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Steam News30 June 20265d ago

Summer sweat

Today's overhaul to temperature and the clothing system has been a long time coming – not in terms of work involved, but in how long I've wanted to do it.

In this update2

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Full cyberpunkdreams update

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What changed

6 fixes9 additions11 changes1 removal
  • Store
  • Gameplay
  • Performance
  • Security
  • Fixes
  • UI and audio
addedToday's overhaul to temperature and the clothing system has been a long time coming – not in terms of work involved, but in how long I've wanted to do it. The new system will take a bit more getting used to, but should give better, more realistic and more controllable results. One big difference is that the perceived temperature you get from an outfit depends much less than simply adding the stats together. The amount of skin you have exposed and the layers you have now makes much more of a difference, and means that the same outfit might perform quite differently in the sun vs in the dark, even with the same base temperature. Nearly all perceived temperature stats on clothes are now additions, but it starts from a much lower baseline.
addedThe bigger deal is the ability to hide selected stat effects from certain slots on the fly now. Before it was always everything or nothing from a particular item. I've used this to add much more nuance to outfits initially, but this is actually a huge new capability for the engine that will make future development easier for a lot of stuff, and enable things that simply weren't possible before.
changedFull changelogOverhauled perceived temperature.
changedFull changelog– Exposed skin now plays a part, for both sun exposure and wind chill.
addedFull changelog– Tweaking for all new values will still be required, so the numbers you see aren't final.
changedFull changelogMost outerwear will now hide styles and other visual cues from outfits and tops, unless worn open.

cyberpunkdreams changes

addedToday's overhaul to temperature and the clothing system has been a long time coming – not in terms of work involved, but in how long I've wanted to do it. The new system will take a bit more getting used to, but should give better, more realistic and more controllable results. One big difference is that the perceived temperature you get from an outfit depends much less than simply adding the stats together. The amount of skin you have exposed and the layers you have now makes much more of a difference, and means that the same outfit might perform quite differently in the sun vs in the dark, even with the same base temperature. Nearly all perceived temperature stats on clothes are now additions, but it starts from a much lower baseline.
addedThe bigger deal is the ability to hide selected stat effects from certain slots on the fly now. Before it was always everything or nothing from a particular item. I've used this to add much more nuance to outfits initially, but this is actually a huge new capability for the engine that will make future development easier for a lot of stuff, and enable things that simply weren't possible before.
changedOverhauled perceived temperature.
changed– Exposed skin now plays a part, for both sun exposure and wind chill.
added– Tweaking for all new values will still be required, so the numbers you see aren't final.

Today's overhaul to temperature and the clothing system has been a long time coming – not in terms of work involved, but in how long I've wanted to do it. The new system will take a bit more getting used to, but should give better, more realistic and more controllable results. One big difference is that the perceived temperature you get from an outfit depends much less than simply adding the stats together. The amount of skin you have exposed and the layers you have now makes much more of a difference, and means that the same outfit might perform quite differently in the sun vs in the dark, even with the same base temperature. Nearly all perceived temperature stats on clothes are now additions, but it starts from a much lower baseline.

The bigger deal is the ability to hide selected stat effects from certain slots on the fly now. Before it was always everything or nothing from a particular item. I've used this to add much more nuance to outfits initially, but this is actually a huge new capability for the engine that will make future development easier for a lot of stuff, and enable things that simply weren't possible before.

What's next?

I'm still working on all the promised content, and some is now in testing. The stuff above was actually a bit of a side line to what I've mostly been working on recently. That means Martha, Maggie, morgues, organ trading and various other things. You might see some more about Zara soon too, and more Black Moon, and at least one or two older stories finished off. Plus maybe a full weather simulation.

Full changelog

  • Overhauled perceived temperature.

  • – Clothing values recalculated with an actual formula.

  • – Basic calculation separates air temperature and sunlight.

  • – Exposed skin now plays a part, for both sun exposure and wind chill.

  • – Layering clothes is now a factor.

  • – Tweaking for all new values will still be required, so the numbers you see aren't final.

  • Most outerwear will now hide styles and other visual cues from outfits and tops, unless worn open.

  • – If you can't actually see the cool top you're wearing, then...

  • The Underwear slot has been split into tops and bottoms.

  • – It's easier to maintain this way, and it means you can mix and match items from different sets.

  • Underwear can now give style points (but they're hidden if that body area is hidden, as above).

  • The Legs slot is now always available, but style points are hidden if you're wearing things over the top, as above.

  • Equipped more "advanced" skin types can give a higher State of dress and limit on increasing Dressed to impress.

  • Some new outfit effects, tweaks and controls.

  • Some clothing items have been moved between slots.

  • Some tweaks to various clothing stats and secondary effects.

  • A big bunch of other, smaller changes.

  • Some outfits might need re-saving and equipping/unequipping a couple of times to work properly, but nothing should be permanently broken.

  • Physical training tests now factor in Outfitted/The gym instead of State of dress.

  • Wind speed, new environment variable.

  • – Very basic simulation so far.

  • Equipping bikes no longer reduces perceived temperature, but driving them gives cooling off instead.

  • Bloody trophies are now perishable, but you can work with them to make other things.

  • You now need to make a Bloody pendant if you want to wear a Bloody trophy.

  • Tweaked how mental illness cards work a little.

  • Tuned down Repping low, as it was appearing far too frequently before.

  • Some new items to buy.

  • Reduced the fuel usage of the flatbed truck and Toleen Misfit slightly.

  • You can now filter stat changes in the slot tabs based on positive or negative levels.

  • Made some performance improvements.

  • Moved all supply packets into a single dialog.

  • New artwork.

  • Fixed exploits for removing No moods by getting gunked up then cleaning up.

  • Fixed a problem with the hidden scene on Spike/Infinite Edge.

  • Fixed fuelling the Toleen Misfit.

  • Fixed some accentuations not always disappearing when entering the changing room.

  • Fixed the State of dress calculation (it had drifted a little with various changes to the skin system).

  • Fixed some typos and minor bugs; thanks for the reports!

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Source

Steam News / 30 June 2026

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