
BECOME THE BEAST. SURVIVE THE NIGHT. A terrifying new chapter in the Dying Light universe begins. As Kyle Crane, explore the vast and unpredictable wilderness, uncover a deadly evolution of the infected, and learn to control the beastly powers awakening inside you.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Dying Light: The Beast is the next AAA Dying Light game and the best-reviewed entry in the franchise’s history. Packed with more than 40 hours of survival adventure, both in single-player and shared progression co-op, it delivers the most ambitious, modern and content-rich Dying Light experience ever created. Immerse yourself in the expansive open world of Castor Woods and get lost in the scope, atmosphere and innovation of this must-play survival horror.
A terrifying new chapter in the Dying Light universe begins. As Kyle Crane, explore the vast and unpredictable wilderness, uncover a deadly evolution of the infected, and learn to control the beastly powers awakening inside you.
"The Beast really is Dying Light 3.” - GamesRadar+
The highest-rated Dying Light game ever, shaped by a decade of Techland’s experience with the series. Everything fans love - immersion, exploration, physical FPP melee combat, grounded parkour, and the iconic day–night cycle - refined and elevated to the next level. A perfect return for veterans, and the ideal entry point for newcomers.
"Kyle Crane Steals The Show And Gives Dying Light Its Best Story Yet" - The Gamer
Dive into a gripping tale of vengeance filled with twists, shifting alliances, and characters you’re never sure you can trust. Follow Kyle Crane’s powerful journey as his fight for justice uncovers reveals dangers far greater than he ever imagined.
"Techland perfectly nailed it, the Beast Mode really makes you feel like you could tear through anything" - WCCFtech
Play as Kyle Crane, a hero with the DNA of both man and beast. Freely switch between two playstyles and face a fierce conflict that lead to the acceptance of the monster within.
"Melee combat is once again a highlight of the game, with heft behind every attempt to take out a zombie, and so many different weapons and modifiers to choose from" - Gamespot
Feel the full force of Dying Light’s most physical combat yet. Your blows land with real momentum, enemies react believably, and your emerging beast-like abilities add intensity without losing the challenge and immersion.
"The night continues to be one of Dying Light’s greatest gameplay" - GamingBIBLE
The distinct experiences of night and day, a signature of the Dying Light series, merge into one unique whole. Explore and scavenge by day, but remember the constantly ticking clock. Because once the sun sets, the night unleashes horrors that leave you with just three choices: run, hide or fight for your life.
"Running, sliding, jumping, climbing, and hopping around Castor Woods is a treat" - Kotaku
Feel the adrenaline rush of best-in-class first-person parkour. Jump from rooftop to rooftop and overcome any obstacle. And when that’s not enough, grab the wheel of an off-road vehicle and ruthlessly tear through hordes of zombies.
"Techland brings its A-game when it comes to crafting a densely interactive, photorealistic world that frequently takes my breath away" - GamesRadar+
Next-gen visuals bring the hand-crafted zombie apocalypse to life. Every detail tells a story of survival. Lose yourself in the majesty of Castor Woods: explore the tourist town, industrial area, national park, farmland, swamps and more. All full of beauty… and decay.
"Playing the game with friends is creating a different kind of experience" - GameRant
Band together with up to three other players in co-op! Brave the dangers of Castor Woods, where you can experience every encounter, every discovery and every twist as a unit with shared progress.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 776 reviews with recorded playtime.
Reviews
Themes across 774 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
If the volatile doesn't kill you, the game will crash.
Leider zu wenig Schwierigkeitslevel. Im Storymodus leider zu einfach. Im Normalmodus besonders bei den Bosskämpfen sehr frustrierend. Naja aber man kann es halt spielen. Ist aber schlechter als die beiden Vorgänger.
Açıkcası oyun altına sıçmak isteyenler için bire bir ilk saatlerde gece dışarı çıkmak sokak da dilenciye sataşıp 40 kişiden dayak yemek kadar sıkıntı onu geçtim alfa ecel diye bir şey var (harbi alfa ) sakın bulaşmayın bana 2 vurdu 3 vuramadan bayıldım bunların dışında oyun güzel eeastraggleri falan olsun hoş ama tek sıkıntı oyun gerçekten zor malenia yı yenmek kadar zor. GÜZEL OYUN BEĞENDİM OYNAYIN ÖNERİRİM
개재밌었다
还可以 单人游玩建议最低难度
다잉라이트 시리즈 중 1의 DLC 더 팔로잉의 운전을 했을 때의 설레임을 느꼈습니다. 다잉라이트의 묘미인 빽빽한 건물 사이 속 빠~쿠르의 공간이 많이 줄어들었다는게 단점일까요 저는 고졸이라 공간지각능력이 떨어지기에 빠쿠르를 그렇게 선호하진 않아서 신경은 쓰이지 않습니다. 스토리는 대략 13년동안 자취방(연구소)에서 재활 훈련을 하다가 아... 13년동안 나는 여기서 뭐 하는거지 주변 친구들은 다 독립(사망)했다는데.... 고민하던 중 정체불명의 인물에게 협력 받아 연구소를 탈출해 연구소를 운영하는 백작(주니어 네이버를 사랑하는 7세 남아 김똘똘)을 살인하는 스토리입니다. 전작에 비해 달라진 점이 있다면 1. 전작의 주력이던 파쿠르를 할 수 있는 지역이 많이 줄어듬 (거의 3분의1 정도로) 2. 길거리에서 자동차를 주워 탈 수 있음 3. 밤이 진짜로 무서워짐 4. 권총, 산탄총, 기관단총, 소총 등 총기류가 다양함 저는 재미있게 했습니다. 저를 배신한 시1발련들에게 ㅋㅋ 복수해주마 다 뒤졌다를 꿈꾸다가 제 선택과는 상관없이 캐릭터가 후... 그래 한번 봐준다 라고 얘기하기 전까진 말이죠 아니 나를 배신한 캐릭터 하나 그냥 보내버리고 은신처에 서있는 김아무개 하나 불러서 이 친구는 ~를 하는 친구고 이제 너를 도와줄거야 10년동안 무명이던 배우를 주역으로 발탁하는 기분으로 끼워 놓아도 전혀 어색하지 않은 세상인데 이미 감투를 쓰고 있기에 목을 날리지 못한다? 스토리 작가 나 중대... 아니 부대원은 너에게 실망했다 그거 빼고는 재미있게 했습니다. 맵은 그렇게 넓지 않지만 DLC니까 뭐.... 이해합니다 정가로 주면 바보구요 세일할 떄 사세요
Injugable la verdad con los bugs que hay en el juego, aun asi voy a intentar pasarmelo pero por favor, arreglenlos, casi siempre tengo que salir de mi partida y volver a entrar por eso y pierdo progreso
i like the part where i become the BEAST
sorry... I cannot recommend this game. don't get me wrong... visually the game is stunning. the gore is great, the visuals are amazing. animations are good, combat itself flows nicely. but... that is about it. the main issue... is the story. (spoilers ahead!). you could literally just grab the intro and outro sequence, and only put a sign saying "Kyle found new friends that decided to help him, and he successfully took control over his new self" between them. outside of the intro and outro, the only interesting parts are the betrayals. but what's better is the fact that these betrayals do not actually matter in the long run. in the end everyone just gets together and goes to defeat the Baron, because we share the same goal in the end, and if we don't cooperatee, we will all die. its good that they can decide when to throw personal conflicts behind them and focus on the important thing, but this also means that the events in the game could just... be skipped. they contribute nothing to the game, and they are literally just fillers. the intro and outro sequences are amazing, yes. they are engaging and build tension really well. but the actual gameplay of the game is filled with fetch that, kill that, save that, do that... its difficult to be invested in the story, when you are being repeatedly sent to do something for others with no actual impact. you could argue that Lydia's character development was important. which is true, but we never really get to see why is she able to even mind control the zombies. of course, she has a shared consciousness with them, but that is literally all we know. we are sent on 2 fetch quests and that somehow just increases her abilities so much so that she has the ability to mind control the infected. it is cool, that is true, but how about the game would show us what the scientist even did to Lydia? or, I don't know, at least show us something more than just pure nothingness. you literally finish the fetch quest, leave, and then overnight she is just able to control the infected. neat, huh? people that side with you during the outro sequence side with you because you all share the same goal. Aiden had like a 5 minute long character development in the game, despite being the core character of Dying Light 2. Spike had like 2 lines in the whole game. How did the character develop? not at all. Olivia is the only character in the whole game that actually matters. she rescued you initially, then captured you and rescued you again in the outro. but the personal agenda there is stronger. she captured you because she had to protect herself and her father, but then rescued you, because she sided with you and wanted to end this nonsense. during the intro sequence you could catch a glimpse of Spike and Aiden trying to rescue you. though its really easy to miss that. because of all the ♥♥♥♥ going on. however, during the outro sequence Spike dies. and in Dying Light 2 Spike is alive. so, like... this is Dying Light 3? and this happens after Dying Light 2? but why name it just Dying Light: The Beast? how are you supposed to truly make sense of the story's timeline, if the naming is so confusing? the gameplay... its not bad. its not bad on the surface, but its incredibly shallow. safezones? Dying Light 2 wasn't perfect in this, they gated safezone unlocks behind pure numbers, but the idea was there. unlocking a safezone meant that you could give it a faction you wanted, shaping the world and giving you benefits. none of that exists there. you just climb, flip switch, sometimes fight zombies, done. power stations? still have no clue what they actually do. probably they give you the ability to use exploding car traps and electric fences. they were rare to come across, though, and the incentive to use them didn't really exist. they didn't even require a puzzle. it was just: fight zombies, flip switch, done. dark zones? oh, that is my favorite. in Dying Light 2 a dark zone meant that during the day it was swarming with volatiles. you would usually want to go in during the night, because the volatiles would leave and fighting off the infected was much easier than fighting volatiles. loot was confusing, but the idea was there. night = dangerous space. a perfectly reasonable gameplay element. but here? dark zones no longer have volatiles in them, even during the day. there is just some sort of a volatile variant that only screams at you, if it spots you. they do attract zombies, but they can be taken down very quickly and pose virtually no danger. but a new dark zone "variant" was added. "volatile hives" have been added, and these actually do have volatiles in them only during the day. during the night you can come there and get all that good ♥♥♥♥. and while that is nice, it kind of feels like the incentive to play during the night is... lost. and what about the skill system? oh boy, you are in for a surprise. skill system? linear with a lot of uninteresting skills. you see, at the start of the game you start with a basic set of skills. that sounds reasonable, yes, but you actually have quite a lot of them. even a lot of skills you won't actually use. so, the situation develops... you start the game with a basic set of skills. a lot of the skills are not immediately recognizable. you don't unlock them manually, so there is no "excitement" from unlocking them yourself and trying them out right away. you also have unlocked quite a lot of skills by default, so its virtually impossible to keep track of what you are even capable of doing without opening it and reading the list over and over again. for example, your character can by default do a double wall run combo with grab on a ledge, but cannot do a tuck and roll? it seems reasonable for gameplay reasons. tuck and roll is much more impactful, because it allows you to literally negate fall damage. but narratively it makes little sense. the skill "tree" branches into 4 separate linear blobs. only 1 of them is dedicated and can only be unlocked by progressing the story. the other ones do not really have any sort of categorization. they seem to be just random skills with little relation to each other. so, you end up in a situation... night time is objectively less important because it locks away only a fraction of loot that could be considered important. and while it doubles the skill points you receive, the incentive in unlocking the skill points is actually minimal. there are some interesting skills to unlock, but that is a really tiny amount. even in Dying Light 2 you would at least have the incentive to try them out. also, farming skills points is agonizing. you don't receive skill points by doing parkour, in the majority you receive them through combat and the related skills. plus you also receive them much faster through regular playing, because missions lists them as a reward. at the end of the game you get the option to play NG+. but what is even the point in playing it? there are no other choices to be made, as the game is linear. the skill tree can't really be unlocked in a different order, as its rather linear as well. there are no other bosses than the story bosses, and the only motivation is to get better weapons and legend levels. but what do you even need better weapons for, if there are no bosses, or no advanced loot to get? in Dying Light 2 there was a working integration with the Pilgrim Outpost. and while this was flawed like a lot, it was at least trying to introduce new content. you could get special loot, complete special missions, and fight bosses in-game that gave you unique loot. it was flawed and not exactly polished, but it was much better than nothing. here? you get literally nothing. I got it on sale for 40€, which is probably worth it. but for the full price of 60€? eh, I doubt so. it has its own audience and the game is not horrendous... its just that I cannot ignore the flaws.
dobro szpila
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Languages: English*, French*, Italian, German*, Spanish - Spain*, Arabic, Traditional Chinese, Simplified Chinese*, Czech, Spanish - Latin America, Japanese*, Korean +5 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Related
| Teardown | $88M | 133.9K | 96% | $29.99 |
| ARMORED CORE™ VI FIRES OF RUBICON™ | $87.7M | 85K | 92% | $59.99 |
| Bloons TD 6 | $88.4M | 391.4K | 97% | $13.99 |
| Escape from Tarkov | $88.6M | 58.7K | 49% | $49.99 |
| Assetto Corsa | $88.7M | 172.3K | 93% | $19.99 |
| Total War: THREE KINGDOMS | $86.9M | 93.3K | 82% | $39.99 |