# OPEN//77 > OPEN//77 is an open, community-run multiplayer platform for Cyberpunk 2077. It is not a single server: it is the client, dedicated server and scripting layer that lets communities host and script their own persistent Night City worlds. This site documents the platform and its Lua API, and hosts the live server browser. Everyone with Alpha access can download the Windows or Linux server and build a custom gamemode without a separate developer application. To request Alpha access, use /alpha apply in any channel on the official Discord. APIs and features may change. The project is unaffiliated with CD PROJEKT RED. ## Status - Everyone with Alpha access can download the server and start building. No separate developer application is required. Need Alpha access? Use /alpha apply in any channel on our Discord. Expect bugs and API changes during Alpha. - The Windows player launcher is available at /download. Everyone with Alpha access can access Windows/Linux dedicated-server downloads at /host, with Freeroam and system resources. - /servers reads the live master directory. Any explicitly labelled demo view is illustrative only. - Account registration or downloading the launcher does not grant approval to join worlds. - Unaffiliated with CD PROJEKT RED. Playing requires your own legal copy of Cyberpunk 2077. ## Site - [Home](https://open2077.net): what the platform is, for players and for server owners. - [Download](https://open2077.net/download): the current Windows launcher, requirements and first run; joining requires account approval. - [Server browser](https://open2077.net/servers): live master directory. - [Create a server](https://open2077.net/create): Server downloads and custom gamemodes for everyone with Alpha access. - [Host a server](https://open2077.net/host): Windows/Linux server downloads for everyone with Alpha access. - [Workshop](https://open2077.net/workshop): community-made resources, gamemodes, maps and tools for servers, free to download. - [Brand kit](https://open2077.net/brand): logo, mark, colours and social assets. - [Devblog](https://open2077.net/devblog): development updates as they ship, one post per working day. ## Devblog - [Stable 143 ships with proximity voice](https://open2077.net/devblog/2026-10-16-stable-143-proximity-voice.md): OPEN//77 Stable 143 adds environmental proximity voice, making Cyberpunk 2077 multiplayer feel more natural, social, and immersive. - [Stable 142 is out with shared UI assets](https://open2077.net/devblog/2026-10-15-stable-142-shared-webui.md): OPEN//77 shipped stable client 142 with shared WebUI assets, a small but important step for Cyberpunk 2077 multiplayer stability and UI consistency. - [Launcher UI fix + easier dedicated server updates](https://open2077.net/devblog/2026-10-14-launcher-fix-server-updates.md): OPEN//77 improved launcher polish and made Cyberpunk 2077 dedicated server updates easier with a new self-updating hosting egg. - [Your Cyberpunk 2077 mods are safe with the OPEN//77 launcher](https://open2077.net/devblog/2026-10-13-your-cyberpunk-2077-mods-are-safe-with-the-open77-launcher.md): How the OPEN//77 multiplayer launcher keeps your Nexus Mods setup separate: nothing deleted, Vortex and MO2 friendly, a one-click switch back to your own modded game. - [Wave 3 jobs land, with crash recovery and smoother interactions](https://open2077.net/devblog/2026-10-13-wave-3-jobs-land.md): OPEN//77 lands new Cyberpunk 2077 multiplayer RP jobs, WebUI crash recovery, smoother world interactions and a redesigned launcher. - [World interaction just got real](https://open2077.net/devblog/2026-10-12-world-interaction-goes-live.md): OPEN//77 made a major Cyberpunk 2077 multiplayer mod leap with world interaction, RP jobs, public server resources and better seating/UI fixes. - [Pause menu fix, melee cleanup, and NCWE goes open beta](https://open2077.net/devblog/2026-10-11-ncwe-open-beta-and-combat-fixes.md): OPEN//77 updates Cyberpunk 2077 multiplayer with a pause menu fix, better melee behavior, and NCWE open beta for future RP servers. - [Install fixes land, plus smarter mod checks](https://open2077.net/devblog/2026-10-10-install-reliability-and-mod-checks.md): OPEN//77 shipped a Cyberpunk 2077 multiplayer update focused on install reliability, clearer errors, save setup fixes, and smoother server joining. - [Night City’s crowd just got a lot more alive](https://open2077.net/devblog/2026-10-09-living-crowd-and-world-tools.md): OPEN//77 adds a more natural living crowd, better multiplayer NPC sync, Stable 132, and major NCWE upgrades for Cyberpunk 2077 multiplayer servers. - [NCWE closed beta goes live](https://open2077.net/devblog/2026-10-08-ncwe-closed-beta-live.md): OPEN//77 launched the NCWE closed beta application flow and added major world editor upgrades for Cyberpunk 2077 multiplayer. - [Stable build 131 is live — and world editing just leveled up](https://open2077.net/devblog/2026-10-07-stable-131-and-ncwe.md): Stable build 131 is live for Cyberpunk 2077 multiplayer, with stricter version checks and major world-building upgrades for custom RP servers. - [Traffic Upgrade Goes Stable, QBCore Lands](https://open2077.net/devblog/2026-10-06-traffic-stable-qbcore-port.md): OPEN//77 brings new traffic improvements to stable and adds a major QBCore foundation for Cyberpunk 2077 RP server building. - [AI Traffic Hits the Streets](https://open2077.net/devblog/2026-10-05-ai-traffic-launcher-upgrades.md): OPEN//77 adds native AI traffic, synced traffic lights, and easier mod installs—another big step toward Cyberpunk 2077 multiplayer. - [Smoother cars, cleaner servers, better status checks](https://open2077.net/devblog/2026-10-04-smoother-sync-and-server-status.md): OPEN//77 improves Cyberpunk 2077 multiplayer with smoother vehicle sync, positional audio, crash hotfixes, and better dedicated server status queries. - [Identity backup lands in the launcher](https://open2077.net/devblog/2026-10-02-launcher-identity-backup.md): The OPEN//77 launcher now lets players export and import identity data, making Cyberpunk 2077 multiplayer account recovery safer. - [Launcher gets smarter about modded servers and failed starts](https://open2077.net/devblog/2026-10-01-launcher-diagnostics-and-mod-labels.md): OPEN//77 improves the Cyberpunk 2077 multiplayer launcher with clearer modded server labels, smarter diagnostics, and better privacy. - [Big combat sync pass, smarter NPCs, safer prediction](https://open2077.net/devblog/2026-09-30-combat-npcs-prediction-pass.md): A major Cyberpunk 2077 multiplayer mod update improves combat sync, NPC behavior, prediction controls, doors and vehicle handovers. - [Launcher gets a real safety net](https://open2077.net/devblog/2026-09-29-launcher-backups-and-vanilla-restore.md): OPEN//77 adds safer backups, vanilla restore, and a smoother launcher flow for the Cyberpunk 2077 multiplayer mod. - [AI traffic got a big realism + stability pass](https://open2077.net/devblog/2026-09-28-ai-traffic-stability-pass.md): OPEN//77 improved AI traffic, car stealing, and large mod support for its Cyberpunk 2077 multiplayer mod and dedicated server platform. - [Launcher now shows Night City on Discord](https://open2077.net/devblog/2026-09-27-discord-rich-presence-launcher.md): OPEN//77 launcher update adds Discord Rich Presence, making Cyberpunk 2077 multiplayer activity easier to share with friends. - [Car hits, blast knockdowns, and a smarter launcher](https://open2077.net/devblog/2026-09-26-car-hits-blasts-launcher.md): OPEN//77 improved Cyberpunk 2077 multiplayer with better car-hit reactions, faster blast feedback, smoother account setup, and persistent favorites. - [Big vehicle tests, weapon workshop, and smoother account access](https://open2077.net/devblog/2026-09-25-vehicle-fleet-weapons-access.md): OPEN//77 improves Cyberpunk 2077 multiplayer with heavy vehicle stress fixes, weapon tuning tools, and smoother account and launcher access. - [AI traffic rolls into Night City](https://open2077.net/devblog/2026-09-24-ai-traffic-and-safer-builds.md): OPEN//77 adds synced AI traffic, faster nearby spawning, and stable/unstable release channels for this Cyberpunk 2077 multiplayer mod. - [Big netcode leap, launcher self-repair, and live service status](https://open2077.net/devblog/2026-09-23-netcode-repair-status-upgrade.md): OPEN//77 adds major Cyberpunk 2077 multiplayer netcode upgrades, launcher auto-repair, live service status, and better dedicated server controls. - [Freeroam gets faster, cleaner, and more readable](https://open2077.net/devblog/2026-09-22-freeroam-races-launcher-update.md): Freeroam upgrades, race fixes, and a cleaner launcher improve the Cyberpunk 2077 multiplayer mod experience for players and server owners. - [Freeroam just got a huge glow-up](https://open2077.net/devblog/2026-09-21-freeroam-overhaul-and-showcase-upgrades.md): OPEN//77 shipped a big Cyberpunk 2077 multiplayer mod update: Freeroam overhaul, better races, launcher repair, and improved RP showcases. - [Shared fireworks, drone shows, and smoother RP props](https://open2077.net/devblog/2026-09-20-fireworks-drones-rp-items.md): OPEN//77 adds synchronized fireworks, drone show support, smoother RP item handling, and cleaner map UX for Cyberpunk 2077 multiplayer. - [Walkable emotes, smoother play, fewer crashes](https://open2077.net/devblog/2026-09-19-walkable-emotes-and-stability.md): OPEN//77 adds walkable emotes, better first-person carry, and major stability and performance fixes for Cyberpunk 2077 multiplayer. - [Build 82 opens server building and upgrades in-world screens](https://open2077.net/devblog/2026-09-18-build-82-server-building.md): Build 82 improves Cyberpunk 2077 multiplayer with better player replication, remote camera screens, and server building access for all Alpha members. - [Server discovery gets smarter, setup gets easier](https://open2077.net/devblog/2026-09-17-smarter-directory-easier-server-setup.md): OPEN//77 improves Cyberpunk 2077 multiplayer with curated server discovery, easier dedicated server setup, better launcher UX and new RP-ready NPC tools. - [Slow-mo, screenshots, RP poses, and a smarter admin kit](https://open2077.net/devblog/2026-09-16-slowmo-screenshots-rp-tools.md): OPEN//77 added safe slow-motion, screenshots, RP poses, NPC tools, and better admin controls for Cyberpunk 2077 multiplayer servers. - [Buckets, Paint, PolyZone — and a Better Launcher](https://open2077.net/devblog/2026-09-15-bucket-paint-polyzone-launcher.md): OPEN//77 improves Cyberpunk 2077 multiplayer with bucket fixes, vehicle paint syncing, PolyZone support and a redesigned launcher. - [Workshop tab lands for server owners](https://open2077.net/devblog/2026-09-14-warden-workshop-rollout.md): OPEN//77 shipped the Warden Workshop tab for Cyberpunk 2077 dedicated server owners, with reliability fixes, clearer setup help, and safer package installs. - [Gorilla Arms hit Night City co-op](https://open2077.net/devblog/2026-09-13-multiplayer-gorilla-arms-arrive.md): OPEN//77 adds Gorilla Arms, smoother vehicles, synced doors, and lipsync upgrades for the Cyberpunk 2077 multiplayer mod. - [Smoother AVs, cleaner co-op sessions](https://open2077.net/devblog/2026-09-12-smoother-avs-cleaner-sessions.md): OPEN//77 shipped smoother AV updates and cleaner online sessions, improving Cyberpunk 2077 multiplayer immersion and stability. - [NPCs get smarter, server browser gets sharper](https://open2077.net/devblog/2026-09-11-npc-ai-and-server-browser.md): OPEN//77 added stronger NPC controls, native screen fades, and a smarter server browser for Cyberpunk 2077 multiplayer and dedicated servers. - [Smarter launcher, sturdier multiplayer](https://open2077.net/devblog/2026-09-10-smarter-launcher-sturdier-servers.md): OPEN//77 improved its Cyberpunk 2077 multiplayer mod with launcher diagnostics, direct connect, crash reporting, and sturdier server sync. - [Freeroam just got races, PvP and emotes](https://open2077.net/devblog/2026-09-09-freeroam-races-pvp-emotes.md): OPEN//77 adds Race, PvP and animation support to Freeroam, plus better server scripting tools for Cyberpunk 2077 multiplayer servers. - [Dev alpha signups are live on creator pages](https://open2077.net/devblog/2026-09-08-dev-alpha-on-creator-pages.md): OPEN//77 updated open2077.net so developer alpha applications are easier to find, helping future Cyberpunk 2077 multiplayer testers sign up faster. - [Freeroam gets fuller, wardrobe stays in](https://open2077.net/devblog/2026-09-07-freeroam-wardrobe-rollout.md): OPEN//77 pushed a fuller Cyberpunk 2077 multiplayer rollout with Freeroam activities, wardrobe support, UI optimizations, and a verified client build. - [Wardrobe lands, Cordon gets sharper](https://open2077.net/devblog/2026-09-06-persistent-wardrobe-cordon-polish.md): OPEN//77 added persistent wardrobe improvements and smoother Cordon match flow, bringing Cyberpunk 2077 multiplayer closer to a polished online experience. - [Cordon gets real, launcher gets smoother](https://open2077.net/devblog/2026-09-05-cordon-and-launcher-upgrades.md): OPEN//77 improved Cordon gameplay, smarter launcher networking, and better server controls for the Cyberpunk 2077 multiplayer mod. - [Smoother joins, faster UI, better server visibility](https://open2077.net/devblog/2026-09-04-faster-ui-smoother-joining.md): OPEN//77 improved Cyberpunk 2077 multiplayer with GPU-powered UI, smoother world-mod joining, full server rosters, and better match feedback. - [Battle Royale gets real-world loot, revives, and browser warnings](https://open2077.net/devblog/2026-09-03-br-loot-revives-browser-warnings.md): OPEN//77’s Cyberpunk 2077 multiplayer mod added working BR loot, revives, shields, a new map, and unsecured server warnings. - [Respawns fixed, AVs unlocked](https://open2077.net/devblog/2026-09-02-respawn-fixes-and-avs.md): OPEN//77 improved Cyberpunk 2077 multiplayer with safer respawns, better bot matches, pilotable AVs, and a cleaner server browser. - [Deathmatch just became real](https://open2077.net/devblog/2026-09-01-deathmatch-bots-required-mods.md): OPEN//77 added real Cyberpunk 2077 multiplayer deathmatch with bots, ratings, and smoother required mod installs for dedicated servers. - [Races get smarter, scripting gets stronger](https://open2077.net/devblog/2026-08-31-race-and-scripting-upgrades.md): OPEN//77 expanded race systems and scripting support, laying more groundwork for Cyberpunk 2077 multiplayer and dedicated server experiences. - [Third-person goes big, launcher gets unstuck](https://open2077.net/devblog/2026-08-30-third-person-and-launcher-upgrades.md): OPEN//77's Cyberpunk 2077 multiplayer mod added major third-person progress, launcher fixes, and new server tools for Cyberpunk 2077 online. - [Launcher goes public, mod support gets real](https://open2077.net/devblog/2026-08-29-public-launcher-and-mod-profiles.md): OPEN//77 added a public launcher download, safer mod handling, better loading screens, and pursuit upgrades for Cyberpunk 2077 multiplayer. - [Admin tools level up, sessions last longer](https://open2077.net/devblog/2026-08-28-admin-tools-and-sessions.md): OPEN//77 improved Cyberpunk 2077 multiplayer admin tools, expanded prop building options, and added longer sign-in sessions for web and launcher users. - [Pursuit gets ranked, tuning, and voice chat](https://open2077.net/devblog/2026-08-27-pursuit-ranked-tuning-voice.md): OPEN//77 added ranked Pursuit, server tuning, better joins, and native voice chat integration for Cyberpunk 2077 multiplayer. - [Animated vehicle entry, new gamemodes, and a second server](https://open2077.net/devblog/2026-08-26-animated-vehicle-entry-pursuit.md): OPEN//77 added real-time animated vehicle entry, new gamemodes, and a second Cyberpunk 2077 dedicated server for Pursuit. - [State of the Net: everything built so far](https://open2077.net/devblog/2026-08-25-state-of-the-net.md): A technical recap of everything OPEN//77 has built: multiplayer replication, dedicated servers, the Warden panel, Lua scripting, accounts and the launcher. - [Servers get banners, and world sync gets a lot less cursed](https://open2077.net/devblog/2026-08-25-server-banners-and-world-sync.md): Today in OPEN//77: server banners flow end to end from Warden to the website, plus fixes for exploding vehicle fleets, resurrecting props and stubborn weather. - [Server banners, tougher integrity checks, and a smoother Night City](https://open2077.net/devblog/2026-08-25-server-banners-and-sync-fixes.md): OPEN//77 adds server banners, stronger integrity checks, and world-sync fixes for a smoother Cyberpunk 2077 multiplayer experience. ## Start & host ### Start here Install the launcher, discover the platform and find community resources. - [OPEN//77 documentation](https://open2077.net/docs.md): How OPEN//77 packages gameplay as resources: the session model, the authoritative server, a hello-world manifest, and the conventions shared by every Lua API. - [Alpha access: play, host and build](https://open2077.net/docs/alpha-access.md): Everyone with Alpha access can download the server and build a custom gamemode. Request Alpha access with /alpha apply on Discord, then explore hosting, Lua APIs and the changelog. - [How OPEN//77 works](https://open2077.net/docs/platform.md): What OPEN//77 is and is not, how players connect, why it is built on dedicated servers rather than peer-to-peer sessions, the project roadmap, and answers to the questions people ask most. - [The OPEN//77 launcher](https://open2077.net/docs/launcher.md): The player's guide to the OPEN//77 launcher: installing it, the SmartScreen warning on an unsigned executable and what it actually means, signing in, how it verifies your game build, the mod menu and everything it refuses to do silently, joining a world, direct-connect links, how it updates itself, and where its log is. - [The Workshop: install and share resources](https://open2077.net/docs/community-hub.md): The free OPEN//77 Workshop: paste a creation link into Warden to install, update or roll back a resource; publish your own as a ZIP or GitHub release with screenshots and a hover clip; what moderators check, versions, licenses, discussion and the upload rejection reasons. ### Hosting & administration Set up, brand and operate your server with Warden. - [Host your own server](https://open2077.net/docs/host-a-server.md): A step-by-step guide to running your own OPEN//77 dedicated server: get the Windows or Linux build, mint a license key, walk the first-run setup, edit server.jsonc, launch it, and watch it appear automatically in the launcher. - [Server startup arguments and logging](https://open2077.net/docs/server-startup.md): Configure server log levels and verbose output, override JSONC fields with startup arguments or environment variables, provision public VPS addresses and validate configuration before boot. - [Server licensing](https://open2077.net/docs/server-licensing.md): How a server joins the OPEN//77 platform: create an account, mint a license key in the keymaster, put the key in your server config, and how the master authorises the server on boot. - [Configure a SQL database](https://open2077.net/docs/database.md): Connect an OPEN//77 server to MySQL or MariaDB: install SQL, create a dedicated account, configure credentials, verify readiness from Lua, diagnose failures and back up persistent data. - [Your server in the launcher](https://open2077.net/docs/launcher-for-server-owners.md): How the OPEN//77 launcher reaches your world: how a server appears in the browser at all, what a catalogue row actually carries, the open77:// deep-link contract for your own Join buttons, what a connecting player must have, and how a world declares the mods every player must load. - [Branding your server](https://open2077.net/docs/server-branding.md): Give your server an icon and a banner from the Warden panel, with no SSH and no restart: what the two images are, the real size and shape limits (including the combined budget that decides whether your server is listed at all), and what to check when an image does not appear. ### Server administration Operate your server with Warden and RCON, and monitor its load with Prometheus metrics. - [Warden](https://open2077.net/docs/warden.md): Warden is the OPEN//77 in-server admin panel: a browser control room for live console, Lua resources, players, configuration and admins. Review operations that require a restart. - [RCON: authenticated TCP administration](https://open2077.net/docs/rcon.md): Configure authenticated TCP administration, connect dashboard backends, implement the Open77 RCON protocol, stream logs and transfer files with Warden permissions, TLS and resumable sessions. - [Prometheus metrics](https://open2077.net/docs/metrics.md): Monitor CPU, RAM, ticks, network traffic, players and gameplay. Configure secure Prometheus collection, build Grafana graphs and export custom Lua metrics for stress tests. - [Manage Workshop resources with Warden](https://open2077.net/docs/community-hub-warden.md): Install a Workshop creation from its pasted link, review the plan, update, uninstall and roll back; the Workshop chip in the Resources tab, revoked releases, preload restart staging, local configuration and retained backups. - [Players tab in Warden](https://open2077.net/docs/warden-players.md): The live roster in Warden — ping, health, life state, match — and the per-row admin actions: warn, kick, ban, grant rights, heal, freeze and move, plus why spectate cannot be adapted from a browser. ## Build resources ### Lua & resources Learn manifests, modules, exports and the resource lifecycle. - [Server resources](https://open2077.net/docs/server-resources.md): Resource manifests, the client and server runtime split, signing and download, hot reload, and the security model around resources the server hands to connecting players. - [The Lua resource runtime](https://open2077.net/docs/resource-runtime.md): What a resource actually gets: the complete manifest reference, the scheduler and lifecycle events, local and network events, modules and cross-resource exports, the core Open77 namespaces, WebUI surfaces, and every sandbox quota. - [Lua modules and require](https://open2077.net/docs/lua-modules.md): Local modules, published dependency libraries and `require`: the per-resource cache, the permissions a module runs under, what reload does to it, and how a module differs from an export. - [Vectors and quaternions](https://open2077.net/docs/vectors.md): `vector2`, `vector3`, `vector4`, `vec` and `quat` in both Lua runtimes: arithmetic, swizzles, `#` for magnitude, distance helpers — and the guarantee that plain tables keep working everywhere. - [Cross-resource server exports](https://open2077.net/docs/server-exports.md): Publish and call asynchronous exports across isolated server resources: complete Lua examples, caller identity, permissions, safe values, timeouts and reload behavior. - [Built-in resource exports](https://open2077.net/docs/resource-exports.md): Every client export published by the official OPEN//77 resource packages, with signatures per package and how to call them safely across resources. - [FiveM compatibility](https://open2077.net/docs/fivem-compatibility.md): The `Citizen` table, `SetTick`, generic promises and the shared-script helpers that let a FiveM script run unchanged, the three places OPEN//77 deliberately answers differently, and what is still missing. ### Networking & access Handle identity, admission, permissions and replicated state. - [Player identity](https://open2077.net/docs/identity.md): Durable player identifiers, session-scoped ids, display names, the rename flow, and what a game server can actually verify about a connecting player. - [Connection control](https://open2077.net/docs/connection-control.md): Connect events, admission deferrals, whitelists, bans and disconnect reasons. - [Commands & permissions](https://open2077.net/docs/server-acl.md): Exporting a public identity, whitelisting a player, and declaring restricted server commands behind the access control list. - [Network callbacks](https://open2077.net/docs/callbacks.md): Ask the other side a question and wait for the answer: `Open77.callbacks` in both directions, promise results, per-resource namespacing, timeouts, limits and why a callback is a request rather than a grant. - [Replicated state bags](https://open2077.net/docs/state-bags.md): Key/value state attached to the server, a player or an entity that replicates itself: selectors, change handlers, who is entitled to see what, the caps, and why a client can never write a bag. - [The join-time readiness gate](https://open2077.net/docs/readiness-gate.md): Open77.ready: the host-owned barrier that stops one resource teleporting, spawning or killing a player another resource is not finished with. Holds, timeouts, the session number, and the rule every gamemode must follow. - [Client persistent KVP](https://open2077.net/docs/client-kvp.md): Endpoint- and resource-isolated local key/value persistence: CRUD, search, atomic operations, quotas, and why it must never hold secrets. - [Prediction](https://open2077.net/docs/prediction.md): Instant feedback for the acting player: what the client, open77_cyberware and open77_prediction each provide, the seven prediction families, the server verdict and smooth rollback, operator switches and latency ceiling, gamemode restrictions, telemetry, and an index of the related NPC, door, weapon and combat APIs. ### Gamemodes & configuration Build a mode, configure its rules and use the reference modes. - [Writing a gamemode](https://open2077.net/docs/writing-a-gamemode.md): Build an OPEN//77 gamemode with local state-machine files or shared server services, move players safely, isolate rounds in routing buckets, and validate authority and lifecycle. - [The gamemode kernel](https://open2077.net/docs/gamemode-kernel.md): Modular gamemode architecture: shared server services through asynchronous exports, isolated ownership, generated state-machine patterns and gameplay conventions. - [Operator tunables](https://open2077.net/docs/tunables.md): Open77.tunables: declaring the numbers a server owner may retune live from the admin panel, the file-scope local that silently defeats it, and choosing between live, promote and per-match capture. - [Deathmatch](https://open2077.net/docs/deathmatch.md): Free-for-all and arena modes, loadouts, bots, scoring and configuration. - [Cordon: battle royale](https://open2077.net/docs/cordon.md): Squads, the closing cordon, loot, revives and configuration. ## Game systems ### Players & movement Find players, read their state and control movement and travel. - [Players around you](https://open2077.net/docs/client-players.md): Enumerate the other players a client can already see — ids, bodies, distances and the nearest one — with no permission at all, and why a player id does not outlive a body. - [Player checks & controls](https://open2077.net/docs/player-utilities.md): Query native player states and apply resource-owned movement, aim and firing restrictions. Includes IsPlayer checks, FreezePosition, FreezeRotation, Allow controls, permissions and replication limits. - [Local avatar visibility](https://open2077.net/docs/local-puppet-visibility.md): Hide the local player body and held weapon in first or third person, with resource-owned requests and a Prop Hunt example. - [Health and stamina](https://open2077.net/docs/player-stats.md): Read player statistics and control health, stamina and regeneration. - [Freezing a player](https://open2077.net/docs/player-freeze.md): Hold a player's body still: the authoritative server freeze on the engine's own movement restriction, the presentation-local client hold, what a freeze stops and what it deliberately does not. - [Travel and settling](https://open2077.net/docs/travel.md): Move the local player's body and know when it has really arrived: the two teleports and why there are two, what “settled” actually tests, raw settle tickets, noclip and the map pick. ### NPCs & player models Spawn and control NPCs, change player models and browse the catalogues. - [NPC spawning](https://open2077.net/docs/npcs.md): Spawn Character records directly; manage streaming, authority, tasks, health and replicated behavior. - [NPC AI & voice control](https://open2077.net/docs/npc-behavior.md): Control AI, combat, perception and voice lines per NPC with authoritative server Lua APIs. - [NPC catalogue](https://open2077.net/docs/npc-catalogue.md): Search 6,582 Character records, copy spawn IDs and inspect appearances and compatibility warnings. - [Player morphs](https://open2077.net/docs/player-models.md): Server-owned NPC impersonation, readiness, replication, restoration and model compatibility. - [Player model catalogue](https://open2077.net/docs/player-model-catalogue.md): Search all 6,582 Character records for player morphs, with downloadable IDs and the admin menu workflow. ### Animations & roleplay Play animations, coordinate interactions and attach objects. - [Synchronized animations](https://open2077.net/docs/rp-animations.md): How synchronized role-play animations work: install the service, build your first Lua action, use the /anim menu, manage sequences and cancellation, and understand client/server authority and temporary third person. - [Custom locomotion](https://open2077.net/docs/custom-locomotion.md): Export custom walk and run graphs, assign styles from server Lua, and tune smooth transitions and stride timing on male and female player bodies. - [Animation catalogue](https://open2077.net/docs/rp-animation-catalogue.md): Browse 15 RP profiles and 73 exact clip variants, including giving, examination and wounded poses, with placement, rig bindings and experimental playback coverage. - [Player interactions](https://open2077.net/docs/player-interactions.md): Coordinate giving, healing, carrying and escorting: server reservations, player consent, shared animation timing, Lua examples and safe cancellation. Requires matching client/server builds and the player-interactions system resource. - [Synchronized attachments](https://open2077.net/docs/attachments.md): Attach props to player slots or vehicles with local position and rotation. Learn server authority, client rendering, bone discovery, revision-safe handoffs and lifecycle cleanup. Requires matching attachment-capable client/server builds and assets. - [Animated actions: a pose, a prop in the hands, a real duration](https://open2077.net/docs/animated-actions.md): Making a server-side job action look like something: a catalogue pose through Open77.animations, an object attached to a hand or the chest through Open77.props.attach, and a UI-kit progress bar for the time it takes. Workspot versus layer profiles, a carried crate with measured numbers and a live tuning command, a stationary repair with its cancel path, hand-sized prop aliases and the refusals to expect. - [Roleplay utilities](https://open2077.net/docs/rp-kit.md): `open77_rp_basics`: cuff, escort and search composed from primitives that already shipped, how a hold always ends, and why `carry` refuses instead of faking a player-to-player attachment this engine does not have. - [Blue holocall eyes](https://open2077.net/docs/holocall-eyes.md): Enable synchronized blue holocall eye glow with server-owned Lua leases, automatic cleanup, routing-bucket snapshots and local/F7 presentation. ### Weapons & consumables Equip weapons, manage ammunition, grenades and healing charges, and customize native behavior. - [Weapons](https://open2077.net/docs/weapons-api.md): Weapon templates, slots, holstering and server assignments. - [Grenades & healing](https://open2077.net/docs/consumables-api.md): Configure grenade, MaxDoc inhaler and Bounce Back injector charges, equipment and regeneration with client and server Lua APIs. - [Weapon customization](https://open2077.net/docs/weapon-customization.md): Tune weapon statistics and impact blasts, launch nearby vehicles and characters, and test with the English weapon workshop and native Lua APIs. ### Cyberware & abilities Manage loot, cyberware and multiplayer combat abilities. - [Loot](https://open2077.net/docs/loot.md): Authoritative ground drops: creating and projecting item drops, validating pickups, the onLootPickup hook, and where native UI ends and server authority begins. - [Cyberware overview](https://open2077.net/docs/cyberware.md): Build multiplayer cyberware with server-owned implants, configurable grades, persistent installation, native presentation and permission-controlled Lua APIs. - [Gorilla Arms](https://open2077.net/docs/gorilla-arms.md): Add native Gorilla Arms to your server: normal and charged punches, synchronized knockback, configurable damage and cosmetics, plus Lua installation examples and optional doctor and arena resources. - [Dash / Air Dash](https://open2077.net/docs/dash.md): Native ground and air dash as a server-owned session grant: definitions, charges, stamina and cooldown, one Air Dash per airtime, correlated `onDashChanged` / `onDashRejected` events, and the optional parkour example. - [Ground Slam](https://open2077.net/docs/ground-slam.md): A native ground or mid-air slam as a session grant: define, grant and revoke, the key the player presses, the damage and radius options, impact events and the limits. - [Overdrive: a Sandevistan-style boost for a shared world](https://open2077.net/docs/reflex-overdrive.md): Grant a real-time reflex overdrive: the owner moves, swings and reloads faster while nobody else is slowed and no clock is touched. Definitions, tiers, presets, the observer presentation, the rebindable key and the release paths. - [Hacking and counterplay](https://open2077.net/docs/hacking.md): Short Circuit, Overheat, Cyberware Malfunction, Cripple Movement, Reboot Optics and Weapon Glitch as kinds of one server-owned upload; Self-ICE, active purge, statuses, protection scopes and the `onHackingTransition` ledger. - [Ability activation leases](https://open2077.net/docs/ability-activation-leases.md): Why an ability activates the moment the key goes down: the server hands each player an expiring budget of activations, the client spends from it, and the server checks afterwards. Nothing to configure; what changes is when the waiting happens. ### Vehicles & driving Spawn vehicles, manage seats and paint, automate driving, use mounted weapons and control passenger drive-by. - [Vehicles](https://open2077.net/docs/vehicles.md): Network vehicle identity, streaming, authority leases, seats and proxy replication, doors and glass, damage profiles, and the full asymmetric server and client Lua API. - [Changing seats](https://open2077.net/docs/vehicle-seat-switching.md): Animate front and rear seat changes, control automatic driver takeover, cancel requests and handle Lua client/server lifecycle events. - [Vehicle paint](https://open2077.net/docs/vehicle-paint.md): Server-controlled RGB paint, replication and change events. - [Autonomous vehicles & AI](https://open2077.net/docs/vehicle-ai.md): Server-owned autonomous driving, optional visible NPC drivers, reserved driver seats, routes, follow and chase, speed, behavior, lifecycle events and simulator handover. - [Armed vehicles & Lua API](https://open2077.net/docs/vehicle-weapons.md): Mounted weapons in multiplayer: driver authority, shots and damage, supported models, protocol 1.24, current limitations and twelve read-only client Lua APIs for weapon selection, ammo, heat and turret aim. - [Passenger drive-by](https://open2077.net/docs/drive-by.md): Enable or restrict passenger window combat, read its phases and seat, and combine client/server Lua policies with automatic window and cabin protection. - [Armed vehicle catalogue](https://open2077.net/docs/armed-vehicles.md): Exact spawn IDs for 172 vehicle records declaring weapon mounts, with live-tested Basilisk, Outlaw and Shion variants, mount profiles, spawn examples and the machine-readable catalogue. ### World & props Control weather, time, doors, elevators, objects and visual effects. - [Time and weather](https://open2077.net/docs/weather.md): Synchronised session time and weather: the network model, shared configuration, ACL-gated commands, random weather events, and the server and client APIs. - [Time scale](https://open2077.net/docs/world-time.md): Slow motion for a scripted beat: Open77.world.setTimeScale on the client as a claim the dilation guard stands down for, per routing bucket from the server, how to measure it against the world clock, every release path, and why it is presentation and not a Sandevistan. - [Networked doors](https://open2077.net/docs/doors.md): Server-owned automatic and interactive doors: dynamic discovery, native animations, elevator landing safety, routing buckets, access rules and client/server Lua exports. - [Elevators](https://open2077.net/docs/elevators.md): Server-authoritative native lifts: adopting a LiftDevice, bucket and chunk streaming, movement and pause control, late-join catch-up, and the reference resource commands. - [World props](https://open2077.net/docs/props.md): Server-owned world props and lights: creation, streaming and cleanup. - [Entity gizmos](https://open2077.net/docs/gizmos.md): Build native 3D placement editors with Open77.gizmos: Lua functions, target capabilities, snapping, undo/redo, lifecycle events, safe restoration and server-authorized edits. Development-build feature with documented validation limits. - [Props and effects](https://open2077.net/docs/props-and-effects.md): Placing server-owned objects, lights and replicated effects from Lua: the create definition, the curated model catalogue, the bucket and ground-height traps that make a prop invisible, lights and what respawns them, carrying, quotas and removal reasons, with the admin commands and two worked scenes. - [Visual and audio effects](https://open2077.net/docs/effects.md): Resource-owned world and entity visual effects plus spatialised sound effects, with inspection, cleanup and the curated alias catalogues. - [Sky advertisements](https://open2077.net/docs/sky-advertising.md): Create and preload custom sky hologram advertisements. ### Map, markers & zones Customize the map, place markers and query locations and areas. - [Native map & custom tabs](https://open2077.net/docs/native-map.md): Customize the native map title, accent and resource WebUI tabs with Lua and JavaScript lifecycle events. Control map views, read player waypoints and pick destinations without fast travel. - [Blips and map pins](https://open2077.net/docs/blips.md): Native map pins, custom SVG icons and per-blip colors, entity attachment, GPS tracking, distance gates and the complete sprite catalogue. - [Custom SVG blips](https://open2077.net/docs/custom-blip-icons.md): Create resource-owned SVG map icons, change colors and transparency from Lua, preserve native tracking, and handle format limits and errors. - [3D world markers](https://open2077.net/docs/markers.md): Eight native mesh shapes, RGBA colors, dimensions and rotation. Lua creation, updates, loading diagnostics, resource ownership and cleanup. - [Drawing in the world](https://open2077.net/docs/world-drawing.md): Every way a Lua resource puts something at a point in Night City: native ground markers, per-frame world anchors and the native card, ring and dot overlays, the marker-plus-prompt POI facade, proximity zones and nameplates — with lifecycle and cleanup for each. - [World-anchored POIs](https://open2077.net/docs/worldui.md): The open77_worldui facade: a ground marker and its interaction prompt created and destroyed as one owned handle, the definition reference, and the invisible-ring trap it exists to avoid. - [World queries](https://open2077.net/docs/world-queries.md): Raycasts, ground height, aim rays and nearby object queries. - [Proximity zones](https://open2077.net/docs/zones.md): The open77_zones service: enter and exit events with hysteresis, the definition reference, the polling model and quotas, and why every containment rule must still be re-derived on the server. - [PolyZone](https://open2077.net/docs/polyzone.md): Polygons, boxes, circles and spheres, entity zones and groups: containment queries, entry and exit callbacks, and the in-game zone editor with native debug drawing. ### Targeting & interactions Pick screen targets and build context menus or native interaction prompts. - [Screen picking](https://open2077.net/docs/screen-picking.md): `Open77.camera.screenRay`, `screenRaycast` and `Open77.input.cursor`: resolve the entity under a screen point through the native physics owner, with the identity kinds a client can and cannot promise. - [Context menu](https://open2077.net/docs/context-menu.md): The bundled ALT context menu: opt-in targeting of players, vehicles, doors, time and weather with resource-registered actions, the weapon-wheel claim it holds, and the exports a gamemode composes it from. - [Contextual interactions](https://open2077.net/docs/interactions.md): Custom world and NPC prompts: attaching interactions to players or NPCs, multiple actions and hold keys, the definition reference, and keeping server authority intact. - [Vanilla device prompts](https://open2077.net/docs/device-interactions.md): Take the vanilla prompt off a vending machine, ATM, terminal or door panel and put your own shop there: naming a device, ownership, the `open77:deviceUsed` event and every refusal reason. ### Jobs & world interaction Add jobs and social activities to your server: workstations, shared animations, carrying, storage, payments and seating. - [Overview & setup](https://open2077.net/docs/world-interaction.md): Choose and enable job resources, customize the salvage and street-food examples, and understand which world interactions are supported. - [Build your first Lua job](https://open2077.net/docs/build-a-job.md): Create a repair activity in Lua: place a work spot, choose an animation, require a part, pay the worker and handle cancellation. - [Actions & carrying](https://open2077.net/docs/actions.md): Lua reference for timed actions, work spots, eligibility, hooks and carrying. Connect your job rules to prompts, animations and progress bars. - [Items, payments & storage](https://open2077.net/docs/transactions.md): Connect inventories and wallets, save recipes and sales as one operation, handle payment retries and create persistent world containers. - [Sitting & leaning](https://open2077.net/docs/furniture.md): Enable seating on supported city furniture, check your venue's seats and approaches, and call seating from your own Lua resources. ### Roleplay jobs Ready-made Night City jobs for roleplay servers: how each one plays, and how to set it up on your server. - [Roleplay jobs](https://open2077.net/docs/rp-jobs.md): Seven ready-made Night City jobs for a roleplay server: what each one plays like, how they connect, the setup steps they share, the settings to run them all on one server and the platform features they rely on. - [Ripperdoc: Viktor's clinic](https://open2077.net/docs/rp-job-ripperdoc.md): Run a ripperdoc at Viktor's clinic: quotes the patient accepts on an offer card, the operating chair, real cyberware installed and paid once, what happens on a cancel or a restart, chrome from the Kabuki dealer, server setup, configuration and console commands. - [CHOOH2: from the corn rows to the fuel depot](https://open2077.net/docs/rp-job-chooh2.md): Run the CHOOH2 fuel chain: harvest Biotechnica corn into crates, truck them to the Petrochem refinery in the North Sunrise Oil Field, ferment canisters, sell them at the depot or refuel a car, with server setup, configuration and console commands. - [Techie: the Kabuki west workshop](https://open2077.net/docs/rp-job-techie.md): Run a techie workshop in Kabuki: buy salvage from a dealer or a scrapper, strip it and assemble weapon mods and cyberware components at two benches sharing a tray, sell to Wilson, Dr. Osei or players with consent, every stage paid and created once, server setup, mint rules, configuration and console commands. - [Netrunner: breach contracts from the Afterlife](https://open2077.net/docs/rp-job-netrunner.md): Run netrunner contracts from the Afterlife's back room: fixers post breach contracts on a board, a netrunner breaches a real terminal against the clock, a failure is traced by NCPD, the data shard is paid once on delivery with the fixer's cut, plus quickhacks, server setup, configuration and console commands. - [Fixer: the contract board](https://open2077.net/docs/rp-job-fixer.md): Run the fixers' contract board at the Afterlife, Wakako's and Regina's corner: deliveries, retrievals, job orders and cyberpsycho bounties with escrowed rewards, reputation tiers, payouts and refunds made once, what survives a restart, server setup, configuration and console commands. - [Trauma Team: plans, calls and evacuations](https://open2077.net/docs/rp-job-trauma-team.md): Run Trauma Team International: Silver, Gold and Platinum plans sold at kiosks, downed players held where they fell and a call raised with their plan's priority, medics who fly the AV out, stabilise and evacuate to Vik's clinic, every charge paid once, what survives a disconnect or a restart, server setup, configuration and console commands. - [Nomad smuggler: Aldecaldos runs](https://open2077.net/docs/rp-job-nomad.md): Run Aldecaldos smuggling runs: take a run at the camp's board, carry crates into a truck bed, get past the NCPD checkpoints and hand the crates to a fence or a player, paid once with the camp's cut, plus officer searches, what survives a restart, server setup, configuration and console commands. ### WebUI & HUD Build menus and notifications, share resource assets and manage the HUD. - [Pause menu customization](https://open2077.net/docs/pause-menu.md): Customize the OPEN//77 Escape menu with a Lua accent color and a server logo beside OPEN//77. Manifest setup, local assets, image URLs, permissions and resource cleanup. - [Custom loading screens](https://open2077.net/docs/loading-screens.md): Detect native loading cycles, display a branded WebUI with progress, and hide or restore HUDs during teleport loads. - [The UI kit](https://open2077.net/docs/ui-kit.md): `open77_uikit`: progress bars, text hints, alerts, input forms, context and keyboard menus and a radial wheel drawn from one page — with the focus rule that outranks the whole feature list. - [Shared WebUI assets with open77://](https://open2077.net/docs/webui-assets.md): Share images, CSS, JavaScript, fonts and data between resource interfaces with open77://. Provider and consumer manifests, URL rules, caching, limits and troubleshooting. - [Notifications](https://open2077.net/docs/notifications.md): Reusable WebUI toasts: local client notifications, server-targeted delivery, updating and dismissing, queue limits, positions and progress. - [HUD visibility](https://open2077.net/docs/hud-visibility.md): Show and hide native HUD components, or mask the HUD, watermark and nonfocused resource interfaces with cinematic letterbox bars. Resource-owned claims, cleanup and native notifications. ### Input & controls Capture WebUI keys, register bindings, manage player input and use the clipboard. - [WebUI keyboard input](https://open2077.net/docs/webui-input.md): Capture Escape and navigation keys in a WebUI while keeping movement and mouse look active. Supported keys, permissions, errors and focus cleanup. - [Key bindings](https://open2077.net/docs/keybindings.md): Register rebindable actions and handle press and hold callbacks. - [Blocking player input](https://open2077.net/docs/input-blocking.md): Take a named input away from the player and give it back — per-action blocks or the whole control stream — with the ownership and release rules that stop a crashed resource stranding somebody. - [Clipboard](https://open2077.net/docs/clipboard.md): The write-only client clipboard API, the clipboard.write permission, failure reasons, and the built-in /pos and /rot transform commands. ### Cameras & cinematics Control first- and third-person views, transitions and image capture. - [First and third person](https://open2077.net/docs/perspective.md): Player preferences, server policy and camera ownership. - [Scripted cameras](https://open2077.net/docs/cameras.md): Put the view where your resource wants it: create, place, follow, look at and shake a camera, spectate a player from the server, and the release rules that guarantee the player gets their own view back. - [Third-person camera styles](https://open2077.net/docs/third-person-camera.md): Client-side customization of the playable F7 camera: classic or over-the-shoulder framing, custom pivots, movement FOV and temporary shake; not a scripted camera. - [Remote cameras & screens](https://open2077.net/docs/remote-camera.md): Independent render cameras: client Lua API, server access and streaming, HUD/WebUI feeds, world screens, placement editor and experimental limits. - [Native fades & transitions](https://open2077.net/docs/screen-transitions.md): Use Cyberpunk's native screen fades from client Lua: fade out, hold and return, color options, completion events, resource ownership and automatic recovery. Includes server-coordinated transitions and HUD limitations. - [Photo mode](https://open2077.net/docs/photo-mode.md): Control photo mode from a client resource, with exclusive ownership and cleanup. - [Screenshots and mugshots](https://open2077.net/docs/screenshots.md): In-process captures of the game's own frame, the upload to a URL, the server-requested picture a client delivers, and the scripted-camera mugshot: what is captured, the surface formats, the in-flight rule, and where the picture goes. ### Audio & communication Play package audio and configure text chat, voice and lipsync. - [Package audio: 2D & 3D](https://open2077.net/docs/package-audio.md): Play package MP3/WAV assets locally or through server-owned network sounds. Control playback, pause, seek, volume and position with resource-owned handles, routing buckets and late-join timelines. - [Resource audio](https://open2077.net/docs/sound.md): `open77_sound` plays an audio file your resource ships: spatial behaviour, server twins, ownership and lifetime, why files are never shared across resources, and how it differs from the game's own `Open77.sfx` events. - [Chat](https://open2077.net/docs/chat.md): Chat messages, slash commands, completion, and the built-in developer commands available to every player. - [Voice chat](https://open2077.net/docs/voice.md): Proximity voice, radio and phone channels, voice-driven lipsync, Lua APIs and settings. - [Voice lipsync](https://open2077.net/docs/voice-lipsync.md): Enable voice-driven mouths on male/female player heads, locally and on replicated players, with resource-owned Lua controls and diagnostics. - [Guided voice setup API](https://open2077.net/docs/guided-voice-setup.md): Build optional microphone onboarding with device selection, a live meter, local playback, keyboard and mouse push-to-talk bindings, and shared pause-menu preferences. ## Reference & tools ### Mods & game data Distribute custom assets and look up game records and constants. - [Mods and custom assets](https://open2077.net/docs/mods.md): Install and declare stack, world and personal mods. - [Mods your server requires](https://open2077.net/docs/server-mods.md): Requiring a mod for your world: whether the content needs a mod at all or is really a Lua resource, the trust verdicts and the capability cap that lets unverified packages carry inert data only, importing from the Warden Mods tab, who hosts the bytes, requesting a review, bandwidth, and removing a mod without stranding players. - [Game data reference](https://open2077.net/docs/data-reference.md): NPC templates, vehicle records, seat and door constants, items, weapons, effects, sounds, animations and sprite catalogues, with explicit support levels. - [Game data catalogues](https://open2077.net/docs/data-catalogues.md): `Open77.data` turns a TweakDB record string into the facts a resource can show — display name, class, manufacturer, seats, quality — the fields each runtime can answer, and the one asymmetry on `npc`. ### API & developer tools Browse Lua contracts and use debugging and agent tooling. - [Lua API reference](https://open2077.net/docs/api.md): Searchable reference for every registered OPEN//77 Lua function, separated by runtime so a client projection is never mistaken for server authority. - [Complete server Lua API](https://open2077.net/docs/server-api.md): Every dedicated-server global, Open77 namespace, permission, constant and result shape: scheduler, events, commands, players, combat, routing buckets, loot, vehicles, NPCs, elevators, database and logging. - [Build resources with an AI agent](https://open2077.net/docs/agents.md): Install the OPEN//77 Devkit MCP in one line and give Claude Code, Codex, Cursor or VS Code every Lua native, permission, event and game-data name, pinned to the server build you run. - [RTTI calls and hooks](https://open2077.net/docs/rtti.md): Call reflected native and scripted game functions from client Lua, manage object references, and install synchronous hooks with explicit permissions and coverage limits. - [Test RTTI calls in the running game](https://open2077.net/docs/rtti-testing.md): Run the RTTI fixture with agent-play and the debug bridge, interpret results, check stop and reload cleanup, and test both client resource hosts through the server laboratory. - [Privileged debug runtime](https://open2077.net/docs/debug-runtime.md): The ACL-gated in-game Lua laboratory: client execution, native lab commands, the REDscript bridge, and the limits that keep it out of gameplay code. - [Autonomous agent testing](https://open2077.net/docs/agent-testing.md): The MCP server and Claude Code skill that let an AI agent test OPEN//77 in the running game: the tool list, the human-path connection, repeatable scenarios, installation, and the rules that keep a verdict honest. ## API reference by namespace ### Server runtime (956 functions) Runs on the dedicated server and is authoritative: state written here is the truth every client is told about. - [Globals](https://open2077.net/docs/api/server/globals.md): 221 functions. - [Citizen](https://open2077.net/docs/api/server/citizen.md): 8 functions. - [json](https://open2077.net/docs/api/server/json.md): 2 functions. - [open77_doors](https://open2077.net/docs/api/server/resource-open77-doors.md): 18 functions. - [Open77.abilities](https://open2077.net/docs/api/server/open77-abilities.md): 5 functions. - [Open77.access](https://open2077.net/docs/api/server/open77-access.md): 8 functions. - [Open77.acl](https://open2077.net/docs/api/server/open77-acl.md): 8 functions. - [Open77.animations](https://open2077.net/docs/api/server/open77-animations.md): 11 functions. - [Open77.appearance](https://open2077.net/docs/api/server/open77-appearance.md): 2 functions. - [Open77.audio](https://open2077.net/docs/api/server/open77-audio.md): 10 functions. - [Open77.callbacks](https://open2077.net/docs/api/server/open77-callbacks.md): 4 functions. - [Open77.chat](https://open2077.net/docs/api/server/open77-chat.md): 7 functions. - [Open77.clothing](https://open2077.net/docs/api/server/open77-clothing.md): 5 functions. - [Open77.combat](https://open2077.net/docs/api/server/open77-combat.md): 11 functions. - [Open77.consumables](https://open2077.net/docs/api/server/open77-consumables.md): 9 functions. - [Open77.convars](https://open2077.net/docs/api/server/open77-convars.md): 4 functions. - [Open77.cyberware](https://open2077.net/docs/api/server/open77-cyberware.md): 14 functions. - [Open77.dash](https://open2077.net/docs/api/server/open77-dash.md): 6 functions. - [Open77.data](https://open2077.net/docs/api/server/open77-data.md): 5 functions. - [Open77.database](https://open2077.net/docs/api/server/open77-database.md): 10 functions. - [Open77.effects](https://open2077.net/docs/api/server/open77-effects.md): 17 functions. - [Open77.elevators](https://open2077.net/docs/api/server/open77-elevators.md): 10 functions. - [Open77.environment](https://open2077.net/docs/api/server/open77-environment.md): 8 functions. - [Open77.events](https://open2077.net/docs/api/server/open77-events.md): 7 functions. - [Open77.EventVerdict](https://open2077.net/docs/api/server/open77-eventverdict.md): 3 functions. - [Open77.exports](https://open2077.net/docs/api/server/open77-exports.md): 2 functions. - [Open77.hacking](https://open2077.net/docs/api/server/open77-hacking.md): 12 functions. - [Open77.heldItems](https://open2077.net/docs/api/server/open77-helditems.md): 4 functions. - [Open77.http](https://open2077.net/docs/api/server/open77-http.md): 4 functions. - [Open77.interest](https://open2077.net/docs/api/server/open77-interest.md): 3 functions. - [Open77.io](https://open2077.net/docs/api/server/open77-io.md): 12 functions. - [Open77.kvp](https://open2077.net/docs/api/server/open77-kvp.md): 11 functions. - [Open77.log](https://open2077.net/docs/api/server/open77-log.md): 4 functions. - [Open77.loot](https://open2077.net/docs/api/server/open77-loot.md): 5 functions. - [Open77.metrics](https://open2077.net/docs/api/server/open77-metrics.md): 3 functions. - [Open77.motion](https://open2077.net/docs/api/server/open77-motion.md): 4 functions. - [Open77.net](https://open2077.net/docs/api/server/open77-net.md): 9 functions. - [Open77.notifications](https://open2077.net/docs/api/server/open77-notifications.md): 5 functions. - [Open77.npcs](https://open2077.net/docs/api/server/open77-npcs.md): 38 functions. - [Open77.npcs.tasks](https://open2077.net/docs/api/server/open77-npcs-tasks.md): 28 functions. - [Open77.perspective](https://open2077.net/docs/api/server/open77-perspective.md): 2 functions. - [Open77.playerInteractions](https://open2077.net/docs/api/server/open77-playerinteractions.md): 6 functions. - [Open77.players](https://open2077.net/docs/api/server/open77-players.md): 84 functions. - [Open77.Promise](https://open2077.net/docs/api/server/open77-promise.md): 5 functions. - [Open77.props](https://open2077.net/docs/api/server/open77-props.md): 15 functions. - [Open77.ready](https://open2077.net/docs/api/server/open77-ready.md): 5 functions. - [Open77.reflex](https://open2077.net/docs/api/server/open77-reflex.md): 6 functions. - [Open77.resource](https://open2077.net/docs/api/server/open77-resource.md): 8 functions. - [Open77.routingBuckets](https://open2077.net/docs/api/server/open77-routingbuckets.md): 6 functions. - [Open77.runtime](https://open2077.net/docs/api/server/open77-runtime.md): 6 functions. - [Open77.sound](https://open2077.net/docs/api/server/open77-sound.md): 6 functions. - [Open77.state](https://open2077.net/docs/api/server/open77-state.md): 9 functions. - [Open77.stats](https://open2077.net/docs/api/server/open77-stats.md): 20 functions. - [Open77.statuses](https://open2077.net/docs/api/server/open77-statuses.md): 3 functions. - [Open77.time](https://open2077.net/docs/api/server/open77-time.md): 3 functions. - [Open77.tunables](https://open2077.net/docs/api/server/open77-tunables.md): 6 functions. - [Open77.vehicles](https://open2077.net/docs/api/server/open77-vehicles.md): 145 functions. - [Open77.vehicles.ai](https://open2077.net/docs/api/server/open77-vehicles-ai.md): 15 functions. - [Open77.voice](https://open2077.net/docs/api/server/open77-voice.md): 18 functions. - [Open77.weapons](https://open2077.net/docs/api/server/open77-weapons.md): 18 functions. - [Open77.world](https://open2077.net/docs/api/server/open77-world.md): 7 functions. - [Open77.zones](https://open2077.net/docs/api/server/open77-zones.md): 5 functions. - [promise](https://open2077.net/docs/api/server/promise.md): 1 function. ### Client runtime (807 functions) Runs inside the game process. Reads and presentation are local; anything that changes shared state has to go through the server. - [Globals](https://open2077.net/docs/api/client/globals.md): 80 functions. - [Citizen](https://open2077.net/docs/api/client/citizen.md): 8 functions. - [open77_doors](https://open2077.net/docs/api/client/resource-open77-doors.md): 3 functions. - [Open77.abilities](https://open2077.net/docs/api/client/open77-abilities.md): 8 functions. - [Open77.anchors](https://open2077.net/docs/api/client/open77-anchors.md): 6 functions. - [Open77.animations](https://open2077.net/docs/api/client/open77-animations.md): 16 functions. - [Open77.appearance](https://open2077.net/docs/api/client/open77-appearance.md): 8 functions. - [Open77.assets](https://open2077.net/docs/api/client/open77-assets.md): 2 functions. - [Open77.audio](https://open2077.net/docs/api/client/open77-audio.md): 10 functions. - [Open77.blips](https://open2077.net/docs/api/client/open77-blips.md): 24 functions. - [Open77.callbacks](https://open2077.net/docs/api/client/open77-callbacks.md): 4 functions. - [Open77.camera](https://open2077.net/docs/api/client/open77-camera.md): 29 functions. - [Open77.character](https://open2077.net/docs/api/client/open77-character.md): 31 functions. - [Open77.chute](https://open2077.net/docs/api/client/open77-chute.md): 3 functions. - [Open77.clipboard](https://open2077.net/docs/api/client/open77-clipboard.md): 1 function. - [Open77.consumables](https://open2077.net/docs/api/client/open77-consumables.md): 9 functions. - [Open77.cyberware](https://open2077.net/docs/api/client/open77-cyberware.md): 16 functions. - [Open77.dash](https://open2077.net/docs/api/client/open77-dash.md): 1 function. - [Open77.data](https://open2077.net/docs/api/client/open77-data.md): 5 functions. - [Open77.debug](https://open2077.net/docs/api/client/open77-debug.md): 3 functions. - [Open77.debugDraw](https://open2077.net/docs/api/client/open77-debugdraw.md): 2 functions. - [Open77.doors](https://open2077.net/docs/api/client/open77-doors.md): 25 functions. - [Open77.elevators](https://open2077.net/docs/api/client/open77-elevators.md): 4 functions. - [Open77.environment](https://open2077.net/docs/api/client/open77-environment.md): 6 functions. - [Open77.equipment](https://open2077.net/docs/api/client/open77-equipment.md): 11 functions. - [Open77.events](https://open2077.net/docs/api/client/open77-events.md): 3 functions. - [Open77.exports](https://open2077.net/docs/api/client/open77-exports.md): 2 functions. - [Open77.gizmos](https://open2077.net/docs/api/client/open77-gizmos.md): 14 functions. - [Open77.hacking](https://open2077.net/docs/api/client/open77-hacking.md): 6 functions. - [Open77.hud](https://open2077.net/docs/api/client/open77-hud.md): 11 functions. - [Open77.input](https://open2077.net/docs/api/client/open77-input.md): 18 functions. - [Open77.inspector](https://open2077.net/docs/api/client/open77-inspector.md): 3 functions. - [Open77.json](https://open2077.net/docs/api/client/open77-json.md): 2 functions. - [Open77.kvp](https://open2077.net/docs/api/client/open77-kvp.md): 11 functions. - [Open77.log](https://open2077.net/docs/api/client/open77-log.md): 4 functions. - [Open77.loot](https://open2077.net/docs/api/client/open77-loot.md): 6 functions. - [Open77.map](https://open2077.net/docs/api/client/open77-map.md): 21 functions. - [Open77.markers](https://open2077.net/docs/api/client/open77-markers.md): 7 functions. - [Open77.media](https://open2077.net/docs/api/client/open77-media.md): 5 functions. - [Open77.motion](https://open2077.net/docs/api/client/open77-motion.md): 7 functions. - [Open77.movement](https://open2077.net/docs/api/client/open77-movement.md): 5 functions. - [Open77.nameplates](https://open2077.net/docs/api/client/open77-nameplates.md): 8 functions. - [Open77.net](https://open2077.net/docs/api/client/open77-net.md): 6 functions. - [Open77.network](https://open2077.net/docs/api/client/open77-network.md): 7 functions. - [Open77.npcs](https://open2077.net/docs/api/client/open77-npcs.md): 6 functions. - [Open77.pauseMenu](https://open2077.net/docs/api/client/open77-pausemenu.md): 4 functions. - [Open77.perspective](https://open2077.net/docs/api/client/open77-perspective.md): 7 functions. - [Open77.photoMode](https://open2077.net/docs/api/client/open77-photomode.md): 4 functions. - [Open77.playerInteractions](https://open2077.net/docs/api/client/open77-playerinteractions.md): 9 functions. - [Open77.players](https://open2077.net/docs/api/client/open77-players.md): 51 functions. - [Open77.prediction](https://open2077.net/docs/api/client/open77-prediction.md): 2 functions. - [Open77.prevention](https://open2077.net/docs/api/client/open77-prevention.md): 4 functions. - [Open77.Promise](https://open2077.net/docs/api/client/open77-promise.md): 5 functions. - [Open77.props](https://open2077.net/docs/api/client/open77-props.md): 14 functions. - [Open77.puppets](https://open2077.net/docs/api/client/open77-puppets.md): 3 functions. - [Open77.reflex](https://open2077.net/docs/api/client/open77-reflex.md): 3 functions. - [Open77.remoteCamera](https://open2077.net/docs/api/client/open77-remotecamera.md): 15 functions. - [Open77.resource](https://open2077.net/docs/api/client/open77-resource.md): 7 functions. - [Open77.rtti](https://open2077.net/docs/api/client/open77-rtti.md): 5 functions. - [Open77.runtime](https://open2077.net/docs/api/client/open77-runtime.md): 6 functions. - [Open77.screen](https://open2077.net/docs/api/client/open77-screen.md): 14 functions. - [Open77.session](https://open2077.net/docs/api/client/open77-session.md): 18 functions. - [Open77.settings](https://open2077.net/docs/api/client/open77-settings.md): 3 functions. - [Open77.sfx](https://open2077.net/docs/api/client/open77-sfx.md): 6 functions. - [Open77.state](https://open2077.net/docs/api/client/open77-state.md): 7 functions. - [Open77.stats](https://open2077.net/docs/api/client/open77-stats.md): 5 functions. - [Open77.time](https://open2077.net/docs/api/client/open77-time.md): 1 function. - [Open77.travel](https://open2077.net/docs/api/client/open77-travel.md): 11 functions. - [Open77.vehicles](https://open2077.net/docs/api/client/open77-vehicles.md): 49 functions. - [Open77.vfx](https://open2077.net/docs/api/client/open77-vfx.md): 12 functions. - [Open77.voice](https://open2077.net/docs/api/client/open77-voice.md): 18 functions. - [Open77.wardrobe](https://open2077.net/docs/api/client/open77-wardrobe.md): 3 functions. - [Open77.weapons](https://open2077.net/docs/api/client/open77-weapons.md): 20 functions. - [Open77.webui](https://open2077.net/docs/api/client/open77-webui.md): 4 functions. - [Open77.world](https://open2077.net/docs/api/client/open77-world.md): 15 functions. - [Open77.zones](https://open2077.net/docs/api/client/open77-zones.md): 3 functions. - [promise](https://open2077.net/docs/api/client/promise.md): 1 function. - [WebUI.Page](https://open2077.net/docs/api/client/webui-page.md): 11 functions. ## Optional - [Complete documentation in one file](https://open2077.net/llms-full.txt): every guide and the whole API reference concatenated. - [Complete API reference](https://open2077.net/docs/api.md): all 1763 functions in one Markdown document. - [HTML documentation index](https://open2077.net/docs): the same content as web pages. - [Site source](https://github.com/Open2077/open77-app): the repository this site is built from. - The platform repository is not public yet, so guides that reference files outside the wiki name the path instead of linking to it. Pages indexed: 142 documentation pages, 141 API namespaces.