CD Projekt Red has issued a DMCA takedown notice against a popular paid VR mod for its flagship title, Cyberpunk 2077, developed by LukeRoss. This action, confirmed by the company, stems from the mod’s monetization model, which CD Projekt states violates its fan content guidelines regarding the commercial use of its intellectual property. The dispute highlights the ongoing tension between game developers and modding communities over creative freedom and commercial rights.

The mod, which allowed players to experience Night City in virtual reality, gained significant traction among the Cyberpunk 2077 fanbase, eager for new ways to engage with the sprawling RPG. However, its availability behind a paywall on LukeRoss’s Patreon page became the central point of contention for CD Projekt. This incident echoes previous legal challenges faced by modders, particularly concerning projects that introduce paid elements using copyrighted game assets or experiences.

This move by CD Projekt Red, a company often lauded for its pro-consumer stance and support for modding, has ignited considerable discussion within the gaming community. It forces a re-evaluation of what constitutes “fan content” and where the line is drawn when a third-party creation begins to generate revenue from another company’s established IP.

The core of the dispute: monetization vs. fan content

Jan Rosner, CD Projekt Red’s VP of business development, explicitly confirmed the DMCA strike, stating the mod directly violated their Fan Content Guidelines. “We never allow monetisation of our IP without direct permission and/or an agreement in place,” Rosner explained, as reported by GamesIndustry.biz on January 20, 2026. CD Projekt offered LukeRoss the option to make the mod free with optional donations or remove it, expressing a desire to see the mod return as a free release.

LukeRoss, however, challenges this interpretation, arguing that his R.E.A.L. VR mod framework, which supports numerous titles including Elden Ring and Far Cry, is not “derivative work” or “fan content” in the traditional sense. He contends it contains “absolutely zero code or assets” from CD Projekt’s IP, instead providing a system to visualize multiple games in immersive 3D VR. “It is not ‘derivative work’ or ‘fan content’: it supports a large number of games which were built upon different engines, and it contains absolutely zero code or assets from your IP,” he stated in response to CD Projekt’s demand.

Broader implications for modding and IP rights

This situation is not isolated, drawing parallels to previous legal actions against modders. In 2022, Take-Two Interactive issued DMCA notices against LukeRoss’s mods for Grand Theft Auto 5 and Red Dead Redemption 2, which were also paid products. These instances highlight a recurring pattern where developers, while often supportive of community-driven content, draw a firm line at unauthorized commercial exploitation of their intellectual property.

The debate extends beyond specific cases, touching on the evolving legal landscape of user-generated content and digital rights. While modding can significantly extend a game’s lifespan and appeal, the commercialization of such efforts without formal agreements creates complex legal grey areas. It underscores the need for clear guidelines and open communication between developers and modders to foster innovation while protecting proprietary assets.

The Cyberpunk 2077 VR mod dispute serves as a stark reminder of the intricate balance between fostering a vibrant modding community and safeguarding intellectual property rights. As virtual reality integration and user-generated content continue to expand, these cases will likely become more frequent, pushing the industry to define clearer frameworks for collaboration and compensation. The future may see more structured partnerships or licensing models emerge, allowing mod creators to be fairly rewarded without infringing on developer rights, thereby fostering a more sustainable ecosystem for innovation.