Six million Witchers for Geralt’s Sixth Birthday!

We are proud to announce that Geralt of Rivia, as known from your favorite video games, is now six years old!

Six years have passed since we’ve embarked on the magical journey of bringing one of the most unique and recognizable fantasy worlds into the realm of video gaming. We’ve started with a dream and a few rough ideas and today we’re on the forefront of the next generation of role playing games.

The continued support of gamers worldwide has been one of the keys to our success and a reason we have such a strong foundation to build from. We’d like to announce that six million copies of The Witcher games have been sold up to this day and our community is growing into one of the strongest RPG fandoms in the world. It is because of your dedication and constant involvement that the Xbox 360® version of The Witcher 2 has achieved “Classics” status in Europe and we are able to grow as a developer and bring you games that we hope will stay with you for years.

“CD Projekt RED was built on the idea that giving gamers more is always worth it. Since the very beginning of our journey we have seen that the approach of inviting gamers into a dialogue with the developer is really important and can shake up the – sometimes self-destructive – business side of games. We hope you’ll stay with us for the years to come and that we will continue to make these changes together,” said Adam Badowski, Head of Studio, CD Projekt RED

We’ve prepared an infographic to show how The Witcher series evolved during the years. You can download it here.

The Witcher 2: Assassins of Kings is only $19.99/19.99€ on Xbox 360 – it’s the perfect time to embark on one of the most captivating dark fantasy adventures on the current generation. Visit for more information!

  • Hypnotoad

    “We hope you’ll stay with us for the years to come…” Better believe it! We love your games and your attitude towards gamers.

  • Antoine

    I am very much loooking forward to the witcher 3.
    I havea suggestion for gameplay difficulty options.
    Disclaimer: I know nothing about programming or game design so I don’t know if this suggestion is useful or could even feasibly be implemented.
    Most RPGs have difficulty options based on how hard the fighting will be (you add the alchemy difficulty… well at least in the first game)
    I think it would be nice to have different difficulty options based on fighting, the map and questing.
    -Fighting is straightforward (how hard is it to kill the -mobs)
    -the map would mean how many clues and markers are placed on the map. (From difficult, which would be very realistic with no markers, just roads and topographical data to easy which would include names and locations, houses, markers, etc)
    -questing, means how many clues you have while questing (for example, easy would mean that NPCs would direct you and help you and hard means that you are on your own to figure out whom to talk to and what to do.
    A good example of this is the “hung over” quest in the last game. I woke up and went straight to the brothel and then to ves…but then realized that I had to bribe the NPC to go to the brothel and then to ves…but I had figured that out on my own…and the npc (for me) was an unecessary step.

    That way, for example, I would have the fighting difficulty to easy (I am not very good a tit ;-) , the map at medium (I can read maps well but sometimes need a but of help) and the questing at hard ( I like puzzles and reading).

    Anyway, it’s just an idea. I hope you find it useful. Either way, based on your passed work, I am confident that the witcher 3 will be the best rpg ever made…until the witcher 4 that is . :-)

  • Marcos Roberto

    Parabéns a todos pelo ótimo trabalho. Sou um fã da série.
    Muito obrigado!

  • Leonardo

    I’m not sure if this is the best place for what I have to say, but here it goes.
    I believe that something that makes the game not as awesome and envolving as it could be is the fact that Geralt always seems and sounds so very tired. It is as if he barely had the energy to speak and is forced to whisper instead. I know he is suposed to have a cold steel temper, but the feeling I get instead is of one tired old man who has to avoid straining himself.
    The game is a story-focused/character-centered one, and if the character fails to interact with the story and it’s personas in a convincing and appealing way the player won’t feel half as tied to him as he could. Immersion suffers as well.
    The reason I’m sharing this is because I really liked the second game and I really think that the way you guys are trying to go with gaimg is the right one. Cheers.

    • Leonardo

      P.S.: multiquesting(does that word exist?) feels and has always felt very akward and unrealistic in most games.
      P.S.2: having an option to zoom out to the normal camera during a dialog (or not zooming in at all in some cases) would give the game a great classic-RPGlike feeling. It could also make it more fluid.