Cyberpunk 2077 Lore Cyberware History

The history of Cyberware in 2077 can be broadly demarcated into five generations. Generation Zero Cyberware was an evolution of medical prostheses. At the beginning of the twenty-first century, implants such as artificial heart valves or vertebra were utilised in replacing lost or damaged limbs and organs.

The development of cyberware sped up after the First Central American War, when thousands of veterans came home dismembered and maimed. Technological progress allowed for "medical" cyberware to become more sophisticated, but it was still expensive and not intuitive to use.

The Second Central American War and the Second and Third Corporate Wars were the crucibles that forged the first combat cyberware of Generation One. Militech were at the forefront of this technology. Their enhanced cybersoldiers-with increased carrying capacity and direct connections to personal motion trackers and range finders, gave them a significant advantage over their opponents.

Each side of those conflicts soon started to employ combat cyberware. The first nonmedical implants were reinforced spines and joints for heavy labour workers and air filters grafted in upper respiratory tracts for those working in contaminated environments.

The high rate of implant rejection prevented cyberware from becoming ubiquitous. Generation Two cyberware are the most common type of augmentation you will encounter in Night City. They are functional and relatively cheap.
Gen 1 pistons and hydraulics were replaced by artificial cybermuscles allowing for greater actuation and strength.

RealSkinn technology entered the market and immediately became a high-end status symbol. The same corporations that participated in the Corporate Wars now saw an opportunity for commercial profit, and expanded their lines to produce medical implants for veterans.

Right after that they introduced budget models for the industrial market, and the first models for the masses were designed simultaneously. The first cyberweapons appeared too, thanks to their still federally unregulated status. These events coincided with the invention of antirejection treatment and the development of kitsch cultural style.

A byproduct of antirejection treatment, was the creation of bioware, where nanotechnology was used to integrate cyberware into a human body. Based on artificially grown, enhanced organs and low-impact nanotech, enhancements such as muscle lace gave the user increased strength and the ability to absorb more physical damage.

Scandinavian laboratories and clinics belonging to relatively small, government-backed corporations like Freya and Yggdrasill are considered to produce the best bioware on the market. The evolution of Generation three cyberware was instigated by the corporate "cold wars" arms race.

Lighter and more durable carbon fibre and ceramic polymers replaced heavy metal. Concealed subdermal armour and retractable weapons were designed for black ops and assassins. Bioware-technology evolved with Skinweave armor, nanosurgeons, toxic binders, and synaptic upgrades becoming popular.

Though biomodified muscles and organs are not as powerful as their cyberware counterparts, they are immune to EMP attacks, are not detectable by regular scanners, and are less likely to cause cyberpsychosis. Generation Four encompasses the best cyberware used by top-tier corporate officials and agents.

Implants like upgraded neural processors, netrunning hackware, grade IV cybereyes, and stress analyzers give them a competitive edge over their rivals and peers. Covered with the finest quality RealSkinn, these Gen 4 augmentations define a corpo's lifestyle and are a sign of their status within the corporation.