REDnode docs
REDnode is a Node.js API for scripting Cyberpunk 2077 (PC, single-player). These pages track the design, the research and how to set up a machine to work on it.
| Document | What it covers |
|---|---|
| API reference | The rednode package: every function, interface and type, generated from the source |
| Game API | Every class, struct, enum and global function in the base game (2.31), with REDnode’s notes |
| Design | Architecture: the two tiers, the native bridge, the API sketch, safety rails, risks and roadmap |
| Overlay apps | Guide with tested examples: your first app, UI kit windows, a native-looking button, and playing game sounds |
| HTML overlay | Design of the overlay: how it works, in-game test results, and the plan for phases O1 to O7 |
| P0 findings | How RED4ext loads plugins, the plugin entry points, and what that means for the bridge |
| P1 results | The in-game probe test: what passed, the logs, and when OnGameAttached fires |
| Dev setup | Every tool and step needed to build and test REDnode on a new machine |
Roadmap status
| Phase | Status |
|---|---|
| P0 Research | RED4ext side done. Cyber Engine Tweaks analysis deferred |
| P1 Proof | Done. Passed in game on 2026-10-11. See P1 results |
| HTML overlay | O1 to O5 passed in game. O6a Runtime (Node mods beside overlay apps) built, in-game test pending. See HTML overlay |
| REDclaude | Planned after O6: an in-game Claude assistant that uses the kernel API to help write mods. Its own repo: Edgemodders/REDclaude |
| P2 Tier 2 | Mostly covered by overlay phase O6: the pipe bridge and the Node SDK. Events from hooked game functions are still to do |
| P3 Rules | Not started |
| P4 Tier 1 | Not started |
Source code and issues: github.com/Edgemodders/REDnode