnny’s grave that earn his full trust, including calling him out without coddling him. If Johnny’s affinity isn’t high enough, this option never appears, no matter how optimized your character is.

At the rooftop decision with Misty, you don’t select an ending at all. You wait. After several seconds of silence, Johnny suggests storming Arasaka Tower alone. Agreeing locks you into the secret route immediately, with no chance to respec, restock, or rethink your loadout.

The Solo Arasaka Tower Assault

Mechanically, this is the hardest combat sequence in the entire game. Enemies scale aggressively, hit harder, and punish sloppy positioning with near-instant kills. There’s no backup to draw aggro, no revive state, and no scripted rescues if things go wrong.

Healing items are limited, enemy netrunners are lethal, and boss encounters demand clean execution. You need strong DPS, situational awareness, and mastery of your build’s core loop, whether that’s quickhacks, crit-stacking gunplay, or I-frame abuse with melee. This is Cyberpunk checking if you actually understand its systems, not just its story.

No Second Chances, No Fallbacks

What truly defines Don’t Fear the Reaper is permanence. If you die at any point, the game hard cuts to credits. No checkpoint reloads, no alternative branches, and no narrative justification.

This design choice reframes the entire ending as a wager. You’re betting V’s life on your mechanical skill and decision-making, mirroring the reckless confidence that defines both V and Johnny at their most dangerous. It’s the only ending where failure is canonically final.

Why This Ending Exists at All

Narratively, Don’t Fear the Reaper is Cyberpunk 2077’s purest power fantasy, but also its most honest one. V refuses to endanger Panam, Rogue, or anyone else, choosing to shoulder the consequences alone. It’s arrogance, heroism, and desperation rolled into a single act.

Thematically, it challenges the idea of legacy introduced in Temperance. Instead of erasing yourself or handing the future to someone else, you burn straight through the system that tried to overwrite you. Whether V survives afterward depends on choices beyond the assault, but the message is clear: this is what fighting Night City head-on actually costs.

The Ultimate Skill Check, Not the Canon Ending

Don’t Fear the Reaper isn’t positioned as the “true” ending, and that’s intentional. It exists to validate mastery, not morality. Players who reach it aren’t rewarded with a cleaner resolution, they’re rewarded with respect.

In a game obsessed with choice, this ending quietly flips the script. Your dialogue decisions unlock the door, but only your hands on the controller decide if you walk through it.

Phantom Liberty Endings and Their Impact on the Base Game Finale (If Applicable)

Phantom Liberty doesn’t just add side content; it actively rewires how Cyberpunk 2077 can end. Depending on your decisions during the Dogtown storyline, the expansion introduces entirely new endgame outcomes, alters existing finales, or deliberately locks you out of others.

Unlike the base game, Phantom Liberty is less about spectacle and more about consequence. The choices here aren’t framed as “good” or “bad” endings. They’re about who you trust, who you sacrifice, and what kind of survival you’re willing to accept.

The Core Branch: Songbird or Reed

Every Phantom Liberty ending hinges on one irreversible decision: whether you side with Song So Mi (Songbird) or Solomon Reed during the late-game missions Firestarter and its follow-ups. This choice dictates not only how the expansion resolves, but whether a brand-new base game ending becomes available at all.

From a systems perspective, this is classic CD Projekt Red design. One binary choice fans out into radically different narrative states, some of which permanently alter V’s future once you return to the main campaign.

Siding with Songbird: Freedom at a Cost

If you choose to help Songbird escape the FIA, Phantom Liberty ends with her fate largely out of your hands. You either deliver her to the Moon or abandon her earlier, but crucially, you do not gain access to a cure for the Relic.

Mechanically and narratively, this path preserves the original Cyberpunk 2077 ending structure. You return to Night City unchanged, still racing against the Relic’s damage, and all base game finales remain available, including The Star, The Sun, Temperance, and Don’t Fear the Reaper.

Thematically, this mirrors the Aldecaldos ending. You prioritize autonomy over security, even if it means the system stays unbeatable. Songbird survives, but you don’t get saved, reinforcing Cyberpunk’s recurring message: freedom rarely comes with clean wins.

Siding with Reed: Unlocking the “Cure” Ending

Choosing Reed sets you on a far darker, more controlled path. You hand Songbird over to the FIA, ultimately gaining access to a classified neural surgery that can remove the Relic without killing V.

This decision unlocks a completely new base game ending, often referred to by fans as The Tower. It becomes selectable once you progress far enough in the main story, fundamentally changing how Cyberpunk 2077 can conclude.

However, this is not a power fantasy ending. It’s a deconstruction.

The Tower Ending: Survival Without Power

In The Tower ending, V survives, but at an enormous cost. The surgery damages their nervous system, stripping away combat implants, cyberware compatibility, and effectively their ability to live as a merc.

Gameplay-wise, this ending deliberately avoids a traditional final mission. No Arasaka raid, no blaze of glory, no DPS check. Instead, it’s a quiet, almost uncomfortable epilogue where Night City moves on without you.

Narratively, this is Cyberpunk’s most subversive ending. You beat the Relic, but you lose the version of yourself that thrived in this world. Survival is framed not as victory, but as exile from the life you built.

How Phantom Liberty Alters the Meaning of Other Endings

Even if you don’t choose The Tower, Phantom Liberty retroactively reframes the base game’s finales. After seeing the cost of institutional “help,” endings like The Star or Don’t Fear the Reaper feel less naïve and more defiant.

Conversely, players who unlock The Tower may find it casts a shadow over every other choice. Knowing that survival was possible, but required betraying Songbird and surrendering agency, adds moral weight to refusing that path.

This is where Phantom Liberty excels. It doesn’t replace Cyberpunk 2077’s endings. It interrogates them, forcing you to decide whether living longer is worth becoming smaller in a city that only respects power.

No Canon, Just Consequence

CD Projekt Red is careful not to position Phantom Liberty’s endings as definitive. The Tower isn’t the “true” ending, just the most literal one. V lives, but Night City wins.

By tying this outcome to a choice rooted in loyalty, trust, and control, Phantom Liberty ensures its endings resonate far beyond Dogtown. It’s not about adding more branches. It’s about making every existing ending harder to choose, and harder to forget.

Comparing All Endings: Survival, Legacy, Freedom, and What Cyberpunk 2077 Is Really Saying

After Phantom Liberty reframes survival as a hollow win, Cyberpunk 2077’s endings stop being about which cutscene you like most. They become philosophical loadouts. Each finale represents a different answer to the same question: what does it actually mean to win in Night City?

Survival: Living, But On Whose Terms?

The Tower ending is the purest survival route, unlocked by siding fully with Reed and handing Songbird over to the NUSA. V lives, the Relic is gone, and the clock finally stops ticking.

But mechanically and narratively, this is survival without agency. You can’t fight, can’t mod, can’t reclaim your old build. Night City remains hostile, and you’ve lost the stats that once let you push back.

This ending argues that survival alone isn’t freedom. It’s compliance, paid for with everything that made V dangerous in the first place.

Legacy: Becoming a Name the City Remembers

Endings like The Sun and Don’t Fear the Reaper are about legacy, not longevity. These are unlocked by building trust with Johnny, choosing to assault Arasaka head-on, or soloing it without backup.

Here, V may not live long, but they go out as a legend. The Afterlife remembers you, fixers talk, and your rep outlives your body.

Cyberpunk frames this as the classic Night City myth. Burn bright, die loud, and make sure the city never forgets your handle, even if it chews you up in the process.

Freedom: Walking Away From the City Entirely

The Star ending, unlocked by completing Panam’s questline and siding with the Aldecaldos, is the closest Cyberpunk comes to hope. V leaves Night City behind, chasing a cure beyond its reach.

This is freedom through community, not power. You give up dominance over the city, but you gain something rarer: people who actually have your back.

Importantly, this ending only works if you invest in relationships. Freedom here isn’t a dialogue option. It’s earned through time, loyalty, and choosing people over profit.

Control: Giving the City Exactly What It Wants

The Devil ending, achieved by trusting Hanako Arasaka, is Cyberpunk’s most corporate outcome. V survives in theory, but only as a data point, a construct, or an asset.

You surrender your fate to the very system that caused the problem. There’s no blaze of glory, no escape, just contracts and cold hallways.

It’s the ending that proves Night City doesn’t need to kill you to win. It just needs you to sign.

What Cyberpunk 2077 Is Really Saying

Put side by side, the endings reveal a brutal thesis. Night City offers no perfect outcome, only trade-offs between time, power, and identity.

Survival costs your edge. Legacy costs your future. Freedom costs the city itself. Control costs your soul.

Cyberpunk 2077 isn’t asking which ending is best. It’s asking which loss you can live with, and whether the version of V that survives is still the one you were trying to save.

Which Ending Is ‘Best’? Canon Debates, Player Intent, and Choosing the Ending That Fits Your V

After laying every outcome side by side, the obvious question hits: which ending is actually the best one? It’s a debate that’s raged since launch, fueled by Phantom Liberty, developer interviews, and players hunting for a “true” canon path.

The uncomfortable truth is that Cyberpunk 2077 doesn’t play by traditional RPG rules. There is no golden ending with perfect stats, maxed relationships, and a clean epilogue slide.

The Canon Ending Debate, and Why It Misses the Point

CD Projekt Red has been careful to never declare a single canon ending, and that’s deliberate. Cyberpunk isn’t about resolving the plot; it’s about expressing intent through action, even when the outcome is bad.

The Sun and Don’t Fear the Reaper feel “canon” to some because they align with the tabletop mythos. A solo merc burning through Arasaka Tower is pure Cyberpunk fantasy, mechanically and thematically.

But The Star is just as defensible. Leaving Night City rejects the genre’s obsession with domination and instead reframes victory as survival on your own terms.

Player Intent Matters More Than the Outcome

Every ending is less about what happens to V and more about why you chose it. Did you chase DPS and reputation, or did you prioritize relationships and long-term stability?

If your V treated Night City like an arena, min-maxing combat builds and burning bridges for power, The Sun fits cleanly. It’s the ending that rewards aggression, risk, and absolute confidence in your own hitbox.

If your V slowed down, did side jobs, and invested in companions, The Star feels earned. It’s mechanically gated behind commitment, not skill checks, which mirrors its theme of trust over talent.

The Devil Ending as a Deliberate Anti-Choice

The Devil often gets labeled the “bad” ending, but that undersells its purpose. It’s the most honest reflection of what Night City actually rewards: compliance and surrender.

Choosing Hanako isn’t ignorance; it’s exhaustion. It’s what happens when V stops rolling the dice and takes the only offer with paperwork and a waiting room.

From a narrative design standpoint, it’s a fail state that still respects player agency. You didn’t lose because you played poorly. You lost because you believed the system could be fair.

So Which Ending Should You Choose?

The best ending is the one that aligns with the V you role-played for 50-plus hours. Not the one with the cleanest epilogue, but the one that feels inevitable given your choices.

Completionists should see them all, because each ending reframes the entire story. The dialogue hits differently when you understand what V gave up to get there.

If you’re playing blind, trust your gut. Cyberpunk 2077 tracks your values long before it checks your quest flags.

In the end, Night City doesn’t care how you leave it. But the player does, and that’s where Cyberpunk quietly wins. Choose the ending that makes sense for your V, then live with it. That discomfort is the point.

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