
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.
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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.
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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 809 reviews with recorded playtime.
Reviews
Themes across 807 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
建议直接把剧情删了=.=
A solid experience! It's been over 10 years since DL1, and regrettably, I skipped its DLC's and the entire second game, Stay Human, so my comparison point is the first game which I replayed a few years ago. However I can happily say that this game brings back the magic of the first game successfully! Positives: - Downright stunning visuals, taking advantage of the custom engine and Raytracing cores for incredible interior enviros and massive exterior maps. Pitch black darkness hits hard, but just like in the first game, your flashlight has a proximity glow aside the frustrum that helps with those. - The combat is just as satisfying as in the first game, more visceral than ever, with slashing and blunt weapons having different effects on your enemies. Guns feel super cool to use too, non-infected enemies may even react to you pulling out heat during a fistfight. - Parkour is floaty, responsive, and the climbing is still as versitile as it was in the first game. There is a "hard mode" option available which makes it less floaty and more authentic. It does have its hickups, but it still doesn't require Mirror's Edge precision. - The Side Missions are honestly my favorite part, they are elaborate, original, and unexpected. Even if it sounds like a fetch quest, you know it won't be the end of it. Some notes you can collect are hand-written into the game, some secrets you can find outsdie of quests, side-quests and whatnot, treasure hunts are fun (though could be better, like showing the player where they picked up the pat istelf), and as I have been keeping an eye out, most quests technically could be completed without the Mission Marker, as characters actually describe what to do or where in great detail, plus diegetic hints are well hidden in the environment (Applies to the main story too). - I love Kyle as a character and his behavior. Truly a guy who had enough and is against the world, not dropping Marvel Quips just straight up being an edgy version of Sonic. Self-aware but not a cartoon character. The mediocre: - The main story... yeah. It goes alright but gets a bit too fast at the end. There are points where it feels extremely forced, activity for the sake of activity. - This game's environment choice is a little weird, featuring lots of grassland and open areas, as well as nature and highways, where the parkour element is mostly gone. The city areas with verticality don't really feel like the first game's second area. I believe I Have used the Wall Run literally like 2 times in total. - The Beast Mode... ehhhh, it's fun for a few times, but doesn't contribute much to the overall game. Having your hit-to-charge rage mode that you can activate to go berzerk isn't an original idea, but here there isn't anything to make it unique either. It makes you hit harder but you only bash with your arms. It makes you more agile, but most you have is a high jump that drains your meter and a "dash" that honestly barely feels faster than dashing normally. Skills can't be toggled off, so certain skills may have you accidentally drain your meter by using it. - Difficulty Scaling is weird. The game is divided into levelled areas, and you can KINDA feel those levels depending on how many hits zombies fall from, or how much damage they deal, but it quickly mushes together with other stats in the game. Levelling over time does show consistent improvement in your combat, but eventually it feelsl ike there is a glass ceiling of sort. The damage statistics feel incremental, upgrades rarely hitting the -1 hit threshold on the hits-to-kill on certain enemies, or rarely showing consistency, while the game incentivizes you to keep your weapons up-to-level, which is a cheap operation that raises their stats to your current level. This may be different in higher difficulties, however I didn't test it. - You can restore the power to the Valley with an electrical grid collectible/Checklist but it doesn't show any real beneftis aside some bonus items, like no lights at night, or around safe zones, etc. - Nighttime is back, it's still PITCH black, which is fair but I personally do not recall the Volitiles to be this good at their job. The huge open areas and lack of sightline breaking buildings makes nighttime activities and side quests extremely difficult and rather frustrating as well. Hiding in bushes just puts a handbreak on your game and makes it boring, waiting for them to "forget" about you. You CAN kill them! But their XP and drop rewards really aren't worth it. Plus, whatever method you use, you'll be hunted by the other Volitiles in seconds. - XP is no longer divided into Combat and Parkour, and the player isn't rewarded with more XP for creative kills such as trap kills or push-into-trap kills (traps as a whole are very far between, actually, and I recall seeing only 2 spike traps in the whole game). Some parkour moves such as... the soft landing (???) grant a tiny little XP upon being used but that's it. Your main XP source is ultimately quests and random encounters, with slashing up infected being your secondary income. - Clothing gear looks cool as hell, very well modelled and put together, but their stats - even with full gears - don't really feel impactful. - Similar to the first game, weapon enhencements and elemental damage could be improved, but not worse than in DL1. - The Grappling Hook. I'm not gonna elaborate, that is not my job, someone probably have already made a video essay about it. The disappointing: - Having not lost your old skills, you have access to a new skilltree which is honestly underwhelming at best. Some of these new skills are extremely situational, others SHOULD have been in your original skillset but you still somehow forgot it, and some are just passive incrementals or "You just get better at this" stuff. The Automatic Unlocks feel similar, except the "faster parkour" skill which felt a lot less impactful than in the first game. - Higher difficulties aren't worth it. Having tried out the higher difficulties briefly, solely for the fact that it is stated that the player receives more XP and whatnot, I was shocked to realize that this "more" XP is, I will not exaggerate here, 1-2 or 3 extra XP per kill, totalling in a 20% bonus, with the nighttime bonus being 3x instead of 2x - but nighttime in this state is downright punishing with little returns. And the more difficulty is that enemies hit harder and just tank more damage, with a decrease to the loot you can get. Not sure what I expected but I feel disappointed? Overall though, I'm really happy that I had a Dying Light experience 11 years after the first one that had a similar magic. I wholeheartedly recommend this game. Techland did a fantastic job with it.
Amazing gameplay and story loved to see aiden again in this game but sad how spike story ended he didn't deserved to go like that.
Jogo muito bom mas curto.
Dl1 was GREAT, not so much story wise, two had its problems but fixed itself and actually became fun, this 20x better, movement is good, grab is a bit much sometimes but okay, and night time is smt else. And I recommend stockpiling on some resources before going into a boss fight, extra resources for your rescources especially if you are clearing out dark zones, due to alpha. Now always remember good night and good luck and don't forget to stay human.
very much peak
8/10 Always love this series because it's sticks to what they always been zombie games the story was dying light story and the gameplay is the same other then the parkour system I don't know why but ♥♥♥♥ was straight ass at times do hope for dying light 3 to improve on this I enjoyed my 36 hours in the game and I'll be here for the next one GRE you are absolutely ♥♥♥♥♥♥ X_X
buy it
8.5/10
yes
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Audience
Audience
Languages: English*, French*, Italian, German*, Spanish - Spain*, Arabic, Traditional Chinese, Simplified Chinese*, Czech, Spanish - Latin America, Japanese*, Korean +5 more
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Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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