I Can’t Stop Thinking About a Cyberpunk 2077 Farming Sim
With Cyberpunk: Edgerunners 2 finally on the horizon, CD Projekt Red’s dystopian world has clawed its way back into my brain. I’m itching to revisit an existing Cyberpunk 2077 save, and I’m also finally ready to rewatch the first season—something I’ve been postponing for close to five years. Still, my mind doesn’t stop at the next release: it keeps drifting toward what this universe could become if it expanded beyond the obvious sequel path. That could mean comics, anime, and even side projects that don’t exist yet.
It’s a familiar question in game design. League of Legends tried something similar by spinning off smaller experiences within its broader MOBA space, with titles like Mageseeker, Ruined King, and Convergence attempting to prove that genre experiments could work. What if Cyberpunk took a comparable approach? It probably won’t happen, but the concept is easy to picture. Cyberpunk 2077 could plausibly evolve into a story-forward visual novel, an old-school point-and-click adventure, a pixel-art arcade shooter, or even a life simulation on the fringes of Night City focused on simply surviving—and, ideally, building something sustainable.
Some of those Riot experiments landed big, which is why this piece leans more into “daydream” territory than “demand.” Still, the idea of a farming sim set in this setting is too fun not to talk about.
Living The Nomad Life
Here’s the version of a Cyberpunk 2077 farming life sim I can’t stop imagining. You’d play as a nomad—someone along the lines of Panam, or V if they choose that particular background—beginning each run with a story hook: the previous leader of your clan has died, and because you’re the closest heir, it falls to you to steer the group into a new era. Similar to Stardew Valley, you’d create your character, pick one of several starting regions around Night City, and then learn the basics of living off the land.
The land around Night City is still shaped by disaster—nuclear fallout history, worsening climate, and a long list of environmental pressures that leave many areas turned into dry, hostile desert. Still, maybe your chosen zone includes pockets that got extra protection—places that somehow avoided the worst of the damage—or areas where augmented fertilizer and other tech-assisted farming inputs make cultivation possible. The exact region you select, and how much usable land you truly have, would determine your earning route: leaning into agriculture, shifting into fishing, or—if conditions are brutal enough—taking on far riskier work to keep your homestead fed.
Instead of crawling through dungeons, your “adventure” would come from organizing raids on nearby safehouses or pushing into Night City itself for jobs and contracts. Those missions would be how you acquire resources that help expand and stabilize your base.
You’d also likely recruit specialists—ripperdocs, netrunners, and other high-value allies—to strengthen your town. Building relationships would matter, not just for flavor but because these systems can create real momentum. I’m especially drawn to how games like Stardew or Coral Island stack interconnected systems that reinforce each other, and that’s exactly the kind of layered design I’d want to see here.
A Stranger In A Strange Land
Because you’re a nomad, you wouldn’t simply pick one plot of land and stay locked into it for the entire game. Instead, you could relocate as each season changes, which would give you access to new gameplay opportunities, tools, and strategies that weren’t available before. That would naturally vary the environments you deal with, but it would also unlock different mechanics each cycle. The whole point of the nomad choice is movement—never settling too comfortably—but “never settling” doesn’t mean you can’t carve out brief pockets of belonging wherever you end up.
Despite how broken and tragic Cyberpunk 2077 can feel, the most compelling parts of both the game and Edgerunners are when characters realize that love, hope, and choosing a life not crushed beneath the weight of capitalism are worth fighting for. In this hypothetical life sim, that theme would still drive your decisions. As a nomad, your identity is tied to rejecting corporate control—even if that makes day-to-day survival harder than it has to be.
A farming life sim where you’re essentially running a tribe—just trying to get by—has real potential not only as a gameplay concept, but also as a storytelling one. It could produce stories and characters that stand shoulder-to-shoulder with the kind of epic energy associated with big RPGs. I’m already stuck thinking about the farming methods you might learn, the layout ideas for “dungeons” reimagined as dangerous raids, and the different personalities you could meet along the way. Each imagined detail is exciting in its own right. If anyone actually wants to build something like this, I’m ready to talk.


