# REDscript

> Compiler and decompiler toolkit for REDscript, a statically typed, object-oriented language for writing scripts for REDengine, CD Projekt's engine used in Cyberpunk 2077. Its Rust crates parse and analyze source, generate bytecode with monomorphization of generics, decompile .redscripts bytecode bundles back into REDscript source, read and write REDengine's native binary format, and provide a drop-in replacement for CD Projekt's scc script compiler plus a C API with source mapping. The CLI exposes decompile, compile, lint and format commands; the language server and debugger live in a separate redscript-ide repository.

- Type: Tool
- Targets: Game
- Category: Game analysis tools
- Relationship: Foundation tool
- Sources reviewed: 2026-10-19
- Added to the catalog: 2026-10-19
- Original resource: <https://github.com/jac3km4/redscript>
- Primary source: <https://github.com/jac3km4/redscript/blob/3ca666c8ec14cfc803ef3888aab6ebc7a1c2bb86/README.md>
- Catalog page: <https://awesomerea.org/resources/redscript/>
- Record JSON: <https://awesomerea.org/resources/redscript/record.json>
- Chinese version: [简体中文](https://awesomerea.org/zh/resources/redscript/index.md)

## Requirements & limits

- GitHub's latest stable release is v0.5.31 (2025-08-28), with Windows and macOS archives and standalone CLI binaries for Windows and macOS arm64. The default 1.0.x branch declares 1.0.0-preview.22, the newest prerelease (2025-09-07); the reviewed commit (2026-05-27) is 26 commits after that tag, and older lines live on the 0.5.x and 0.6.x branches. Source builds use Cargo with a Rust toolchain that supports the 2024 edition.
- Installation targets the user's own Cyberpunk 2077 installation: the Windows archive is extracted into the game directory so scripts compile at game startup, with logs under r6/logs. On native macOS the game does not compile scripts at startup, so the README uses a bundled launch_modded.sh, and downloaded binaries must first be removed from quarantine. The decompiler reads a .redscripts bundle from the user's game, compilation uses one as its base, and the reviewed tree contains no game scripts or bundles.
- Language documentation is on the REDmodding community wiki, and editor support for VS Code, neovim, IntelliJ IDEA, Zed and Helix is in the separate redscript-ide repository. The README states no supported game patch range.
- MIT. The game's license terms are separate.

## Primary sources

1. <https://github.com/jac3km4/redscript/blob/3ca666c8ec14cfc803ef3888aab6ebc7a1c2bb86/README.md>
2. <https://github.com/jac3km4/redscript/blob/3ca666c8ec14cfc803ef3888aab6ebc7a1c2bb86/Cargo.toml>
3. <https://github.com/jac3km4/redscript/blob/3ca666c8ec14cfc803ef3888aab6ebc7a1c2bb86/LICENSE>
4. <https://github.com/jac3km4/redscript/blob/3ca666c8ec14cfc803ef3888aab6ebc7a1c2bb86/crates/cli/src/main.rs#L31-L120>
5. <https://github.com/jac3km4/redscript/blob/3ca666c8ec14cfc803ef3888aab6ebc7a1c2bb86/assets/macos/archive/launch_modded.sh>
6. <https://github.com/jac3km4/redscript/releases/tag/v0.5.31>
7. <https://github.com/jac3km4/redscript/releases/tag/v1.0.0-preview.22>
8. <https://github.com/jac3km4/redscript/compare/v1.0.0-preview.22...3ca666c8ec14cfc803ef3888aab6ebc7a1c2bb86>

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## About this entry

The description was reviewed against primary sources.
Original editorial content: MIT. Linked projects, papers and assets retain their own rights and licenses.
