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How long to beat Cyberpunk 2077 + Phantom Liberty in 2026? HLTB numbers feel outdated after the 2.x changes

Asked 1h ago5 views1 answers

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Finally picking this up after years of waiting for it to get fixed. HowLongToBeat says roughly 26 hours for the main story and 100+ for completionist, but most of those submissions are from launch-era players — before Update 2.0 reworked perks, cyberware, police, and vehicle combat, and before Phantom Liberty added a whole new district.

What I'm trying to figure out for my playthrough plan:

  • Realistically, how long is a "main story + Phantom Liberty + the good side content" run in the current version? I don't need every NCPD scanner hustle, just Judy/Panam/River/Kerry-tier side jobs and the PL gigs.

  • Does Phantom Liberty's recommended entry point (mid-game, after Transmission?) pad the total, or does it slot in without much detour?

  • Did 2.x make the game faster or slower to finish? I've heard the loot/crafting simplification cuts a lot of menu time, but Dogtown gigs look chunky.

  • For anyone who 100%'d recently: is the completionist grind still ~100 hours, or did the update change that math?

I've got maybe 10 hours a week to play, trying to decide if I finish this before the summer releases hit or park it for later.

#phantom-liberty#cyberpunk-2077
asked by Erdem · 111 Loot

1 Answer

0

Realistic 2026 numbers: ~25 hours main story only, 55–70 hours for main + Phantom Liberty + the good side content, 100–110 for full completionist. HLTB isn't wrong, it's just averaging launch-era runs into the mix.

Breaking down your plan specifically:

Your target run — story, PL, companion-tier side jobs, skipping NCPD filler — lands around 60 hours. Judy/Panam/River/Kerry questlines are roughly 12–15 hours combined and they're the best writing in the game, so good call keeping those. Phantom Liberty itself is ~15 hours for its story, closer to 25 if you do the Dogtown gigs and vehicle contracts, which I'd recommend — the gigs are Deus Ex-style mini-dungeons, way above base-game gig quality.

On the entry point: the recommended slot is after Transmission, and it doesn't really "pad" anything — Songbird calls you, you drive to Dogtown, you're in. The detour cost is basically zero. Just don't do what I did and start PL at level 25 expecting a smooth ride; Dogtown enemies hit hard. Level 30+ feels right.

2.x absolutely made the game faster per hour of content. No more crafting-material hoovering, no clothing-stat Tetris, armor lives on cyberware now. You spend those hours playing instead of in menus. Dogtown adds raw hours, but they're actual content, not busywork. That's why 100% still totals ~100–110 despite the streamlining — the update deleted menu time and added real game.

At 10 hours a week you're looking at ~6 weeks for your run. Tight but doable before the summer wave — and Cyberpunk is a momentum game, it hits way harder in focused chunks than parked and resumed six months later. I'd finish it.

answered by Jamiryo · 48 Loot · 33m ago

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