I was a tester for a while. Now I'm a dev. I worked in quite a few companies. But I never, ever had quotas for the bugs. Any project that's so complex as a game will <b>always</b> have bugs. No matter how good the dev team is, no matter how carefully the code is written, no matter how many automated tests you have. Manual testing will always reveal bugs.<br><br>It's VERY important to sort the bugs by the severity of the bugs and focus on the critical bugs first, then on the less important. I remember having a guy in my QA team that didn't found bugs. I told him (I was QA lead at that time) that he MUST find and report bugs, because I knew there are bugs, a lot of them. I didn't specified a number. So he started "finding" really low priority bugs, like typos in some texts. I was very pissed :(<br><br>In this case (Cyberpunk) probably the QA team didn't care at all about the product, they were paid to find bugs, not to ensure a good quality product. Also, probably they got a bonus depending on the number of bugs reported, so the incentive was to report as many small bugs, instead of focusing on the game breaking bugs. This approach is bad, really bad. What's worse is that who's behind this approach is probably some manager who has no idea how software works and he probably got paid A LOT of money, but he was doing a very bad job.<br><br>I also suspect that the same manager (or another one) decided to give "green flag" for the release, probably having a deadline and probably facing penalties because the game was not ready. Again, I was in a similar situation, as a QA lead I had to approve the release of a new version. I did not approved it, I knew it was too buggy. A "higher" manager was mad, he insisted that we should release, I told him that he can release, but he doesn't get QA approval.