Cyberpunk 2077 Complete Guide Beginner Guide: How to Get Started in 2026

2026-06-11·Getting Started

So You Just Bought Cyberpunk 2077 in 2026

Good call. After the 2.0 overhaul and Phantom Liberty, this is genuinely one of the best RPGs on the market. And honestly, I wish someone had told me half this stuff before I wasted 15 hours on a garbage shotgun build.

But here's the thing: Night City throws a lot at you at once. Attributes, perks, cyberware, quickhacks, romance, lifepaths. It's easy to make decisions in hour 1 that you'll regret in hour 40. So let's start with the single most important decision you'll make.

Character Creation: What Actually Matters

Lifepath, Nomad or Street Kid or Corpo, affects your opening 30 minutes and some dialogue options. That's it. Pick whichever fantasy appeals to you. Corpo gets the most unique dialogue in my experience, but don't overthink this.

What actually matters is your attribute spread. Body at 4 to 6 minimum. It opens doors, rips turrets, keeps you alive. Technical Ability should hit at least 9 by midgame because locked doors hide iconic weapons and I'm not exaggerating when I say some of the best guns in the game are behind Tech checks. Intelligence is weird, it's either 4 or 20, nothing in between. Quickhacking only gets good when you go all-in, and a half-baked netrunner build feels genuinely terrible in combat. Reflexes depends entirely on what weapons you wanna use. Blades for katanas and mantis blades, assault for rifles and SMGs. Cool at 9 or higher if you want stealth. Throwing knives plus stealth pistol builds are ridiculously fun, probably my favorite way to play at this point.

tbh you can respec attributes once per playthrough now, post-2.0, so you're not permanently screwed. But you only get one. Don't waste it because you put 6 points into Body and then decided to become a netrunner. I did that. It sucked.

The Builds Worth Running

After testing everything across three playthroughs, here's what actually works. Not theorycrafting, not Reddit hype, just builds I've personally cleared the game with.

Netrunner with Int 20 and Tech 20 is the power fantasy. Stack quickhack queueing perks, slot a Tetratronic Rippler cyberdeck, upload Contagion plus Overheat in one queue and watch the room melt. Overpowered but incredibly satisfying. Best paired with smart weapons so you're not useless when RAM runs out.

Sandevistan Katana with Reflex 20 and Cool 20 turns you into an anime protagonist. Get the Militech Apogee Sandevistan, grab Byakko or Scalpel, activate slow-mo and everything dies before they can react. Mitigation chance from Cool keeps you alive between Sandy cooldowns, which is the part people forget about and then wonder why they keep dying.

Stealth Pistol with throwing knives, Cool 20 and Reflex 15, is probably the most elegant way to play. Headshot multipliers in the Cool tree are insane. The Javelin perk makes knives return instantly on kill. You can clear entire gigs without anyone knowing you were there. Her Majesty from Phantom Liberty is the gun you want for this, absolute monster of a pistol.

Shotgun Berserker with Body 20 and Tech 20 makes you unkillable. Blood Pump plus Biomonitor cyberware means auto-healing that you don't even have to think about. Guts shotgun, which you find during The Heist, carries you through the entire game. Not subtle. But indestructible.

Steer clear of hybrid builds on your first run. Splitting points evenly across 5 attributes means you're mediocre at everything, and mediocre feels terrible in combat. I've seen too many people bounce off the game because their build just didn't commit to anything.

Early Game Priorities, Act 1 Into Act 2

The Heist mission is basically the tutorial. After that the map opens up and you should absolutely not rush the main story. Here's what to prioritize in the first 10 hours.

Visit every ripperdoc icon on the map. Cyberware capacity is gated by level and perks, but knowing what's available early helps you plan your build direction. The Optical Camo integumentary cyberware is a lifesaver for stealth builds and I still use it at max level.

Clear all of Regina's gigs in Watson. They're tiered by difficulty so you learn the combat loop naturally, and they fund your first decent cyberware. Plus Regina's reward for clearing all 23 is the legendary Nehan throwing knife component, and that thing shreds.

Grab the free Iconics scattered around early game. Fenrir, the SMG, is at the monk rescue near Northside. Dying Night, a pistol, sits in your apartment stash after The Ride mission. Guts, the shotgun, is in the bushes at Corpo Plaza during The Heist. Honestly these three alone can take you to level 30 without spending a single eddie on weapons.

Ignore vehicles. Summoning Jackie's Arch is free and fast enough for the whole game. Save your eddies for cyberware and that one respec. I spent 40k eddies on a car in my first playthrough and then couldn't afford double jump legs until level 25. Painful. Don't be me.

Romance Paths: Who and When

Romance options are locked by voice and body type, and the game actually respects those locks, which I kinda appreciate. Judy is Fem V only, voice plus body. She's a lesbian and the game doesn't pull any "but maybe" nonsense. Her quest chain starts with Pisces and ends with Pyramid Song, and if you side with Maiko in Pisces you're locked out permanently. So don't do that.

Panam is Masc V only, body type requirement. Straight. Her path goes through Queen of the Highway and it's basically unmissable as long as you're not a jerk to her. Her quests also give you Overwatch, which is arguably the best sniper rifle in the entire game.

River is Fem V only, straight, and his quest chain is incredibly easy to miss entirely. Following the River is the key mission. Kerry is Masc V only, voice plus body, gay, and his stuff kicks off with Boat Drinks in Act 3. Not missable exactly but you can skip his earlier missions and lock yourself out without realizing it.

Judy's arc is the richest writing in the base game, no contest. Panam's questline gives you the best sniper rifle. You can romance both if one body type fits, but only sequentially, never simultaneously. The game checks.

All Endings, Spoiler-Light

You can access every ending from a single save because the game puts you back before the point of no return. The key variable is your relationship with Johnny. The secret ending triggers only if you pick specific dialogue during Chippin' In, and I'm not sure about this but I think you also need at least 70% affinity with him.

The Devil ending comes from trusting Arasaka and following Hanako's path. Regardless of what you choose at the end, this one feels hollow. Which is the point, I think, but it's still rough to sit through.

The Sun and The Star are the canon-adjacent endings most players prefer. Let Johnny take over for The Sun, or ask Panam for help for The Star. The Star, the Aldecaldo raid, is the closest thing to a happy ending this game offers. Temperance is Johnny keeping the body, bittersweet, especially if you maxed affinity with him.

The Reaper is the secret ending. Solo Arasaka Tower, no allies, max health draining constantly. If you die, credits roll. This is the hardest combat gauntlet in the base game and honestly took me four tries. Requires 70 percent or higher Johnny affinity and the right dialogue choices during Chippin' In. Miss those and it's gone for that playthrough.

Phantom Liberty adds two additional conclusions, one of which actually changes the base game's ending sequence. Reed's path and Songbird's path diverge completely after Firestarter. They're worth seeing both ways.

If you're going for all achievements, save right after meeting Hanako at Embers. That's your point of no return save. Reload from there for every ending.

Phantom Liberty: Worth It?

Yes. tbh it's better than the base game in terms of mission design, writing, and encounter variety. Start it as soon as it unlocks, which is after Transmission in Act 2, because the relic skill tree adds significant power and some of those perks are borderline broken in the best way.

Key things to grab in Dogtown. Her Majesty, the iconic pistol, is a reward from Hands and pairs with stealth pistol builds perfectly. The Militech Canto MK.6 cyberdeck has a Blackwall hack that clears entire rooms, genuinely horrifying to watch. Erebus, an iconic SMG, is essentially a portable Blackwall breach. Horrifying to use, incredibly strong.

The Chimera boss fight at the start of Phantom Liberty is a skill check. If you can't beat it, your build needs work before you push deeper. I watched a friend slam his head against that thing for two hours because his perks were scattered across four different trees.

Achievement Hunting Tips

There are roughly ten missable achievements and some of them genuinely suck to get. Breathtaking requires collecting all of Johnny's clothing items, four pieces across four side missions. Miss one and it's locked for that playthrough. The four ending achievements, The Devil, The Star, The Sun, Temperance, all need that point-of-no-return save I mentioned.

Gun Fu asks you to kill 3 enemies in quick succession with a revolver or pistol at close range. Equip a Sandevistan with slow-time duration mods, find three low-level enemies standing near each other, and it's not too bad. Ten out of Ten requires maxing any skill. The Headhunter skill under Cool is fastest if you're running a stealth pistol build since it levels from headshots and weak-point hits.

Rough Landing is the one that genuinely sucks. While Berserk is active, perform a Superhero Landing on 2 enemies. Find two scavs standing close together, activate Berserk, double-jump above them, hold the melee button mid-air. Took me like twenty attempts and I'm still not entirely sure what the timing window is supposed to be...

For Phantom Liberty achievements, the Relic skill tree has one for maxing all relic perks, which requires 15 relic points from Dogtown terminals. Both Reed's and Songbird's endings have separate achievements too, so you're looking at two playthroughs of the expansion minimum.

What I Wish I Knew Earlier

Cyberware capacity scales with level and the Tech perk Edgerunner. But the Edgerunner perk lets you exceed the cap at the cost of fury state risk, and that fury state can get you killed mid-gig when you least expect it. I've found 80 to 90 percent capacity is the sweet spot. Enough chrome to feel powerful without random combat-trance deaths ruining your missions.

Shard reading, those little text pickups everywhere, is genuinely worthwhile in this game. Half the gig objectives can be solved by reading a shard near the objective area. And the environmental storytelling in those text logs is consistently disturbing and well-written. Some of the best writing in the game is hidden in random shards nobody reads.

NCPD scanner hustles seem like filler but they're the fastest source of XP and eddies from levels 5 through 25. Each one takes maybe 2 or 3 minutes and they're everywhere. The organized crime ones particularly drop crafting specs you can't get elsewhere. Don't sleep on them like I did my first run.