Night City 2045 is an update of the Night City supplement, covering its history and current status for use with Cyberpunk RED. It is comprehensive guide to the city, an in-world handbook for the tourist or other visitor which they could purchase and download to their Agent called An Outsider’s Guide to Night City, compiled by independent Medias, each describing one of the city’s different districts. As the introduction makes clear, what this means is that the not all of the information in the supplement is true, so the players and their Edgerunners cannot wholly rely upon it and the Game Master is free to determine the veracity of any one detail or another. In terms of timeframe, apart from it being set in the year 2045, Night City 2045 is set during the events of Tales of the RED: Street Stories and Tales of the RED: Hope Reborn. This does mean that there will be spoilers present. The reader will also spot locations from other supplements such as Danger Gal Dossier – A Faction and NPC Guide for Cyberpunk Red and also elements from the computer game, Cyberpunk 2077. For example, players will recognise the Tyger Claws gang which they will encounter early in the computer game and will recognise the Royal Blue Radio, The Dirge, and Night FM radio stations. Long-time fans of Cyberpunk will recognise some of the in-jokes too, such as the descriptions of the Petrochem Plastics Plant and the SovOil Plastics Plant being all but identical—two sides of the same coin.Besides a history and timeline of Night City, there is a guide to its weather, how to gain its citizenship (including a State Identification Number or SIN), getting there and getting around the city and how much that costs (including getting a driving licence and registering vehicles at the DMV), government, legal framework (justice tends to be summary, the arrested are presumed to be guilty, The Judge is an A.I., and fines can be reduced by public flogging(!) with an electro whip), public services from 911 (also A.I. run) and Backing to medical care and education, utilities and their provision, and media. There is a complete guide to the city’s factions—gangs, criminal organisations, and security providers. Be sure to avoid the Bozos, the faction-driven clown gang whose pranks are deadly; never busk without the Julliard Guild’s permission; and go to the Piranhas if you want the best party in the city. All of the factions have their badges or patches on show and these are used to mark their territory on the supplement’s maps.
There is also a full set of maps for the whole of Night City which show the various elements of the city are. These include its NCART and Rail Lines, bars, brothels, casinos and clubs, housing sites, and medical vendors and markets, with each map also serving as an index of sorts.
Two fifths of Night City 2045 is devoted to mapping and detailing its twenty-four districts from Little Europe, Upper Marina, and the Old Combat Zone on the Island and the Pacifica Playground and Rancho Coronado in the South Side. Each follows the same format. An introduction by a noted Media who provides an overview of the district, followed by details of its city manager and his politics, security provider, recent history, then its locations, and lastly personalities. It is rarely for any location to be given a simple, one paragraph description, most of them are fairly lengthy, and in cases of locations such as markets and high-rises, expanded to give the businesses and persons working and selling out of them. Similarly, the ‘McCartney Field Stadium’ details all of the teams and franchises based in its facilities. The descriptions are written in character, so Leon Vetti, writing about Downtown tells you that whilst ‘Europa Meatworks’ might be the best artisanal butcher’s shop in the city, beloved of foodies and sometimes offering some exotic cuts of meat, he wonders where the meat comes from, offering several suggestions in a conversational tone, whilst next door, ‘Folio’, might feel like a genuine fortune tellers, but that is all drug-laced herbal tea, laser-focused cold reading, and Garden Patch research! Nearby, ‘Goosetopia’ sells collectible vinyl models of geese in different costumes in limited editions. Utterly absurd of course, but in each these there is enough detail that a Game Master can develp a hook or plot. Maybe someone wants to know where ‘Europa Meatworks’ is sourcing its raw cuts, someone’s grandmother is spending too much money at ‘Folio’, and how far will a collector go to complete his collection of vinyl geese? And that is just from a single page. Just about every location description suggests something that a Game Master can develop.
Of course, there really is too much to go through in Night City 2045, but one district that most readers and Game Masters will be interested in is the ‘Hot zone’, what is left of the corporate zone shattered and irradiated by the Fourth Corporate War. So bad its Utility Code is 10. At the heart is the crater where the Araska headquarters once stood, surrounded by buildings in various states of disrepair, some barely standing, others shedding parts and materials like deadly rain. On the edge stands ‘Dark Zone One’, a black zone where any drone flown over it cannot record any footage, snipers shoot anyone who enters, and the urban explorers steer clear; ‘The Dump’ where cleared wreckage from the district is stored (and unofficially picked over by scavengers); and Father Grace, a pastor for the ‘Global Church of Elvis’, lives in ‘Graceland Medical’, out of which he operates an armoured mobile clinic, dispensing healthcare to the nearby scavenger camps for free. The district description is shorter than most, but it is the most different and environmentally at least, the most dangerous.
Night City 2045 does not confine itself solely to within the city boundaries. It goes beyond them to detail the Outskirts where the ‘Municipal Landfill’, ‘Night City Spaceport’, and ‘Militech Ballistics and Explosives Range’ are all located. Night City 2045 finishes on a wacky note, one that presents ‘The Happiest Place in Night City’. This is ‘Playland by the Sea’, a theme pack not part of the city, but just off the coast and with ‘Six Lands of Happiness’. It gives the kitsch banality of a theme park a sharped-edged twist of being run in the dark future of 2045, with the Piranhas gang running security and dealing drugs because anything else would be worse! Its six zones, such as Lovers Lane, Haunted Woods, and Grand Junction with its recreation of San Francisco in 1851, all lend themselves to some weird places to business or simply just run some downtime on a day out! The map of ‘Playland by the Sea’ is a really great, just getting its slightly cheesy feel right.
What does surprise about Night City 2045 is the lack of new rules or mechanics. The two primary additions handle security response to alerts or difficult situations and the service status of the local utilities. Every district in Night City 2045 and every building is given a Security Code. This gives a number representing the likelihood of designated security—appointed or self-appointed—responding to an alert, the faction (gang, Night City Olice Department, or security contractor) which will respond, and an Intensity descriptor—‘Light’, ‘Medium’, or ‘Medium’—which indicates the degree of that response. A Utility Code indicates whether or not the location or district has working access to power, water, and CitiNet, the latter the city’s information network. A Utility Code is given per district rather than per location. When narratively appropriate, the Game Master can roll against the Utility Code to see if the utilities are working, and of course, this can the situation the Edgerunners are in either easier or more difficult. The Security Code is the same whether the Edgerunners want to avoid security entanglements or alert local security. Both mechanics are incredibly simple and easy to use.
Apart from these two rules, Night City 2045 only includes stats for various NPCs found in particular districts. For example, Biotechnica Guards and Night City University Guards in University District, Night City Plaza Busker in The Glen, Combat Cabb Driver in South Night City, and Forklift Driver in Port of Night City. Many of these could appear elsewhere, the Night City Plaza Busker on a street corner or the Forklift Driver in any warehouse, for example.
As much information as there is in Night City 2045—and there is a lot—the supplement is not perfect. The problem is with the maps. The issue is that the orthographic maps in the original Night City supplement were great, whereas in Night City 2045 they are not. They are not terrible maps and they are serviceable, but anyone expecting more will be disappointed.
Physically, Night City 2045 is tidily presented. The artwork is used to depict each district at the head of each chapter and so capture some of the flavour described later. The maps are clear and simple, if unexciting.
Whether it is places where they live, places they want to go, places they have to go, Night City 2045 provides the Game Master with details and descriptions that she can use to bring the experiences of the Edgerunners to life. There are plenty of hooks too, which the Game Master can winkle out and develop, or perhaps let lie for the players and their Edgerunners to discover when perusing An Outsider’s Guide to Night City on their Agents. Versatile and packed full of lore, Night City 2045 is a supplement that the Cyberpunk RED Game Master will find very useful.