NCWE is the free world editor for CyberpunkΒ 2077. Fly through the real city, move or remove what is there, build new places with roads, terrain, lights and your own models, then ship them as an ArchiveXL mod or an OPEN//77 multiplayer world.
Windows 10 and 11 Β· Cyberpunk 2077 2.31 Β· no account needed
PriceFree and open source
AccountNone needed to build
GameCyberpunk 2077 2.31
Ships asArchiveXL mods Β· OPEN//77 worlds
The real city
Night City, livearound your camera.
Not a blank grid and not a copy: the editor reads the city from your own game and draws it as you fly, so what you build sits in the real streets from the first click.
01
It streams as the game does.
No neighborhood to load: sectors arrive around your camera the way the game picks them, and a place you have visited comes back almost at once.
02
It looks like the game.
Near the camera, meshes wear their real materials: layered surfaces, glass, decals, water, neons, screens and foliage, under a sun, a sky and a night preview.
03
It leaves your game alone.
A project is a list of changes against the game's data. Nothing in your installation is rewritten, and every export is checked against what you edited.
The tools
Everything a mapperreaches for.
One editor for the whole job: change what the game put there, then add what it never had.
01
Move what is there
Select, move, rotate, scale, hide or replace the game's own objects, with gizmos, snapping and unlimited undo.
02
Roads
Draw splines with any game road type, bank them, drop them on the ground. They export with collision that follows the surface.
03
Terrain
Sculpt, cut and paint the ground. Plants and the objects resting on it follow.
04
Lights, effects, decals, sounds
Place point, spot and area lights, particles, decals and sound emitters, or edit the game's own.
05
Doors and entities
Place any entity template, pick its appearance, and set how a door opens, closes and locks.
06
Elevators
Pick a type, click each floor it stops at. It exports as the game builds its own, with call panels and landing doors.
07
Collision and occlusion
See the game's real collision and occluders, edit them, add your own, or fit collision to a mesh.
08
Traffic
View, edit, link and draw the lanes vehicles and pedestrians follow.
09
Library and prefabs
Browse the game's props and entities with thumbnails and live 3D previews. Save your own prefabs and stamp them anywhere.
Two minutes
See itmove.
Your own content
Bring what the gamenever shipped.
Your library lives beside the game's. What a world uses travels with it when you export or share it.
Models
Your meshes
Import glTF, FBX or OBJ. NCWE cooks them into game meshes and textures when you export.
Pictures
Your decals
Any picture becomes a decal, transparency kept. Keep them in a bank and place them like the game's.
Audio
Your sounds
Ambiences and music for OPEN//77 worlds. A synced loop plays at the same moment for every player.
Together
Build with your crew.
Live sessions. Everyone's edits arrive as they are made; you see the others' cameras and selections, with chat built in.
Shared worlds. Share a world with an invite code: one builds at night, another goes on in the morning.
Cloud saves. Every version of your worlds, on any PC, with the models and sounds they use.
These three use a free OPEN//77 account. Building alone never does.
AI agents
Or hand the tools to an agent.
An MCP server comes with it. Claude Code, Codex or any MCP client drives the running editor.
You watch it work. The agent says what it plans, measures in your view, and every batch is one undo step.
Same tools as you. Interiors, streets and new places, built with what the editor already does.
The automation pipe is local and limited to your Windows user.
Ship it
From the editorto the game.
One project, three ways out. Each export carries a manifest of what it changes and what it was built against.
Single player
ArchiveXL mod
A package for archive/pc/mod with its own sectors and guarded patches. Install it and remove it from the editor.
Multiplayer
OPEN//77 world
A server resource the launcher installs for every player before the game starts. Your map, on your server.
WolvenKit
World Builder
A file for WolvenKit's World Builder, to carry what you placed into that workflow.
Unzip the whole archive into a folder of your choice. Do not start NCWE from inside the zip.
02
Start NCWE.Studio.exe
The beta is not signed yet: if Windows SmartScreen appears, choose More info, then Run anyway.
03
Open Night City
NCWE finds your Cyberpunk 2077 installation on its own, or asks for its folder. Then fly.
Before you start
Questions.
Is it free?
Yes. NCWE is free software under the GNU General Public License v3.0. No game data is included: it reads the city from your own installation.
Do I need an account?
Not to build. An OPEN//77 account is only asked for cloud saves and live collaboration, and signing in happens on open2077.net in your browser.
Which game version?
Cyberpunk 2077 2.31, on Windows 10 or 11 with a DirectX 11 graphics card. To play what you export, the game needs ArchiveXL and RED4ext.
Will it change my game files?
No. Projects are stored as changes, and an export is a separate mod you install and remove. Your vanilla files are never rewritten.
It is a beta. What does that mean?
Things move fast and some break. Help > Open the logs folder collects what we need for a bug report; bring it to the OPEN//77 Discord.
NCWE stands on WolvenKit and ArchiveXL. Without them it would not exist: thank you to their authors.
NCWE is in open beta and free software (GPL-3.0). It is an independent community project, unaffiliated with CD PROJEKT RED; Cyberpunk 2077 is a trademark of CD PROJEKT S.A. No game data is included.