Hubbry Logo
Dying LightDying LightMain
Open search
Dying Light
Community hub
Dying Light
logo
7 pages, 0 posts
0 subscribers
Be the first to start a discussion here.
Be the first to start a discussion here.
Dying Light
Dying Light
from Wikipedia

Dying Light
DeveloperTechland
PublisherWarner Bros. Interactive Entertainment[a]
Directors
  • Paweł Marchewka
  • Adrian Ciszewski
ProgrammerMichał Nowak
ArtistPaweł Selinger
ComposerPaweł Błaszczak
SeriesDying Light
EngineChrome Engine 6
Platforms
Release
27 January 2015
  • Linux, PS4, Windows, Xbox One
  • 27 January 2015
  • macOS
  • 15 December 2016
  • Nintendo Switch
  • 19 October 2021
  • PlayStation 5
  • 8 March 2022
  • Xbox Series X/S
  • 22 March 2022
GenreSurvival horror[discuss]
ModesSingle-player, multiplayer

Dying Light is a 2015 survival horror[discuss] video game developed by Techland and originally published by Warner Bros. Interactive Entertainment. The game's story follows undercover agent Kyle Crane who is sent to infiltrate a quarantine zone in a fictional Middle Eastern city called Harran. It features an enemy-infested, open world city with a dynamic day–night cycle, in which zombies are slow and clumsy during daytime and extremely aggressive at night. The gameplay is focused on weapons-based combat and parkour, allowing players to choose fight or flight when presented with dangers. The game also features an asymmetrical multiplayer mode (originally set to be a pre-order bonus), and a four-player co-operative multiplayer mode.

The development of the game began in early 2012, after the team completed the development of Dead Island. The game's parkour system emphasizes natural movement, and David Belle, the pioneer of parkour, was invited to serve as a consultant for the game. To implement that, Techland had to abandon most of the story elements and construct them again from scratch. To create a story that would suit the taste of the American audience, the writing team collaborated with Dan Jolley. The story was inspired by both Heart of Darkness and The Plague. Announced in May 2013, it was released in January 2015 for Linux, PlayStation 4, Windows, and Xbox One. The game was planned to be released on PlayStation 3 and Xbox 360, but these versions were cancelled due to hardware limitations.

At release, Dying Light received mixed reviews from critics, with praise mainly directed at the combat, graphics, co-operative multiplayer, navigation and the day–night cycle, while receiving criticism regarding the story, difficulty, and technical issues. The game was a commercial success, breaking the record for first-month sales of a new survival horror intellectual property and selling 20 million units by April 2022. Techland committed to supporting the game, and released downloadable content packs, content drops and free updates for the game several years after the initial launch. An expansion, titled Dying Light: The Following, was released in February 2016. The sequel, Dying Light 2, was released in February 2022.

Gameplay

[edit]
The parkour mechanics in Dying Light allow players to leap from one rooftop to another.

Dying Light is a survival horror video game played from a first-person perspective.[1] The game is set in an open world environment called Harran; initially, an area named the Slums can be freely explored, later adding a second area, accessible via sewers, called Old Town.[2] Players traverse this urban environment, which is overrun by zombies. There is an emphasis on parkour mechanics, which allow players to perform actions such as climbing ledges, leaping from edges, sliding, jumping between roofs and zip-lining.[3] A grappling hook allows players to climb up buildings and quickly travel between places.[4] As players explore the game's world, they can scavenge supplies and loot, which can be used to craft new weapons or sold to vendors. The player character can utilise his "survivor sense" to identify all nearby loot and use lock picks to open locked chests and locked vehicles. Players can also complete various side missions by accepting tasks issued by the non-playable characters in the game's safe zones.[5] As players explore Harran, they can also pick up various collectibles such as notes and journals, and listen to voice mail recordings.[6]

Dying Light contains a dynamic day–night cycle. During the day, players can set traps, save random survivors, and make their way to airdrops. The infected are slow, apathetic, and easily visible and they can be easily avoided.[7] Players can use environmental traps, such as spikes, electrified fences, and gas tanks, to kill the infected.[8][9] At night, the infected transform to become much more dangerous. Without daylight, the senses of the infected become more acute and accurate. They can sprint after the player character, inflict more damage, and gain the ability to jump and climb buildings. For players to avoid contact, they need to use their "survivor sense" to locate and avoid the infected.[10] If the player character is spotted, they can use distractions and traps to reduce the number of infected. Players' main defence against the infected is ultraviolet light, which slows their movement.[11] At safehouses, players can adjust the time of day, skipping night altogether if the player does not feel ready.[5]

The game features a variety of enemies, including the slow, low-level Biters, Bombers which explode when the player character gets too close, Virals which can run quickly, and dangerous Volatiles which only appear at night.[12] The majority of the game's combat utilises melee weapons, with more than 100 weapons and over 1500 weapon possibilities through crafting and customisation.[13] The melee weapons have a limited lifespan and will become degraded and broken if players use them in combat for a long time. Players can repair a weapon a limited number of times or dismantle it for parts. Crafting weapons requires crafting ingredients, such as gauze and metal parts, and a blueprint, which can be scavenged or purchased from a shop.[5] In the second half of the game, players can use ranged firearms: two types of assault rifles and a variety of small firearms and shotguns. Firearms do not break or degrade, but ammunition is generally scarce and the sound from them will attract enemies.[5] Weapons are categorised into different rarities, which are indicated by a weapon's colour.[12] Players can utilise other items such as firecrackers, which distract enemies, and explosives like molotov cocktails, to aid combat.[5] In addition, parkour mechanics are integrated with combat.[14]

The player character's combat efficiency is governed by his health, fitness and stamina. When players take damage, he will lose health, which can be replenished when Crane utilises a medkit or consumes food.[12] Fitness governs his free running endurance, while stamina focuses on how fast Crane becomes tired in combat.[15] A variety of actions in Dying Light can help players to earn experience points. Engaging in combat with enemies will help players to earn power points, while performing parkour movement can earn agility points. Completing missions, challenges, and quests will help players to earn survival points. As players earn experience, they can spend skill points to select new skills from a skill tree. Experience points are boosted when players explore at night, and while survival points are deducted if killed during the day, there is no such penalty at night.[5][9]

The game features a four-player cooperative multiplayer mode which allows players to explore Harran and complete the campaign together.[16] Players can complete cooperative challenges for experience, such as fighting to kill as many infected as possible and racing against each other to an airdrop.[17] A multiplayer feature included is a game mode known as "Be the Zombie" that allows the player to play as a particularly strong and fast infected mutant called the "Night Hunter" and invade other players' servers. The players who are playing as humans are tasked with destroying the infected nests and surviving attacks performed by the Night Hunter, while the Night Hunter's goal is to deplete the players' collective life pool and therefore prevent them from attacking the nests.[18]

Synopsis

[edit]

Setting

[edit]
Roger Craig Smith provided the voice for protagonist Kyle Crane.[19]

In the fictional Middle Eastern city of Harran, a mysterious viral outbreak has turned most of the population into hyper-aggressive zombie-like creatures, forcing Harran's Ministry of Public Defence to quarantine parts of the city. The Global Relief Effort (GRE) assists survivors still trapped in the city by regularly airdropping supplies. Players assume the role of Kyle Crane (Roger Craig Smith), an undercover GRE operative sent to infiltrate the quarantine zone to find Kadir "Rais" Suleiman (Jim Pirri), a political figure gone rogue who has a file that contains vital data on the virus, which could potentially lead to a cure. When Crane arrives, he must decide between completing his mission or helping the survivors.[20]

Plot

[edit]

Undercover GRE agent Kyle Crane is airdropped into Harran to retrieve a sensitive file stolen by Kadir Suleiman, who is using it for blackmail. Crane is bitten by an infected, though he is rescued by Jade Aldemir and taken to a survivor sanctuary inside a skyscraper called the Tower. Crane is introduced to Rahim Aldemir, Jade's younger brother, who then teaches him the basics of parkour. Crane learns that the Tower is being harassed by a gang of bandits led by a warlord named Rais who steals and hoards supplies from the GRE airdrops. This includes Antizin, a drug that slows the process of infection and suppresses its symptoms. Crane is tasked with reaching an airdrop containing the direly needed Antizin but the GRE instructs him to destroy the airdrop and instead buy the drug from Rais to confirm his identity. Crane reluctantly complies and lies to the Tower that the supplies have been looted.

Upset, Tower leader Harris Brecken tasks Crane with negotiating a deal with Rais. Upon meeting Rais, Crane can confirm that he is indeed Suleiman. Crane carries out a series of unethical tasks for Rais under the assumption that he will be rewarded with two crates of Antizin, but Rais betrays him by only giving him five vials. He later severs relations with the GRE when they halt the supply drops and refuse to help the Tower. Desperate to obtain Antizin, Crane and Jade raid Rais's storage facility but they instead find a cache of plastic explosives. Rahim attempts to use the explosives to bomb a Volatile nest, despite Crane's objection. Rahim is wounded, and Crane executes Rahim's plan and destroys all the infected in the nest. However, when he returns, he discovers that Rahim was actually bitten and had turned into an infected while Crane was gone, forcing Crane to kill him.

Meanwhile, a scientist at the Tower named Dr. Imran Zere, who was attempting to develop a cure for the virus, is kidnapped by Rais. Crane attempts a rescue but is also captured. Rais reveals that the file he stole contains proof that the GRE intends to weaponise the virus rather than develop a cure. In the process of escaping, Crane cuts off Rais's hand. Dr. Zere is killed after telling Crane that he had tasked Jade with delivering his research to scientist Dr. Allen Camden. As Crane searches for Jade, he learns that the Defence Ministry is planning to firebomb Harran to eradicate the outbreak, claiming that there are no survivors. Working with the Embers, a survivor group in Old Town, Crane tries to alert the outside world by setting off bombs in an apartment building in the pattern of a sad face, but a jet fires a missile which obscures the pattern.

Jade is captured by Rais, who steals Dr. Zere's research. Crane begins to succumb to the virus as he searches for Jade at a museum; when he reaches her, he finds that she was also bitten and will soon turn into an infected. Watching from a distance, Rais offers Crane one dose of Antizin to save either himself or Jade. Jade sacrifices herself, injecting Crane at the last minute, and protects Crane from Rais's men. Jade then succumbs to the infection and turns, forcing Crane to kill her. After killing Rais's second-in-command, Crane delivers the tissue samples to Dr. Camden, who believes that he is close to developing a cure, but needs the rest of Dr. Zere's data.

Crane then reactivates a radio tower and successfully alerts the outside world of survivors in Harran, thwarting the Ministry's plan. In a desperate effort to evade scandals, the GRE contacts Crane to retrieve Dr Zere's research for them so they can convince the public they are working on the cure, in exchange they will extract him safely from Harran.

Crane discovers that Rais is giving Dr. Zere's research to the GRE in exchange for extraction from Harran. Crane assaults Rais's headquarters and battles him atop a skyscraper, just as a GRE helicopter appears. Crane throws Rais off the building and narrowly recovers the research data; he decides to give it to Dr. Camden and stays in Harran to help the remaining survivors.

Development

[edit]

The core team of Techland, which had previously released Dead Island in 2011, commenced development on Dying Light in early 2012.[21] While the team was evaluating the feedback from Dead Island and identifying areas to improve, they felt that their new project deviated considerably from the original Dead Island and warranted the need to make it a completely separate game.[21][22] Techland director Adrian Ciszewski noted the difference in creative vision between the studio and Dead Island publisher Deep Silver, whose control over the title prevented the studio from realising their vision. For this reason, Techland decided to split from Deep Silver and develop a new property.[23] The development team considered Dying Light an opportunity to prove that the studio could make a AAA game.[24] Warner Bros. Interactive Entertainment served as the game's publisher and gave Techland complete creative control over the project.[25]

David Belle, the pioneer of parkour, was consulted by the development team.

Parkour is an important part of the game. The team felt that the gameplay experience would be restricting if players could not jump over or climb environmental obstacles or perform other basic movements.[26] As the game is a survival game, the team believed that players should be allowed to flee from danger and that restricted movement options would hinder players' immersion.[27] The team initially aimed to implement a system similar to that of Mirror's Edge's parkour mechanic, in which players climb up specific rooftops or walls by use of a hook, an environmental object that the player character can interact with. However, as development progressed, the team found that the hooks were limiting players' freedom, since developers were placing hooks in very specific locations. In addition, when one designer changed the position of a hook, he also needed to adjust the locations of other hooks, which was a very troublesome process. Starting in 2012, programmer Bartosz Kulon decided to implement a system that scans all possible climbable objects and recognises them as hooks. The engine would then determine what type of object the player is climbing and choose an appropriate animation for the game to render. The new system, which was named "Natural Movement", saved the designers considerable time.[25] However, it created multiple problems. For instance, since players can now approach an objective from various directions and reach previously unreachable areas, the artificial intelligence (AI) controlling the enemies cannot spawn out of nowhere. The existing animations resulted in various glitches, as the player character would often clip through structures. Some playtesters experienced motion sickness. This resulted in major changes in animations, AI, and the heads-up display. The studio had to abandon most story and quest ideas and start again.[28] The team invited David Belle, the pioneer of parkour, to ensure that the parkour animations were grounded in reality.[27]

Harran was inspired by the Rocinha favela of Brazil.

The day–night cycle concept was envisioned by Ciszewski prior to the production of Dead Island, but was not implemented in that title due to the team's limited size and resources.[25] The vision was for Dying Light to be "two games in one box", since the gameplay experience during the day would be completely different to the experience at night.[29] Harran is a fictional city located in Middle Eastern territories, and Mumbai and Istanbul served as its major inspirations. The Old Town was inspired by Wrocław, Poland, where Techland was located. The game's level designer, Jula Arendt, is a qualified architect and created the history of Harran, which influenced its architectural design. Inspired by the Rocinha favela of Brazil, Harran was designed to be a city with many windows and interiors which serve as possible parkour routes for the players.[30]

Another reason why Techland did not make Dying Light a sequel to Dead Island was because the team wanted to create a survival game with a serious tone, while Dead Island's story is lighthearted and the game features mostly hack and slash gameplay.[29] According to producer Tymon Smektała, the team aimed to create a story that was "more mature and more serious".[31] Concerned that their team of Poles would not be able to write a story that appealed to North American audiences, Techland invited DC Comics writer Dan Jolley to be a consultant for the story.[32] Inspirations for the story were drawn from novels such as The Plague and Heart of Darkness.[33] Despite the serious tone, the game features some exotic weapons. Game designer Maciej Binkowski felt that the game featured "Hollywood realism", and that they did not intend to make over-the-top weapons like the Dead Rising series.[34] Like Dead Island, the game's combat was melee-focused, and the team invited a group of Krav Maga technique experts to show the programmers and designers "what it was like to hit something" in order to further refine the game's combat.[35]

Techland audio director Paweł Błaszczak composed the music for Dying Light. He took inspiration from 1970s and 1980s movie soundtracks, seeking a sadder tone which he felt was more appropriate than typical horror music for the game's post-apocalyptic setting. He made frequent use of synthesizers to "present a feeling of abandonment, emptiness and sadness" to players. When composing music for the night section of the game, he aimed to achieve a silent atmosphere. The team eventually created a whistling sound, which they felt made enemy encounters at night more eerie and disturbing.[36]

Marketing and release

[edit]

Dying Light was announced in May 2013.[37] The game was originally planned for release in 2014,[38][39] but it was later delayed until February 2015 due to a "desire to innovate", and to improve the parkour elements of the game.[40][41] The game's release date was later brought forward to 27 January 2015 for personal computers, PlayStation 4, and Xbox One.[42] The PlayStation 3 and Xbox 360 versions of the game were cancelled, due to "thorough internal testing" that demonstrated these consoles could not handle the game properly.[43] Techland originally aimed to deliver the game at 60 frames per second (FPS) on both PlayStation 4 and Xbox One. However, according to senior game producer Adrian Ciszewski, Dying Light's frame rate was locked at 30 FPS on consoles to be able to deliver native 1080p graphics, reduce input lag to a minimum, and provide a smoother and more gameplay-tailored performance.[44] Dying Light was the debut title for Techland's own Chrome Engine 6.[45]

On 17 January 2015, Techland announced that physical copies of Dying Light had been delayed due to a "longer lead time than digital". The delay affected the Middle East, Asia, Australia, and Europe. Techland announced that the game would still be available digitally on its scheduled release date.[46] The physical copies of Dying Light for the affected regions were released on 27 February 2015. "Be the Zombie" mode, originally a pre-order bonus, was made free for everyone who purchased the game regardless of platform and territory. Pre-orders of the physical copies of the game also received the "Cuisine & Cargo" and the Ultimate Survivor Bundle downloadable content (DLC) packs for free.[47] Players who pre-ordered the game received bonus rare weapons. Early adopters were awarded with more in-game weapons.[48] On Steam, players could pre-order four copies of the game for the cost of three.[49]

The game's season pass included three post-launch DLC packs.[50] "Cuisine & Cargo", was released on 10 February 2015. It introduced two narrative missions in which the player investigates buildings which were cordoned off during the early days of the zombie apocalypse.[51] The second DLC, "Ultimate Survivor Bundle", was released on 10 March 2015, and added new character skins and weapon blueprints to the game. It was released alongside a free hard mode, which introduced a new tier of weapon rarity and extends the duration of night.[52][53] The third DLC, titled "The Bozak Horde", added a location called Harran Stadium and a horde mode, which tasks players to complete various objectives. It was released on 26 May 2015.[54][55] To keep the game's player base engaged, Techland held a variety of community events and challenges regularly following the game's launch.[56]

On 2 February 2015, a patch disabled mod support for the game. At the same time, a mod that removed film grain from the game was taken down by the Entertainment Software Association (ESA) under the Digital Millennium Copyright Act.[57] Techland later explained that the problem was an accident, caused by a side-effect of the release of a patch, and that they were developing a patch to restore modding.[58] The ESA later apologised for issuing the takedown, stating that "the requests were issued erroneously by a third-party vendor on the organization's behalf".[59] On 15 February 2015, a patch that restores modding was released.[60] Techland further released the source development tool for modders in April 2015, allowing players to create custom maps and stories.[61] Selected community maps were later released for the console version of the game in 2016.[62]

Techland launched several promotional campaigns for the game. A "My Apocalypse Collectors Edition", which cost £250,000 (roughly $386,000 at the time) at release, was announced on 25 February 2015. In addition to a special edition of the game, it included a physical zombie shelter, parkour lessons, night vision goggles and a trip to Techland in Poland.[63] On 25 June 2015, in parody of a promotional campaign between Destiny and Red Bull, Techland announced that it would give away codes for premium weapons to players who tweeted a picture of themselves drinking a glass of water. This was later expanded into the "Drink for DLC" campaign, with the planned release of multiple pieces of free DLC for the game if a certain amount of pictures were posted.[64]

A standalone expansion, The Following, was released on 9 February 2016.[65] The title would be free to all players who purchased Dying Light's season pass and also be available for separate purchase. The Following introduces a new story campaign, controllable vehicles, and a map the size of all the Dying Light maps combined.[66] The expansion released alongside Dying Light: The Following – Enhanced Edition, which includes the base game, all DLC and content updates, and the expansion.[65] A gameplay demo was released on 26 August 2015. The demo offers three hours of gameplay content and supports four-player co-operative multiplayer.[67] Enhanced Edition was released for macOS on 15 December 2016.[68]

In December 2017, Techland announced that they would release 10 content packs within the following 12 months. These content drops included new weapons, new enemies, a new map called "Prison Heist", and a time-attack mode.[69][70] It partnered with the developers of Left 4 Dead 2, Chivalry: Medieval Warfare and Rocket League to create crossover content.[71][72][73] A story mode, which drastically lowers the game's difficulty, was added in February 2020.[56] In July 2020, Techland released Dying Light: Hellraid, a DLC pack inspired by the studio's unrealised project, Hellraid. In this DLC, players fight demonic monsters with medieval weapons.[74]

Dying Light was bundled with all of its DLC for the "Platinum Edition", which was released for PlayStation 4, Windows, and Xbox One on 27 May 2021.[75] Techland released the same edition for Nintendo Switch on 19 October 2021.[76][77] A patch for the PlayStation 4 version of the game bringing resolution, draw distance and framerate enhancements was released for the PlayStation 5 on 8 March 2022.[78] A performance patch was released for Xbox Series X and Series S on 21 March 2022.[79] On 9 June 2022, Techland released Dying Light: Definitive Edition, which bundles the base game with all the downloadable content packs released.[80]

Reception

[edit]

Critical reception

[edit]

According to review aggregator website Metacritic, the PC version of the game received "generally positive reviews" upon release.[81] The PlayStation 4 and Xbox One versions received "mixed or average" reviews.[82][83]

Dan Whitehead from Eurogamer felt that the story, despite being predictable, was serviceable, though he noted that the main campaign was "repetitive". Writing for USgamer, Mike Williams described the hero as "generic", though he praised Roger Craig Smith's performance as Kyle Crane. Jeff Grubb from VentureBeat also criticised the writing and felt that the story does not make sense.[92] Destructoid's Chris Carter lamented that the story was uninspired, and that the characters featured in the game were "contrived and boring".[84] Kevin VanOrd from GameSpot stated that the story "lumbers through one cliche after another", though he remarked that it is "perfectly palatable", praising the voice acting and the expressive facial animation in the cutscenes.[87] Mikel Reparaz from IGN believed that the characters were interesting, though "under-developed". He felt that the story was surprisingly straightforward, and wrote that the villain was "entertainingly cliched".[88] In contrast, Brian Shea, writing for Game Informer, praised the story for being immersive, and remarked that the players will slowly grow attached to the characters.[86]

Grubb praised the responsive controls and liked the upgrade options and the progression system, which rewards players for taking risks during the night. He added that night gameplay was "exhilarating" and "truly terrifying".[92] Christopher Livingston from PC Gamer agreed, stating that the differences between daytime and night-time gameplay were "remarkable".[90] VanOrd also felt that night-time gameplay was a terrifying experience and believed that it had successfully created tense moments. However, he felt that the melee combat was not as "fulfilling" as it is in Dead Island.[87] Carter, however, enjoyed the game's combat which he described as "deliberate" and regarded it as an improvement over the original Dead Island.[84] Shea also liked the combat due to the "sheer brutality of the hand-to-hand animations", though he criticised the gunplay for not being as polished as the melee combat.[86] Williams wrote that the free-running mechanic is "a ton of fun", and that he can "spend hours moving from one section of the city to the next". VanOrd also applauded the free running system, saying that it "energizes moments of great tension", and that climbing tall structures can be "an anxious exercise in precision".[87]

Several critics believed that the game should be streamlined, with some singling out the weapon-breaking mechanic and the crafting system. Williams believed that they existed only to lengthen the game.[89] Whitehead believed that these systems prevented players from taking a proactive role in combat. He also felt that the survival focus would cause players to lose interest.[85] Carter agreed that Techland should have streamlined the game's micromanagement and kept the focus on combat.[84] Arthur Gies from Polygon wrote that many of the systems in Dying Light were "clunky" and poorly implemented, and he lamented that the game was extended by "stringing objectives as far away from one another as possible".[91] Williams felt that the side missions of the game generally contained better narrative than the main quests.[85] However, he was disappointed that most of these missions were fetch quests.[89] VanOrd agreed and likened the protagonist to an "errand boy", finding the objectives to be uninspiring and frustrating, adding that they were mostly "frustrating slogs, or simply bad ideas".[87] The game was often criticised for its lack of innovation, as the game features many elements commonly found in other AAA open-world games such as The Elder Scrolls V: Skyrim, Assassin's Creed, and Far Cry.[89][92][84] Both VanOrd and Whitehead felt that the zombies become an annoyance in the game rather than an enemy.[87][85]

Whitehead praised the game's multiplayer, adding that the cooperative challenges make the game's world reactive and fresh, and give players reason to stay engaged after they finished the campaign. He also praised the asymmetrical multiplayer mode and stated that it was "a blast" if players play in a full lobby.[85] Reparaz agreed that the game is better when it is played with several friends, though he remarked that the gameplay can be unbalanced in the asymmetrical multiplayer mode if the lobby is not full.[88] Shea also believed the multiplayer enhances the experience and that cooperative gameplay enables the campaign's difficult sections to become more "approachable".[86] VanOrd liked the asymmetrical multiplayer, as he felt that it extended the tension created during the night.[87] However, Livingston was not impressed, calling it a half-baked version of Left 4 Dead.[90] Gies was concerned that this mode is merely a "distraction" and that it lacks sufficient depth and development.[91]

Sales

[edit]

In the first week after its release, 1.2 million people played Dying Light.[93] The retail version of Dying Light debuted at No. 1 on the US software sales chart, outselling heavy competitors such as Grand Theft Auto V and Call of Duty: Advanced Warfare. Dying Light has the highest-selling first month of sales for a new survival-horror intellectual property, breaking the record previously held by The Evil Within.[94] The game also reached No. 1 on the UK software retail chart for two weeks, outperforming other major releases in February such as The Order: 1886 and Evolve, despite the game having been released a month earlier in digital format.[95][96] In its first 45 days after its release, 3.2 million people played Dying Light, making it the most popular game that Techland had developed.[97] Techland announced 4.5 million players had played the game by May 2015.[98] The game had sold five million units by August in the same year.[99] More than 17 million players had played the game by December 2019.[100] By April 2022, the game had sold 20 million units.[101]

[edit]

A prequel novel, Nightmare Row, written by Raymond Benson, was released on 8 April 2016.[102] The story revolves around Mel Wyatt and her brother Paul, who were trapped in a hotel after the outbreak.[103]

In May 2015, it was announced that the development of another Techland video game, Hellraid, had been put on hold to allow the studio to allocate resources and time to concentrate on the development of the Dying Light franchise.[104] A spin-off of the game, titled Dying Light: Bad Blood, was released in early access in 2018. It is a battle royale game that pits 12 players against each other on a small map. The game failed to attract many players, and Techland made it available for all Dying Light players for free in January 2020.[105]

A sequel, Dying Light 2, was released in February 2022 for PlayStation 4, PlayStation 5, Windows, Xbox One, and Xbox Series X and Series S.[106] A spin-off game titled Dying Light: The Beast, which stars Kyle Crane as its protagonist, was released on the 18th of September 2025 for PlayStation 5, Windows, and Xbox Series X and Series S.[107]

Notes

[edit]

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Dying Light is a first-person action survival developed by the Polish studio and published by Interactive Entertainment. Released on January 27, 2015, for Microsoft Windows, , and , it is set in the quarantined city of , a fictional Middle Eastern metropolis ravaged by a caused by a rabies-like . Players assume the role of , a operative deployed undercover to retrieve a vital file from the of the outbreak while navigating alliances with survivors and hostile factions. The game's core gameplay revolves around fluid traversal for exploration in its vast , brutal melee-focused using improvised weapons, and resource scavenging for crafting upgrades and gadgets. A distinctive day-night cycle heightens tension, as the infected grow more numerous and ferocious after dark, forcing players to seek or adapt strategies. Co-operative multiplayer supports up to four players for the main campaign or Be the Zombie mode, where one participant controls a powerful Volatiles to hunt the others. An , Dying Light: , released in February 2016, introduced drivable , a story-driven rural expansion, and new mechanics. Critically acclaimed for its innovative movement system, atmospheric horror elements, and replayability through community-driven challenges, Dying Light achieved strong commercial success, with the franchise surpassing 45 million players across its titles by January 2025. It spawned a sequel, , in 2022, and a standalone spin-off, Dying Light: The Beast, in September 2025, cementing Techland's reputation in the . Ports to additional platforms, including via the Platinum Edition in 2021, have broadened its accessibility.

Gameplay

Core mechanics

Dying Light is played from a first-person perspective, emphasizing immersive traversal and in a zombie-infested urban environment. The core movement system revolves around mechanics, allowing players to run, jump, climb buildings and ledges, and slide under obstacles to navigate the verticality of the efficiently. These actions consume stamina, which regenerates over time but requires careful management during prolonged chases or escapes from infected hordes. Combat primarily focuses on melee engagements, where players wield improvised weapons such as pipes, machetes, and bats to strike, stomp, and dropkick zombies. Weapons degrade with use, necessitating frequent scavenging and replacement to maintain effectiveness in fights. Progression in combat and traversal is handled through three skill trees—Survivor for gadgetry and support abilities including advanced crafting like the Craftsman skill for blueprint modifications, Agility for enhanced parkour and unarmed attacks, and Power for heavier melee strikes and health boosts—earned via experience points from actions like killing enemies or exploring. The crafting system enables players to combine scavenged materials, including rags, metal parts, string, aerosol cans, and chemicals, into weapons, medkits, grenades, and traps for survival. Blueprints for these items are discovered throughout the world, with higher Survivor skill levels allowing modifications like increased damage or elemental effects. Health management involves monitoring a depleting bar from enemy attacks or falls, restored via crafted or found medkits, while zombie bites introduce an infection risk that progresses without intervention, mitigated by injecting Antizin doses or using UV light sources to repel or stun pursuing infected. Later unlocks, such as the , expand traversal options by enabling quick pulls to distant points or reeling in enemies during combat. These mechanics integrate with the day-night cycle, where nocturnal infected exhibit heightened aggression, briefly altering combat dynamics to favor evasion over direct confrontation.

Open-world exploration

The of Dying Light is set in the fictional quarantined city of , divided into two primary explorable areas: the sprawling urban Slums in the first half of the game and the more densely packed, vertically oriented Old Town in the latter portion. The Slums feature ramshackle settlements and open streets teeming with infected, while Old Town emphasizes multi-story buildings and interconnected rooftops, encouraging players to navigate through a network of ledges, pipes, and ziplines for efficient traversal. This design promotes vertical exploration, where players scale structures to avoid ground-level threats and access hidden vantage points, fostering a in a semi-open layout that balances guided progression with free-form discovery. Exploration is driven by a variety of quests that integrate with the world's layout, including main story missions focused on infiltrating restricted areas and scavenging essential supplies, alongside numerous side quests such as rescuing trapped survivors from balconies or completing resource-gathering errands like collecting specific items scattered across districts. Players can align with survivor groups at safe havens, unlocking new objectives and potentially encountering hostile human elements like armed thugs who guard territories, adding layers of social dynamics to quest choices. The map interface uses markers to highlight points of interest, including zones—blocked-off buildings requiring puzzle-solving and to liberate trapped individuals—and safe zones that serve as hubs once cleared. Dynamic events further populate the environment, such as periodic airdrops from relief planes that crash-land supplies in high-risk locations, drawing infected and offering valuable loot amid chaotic scrambles. Loot collection emphasizes risk-reward mechanics, with players scavenging everyday objects from apartments, crates, and hidden stashes to gather materials for crafting and upgrades, often venturing into zombie-infested buildings or elevated ruins for rarer finds. Traversal in the base game relies entirely on foot-based movement, amplified by systems that allow fluid vaulting over obstacles and rooftop dashing, with nighttime exploration heightening dangers from faster pursuing infected. Skill unlocks in the tree, earned through ambient experience from climbing and running, enhance these interactions by improving stamina, jump distance, and abilities like wall-running or a mid-game for swift vertical ascents and gliding across gaps. Random encounters, including sudden hordes or distress calls from survivors, inject unpredictability, encouraging repeated visits to zones for emergent storytelling and resource runs.

Day-night cycle and multiplayer

Dying Light's day-night cycle operates on approximately a 71-minute real-time loop on normal difficulty, dividing into distinct phases that alter the world's danger level and player strategies. During the daytime portion, which lasts about 64 minutes, exhibit sluggish behavior, enabling safer scavenging, resource gathering, and exploration across the open-world city of . This period emphasizes progression through quests and traversal without immediate high-threat encounters. On higher difficulties like Hard and , the timescales are modified, with Nightmare's night lasting twice as long. As night falls for about 7 minutes, the environment transforms into a high-tension scenario, spawning aggressive Volatiles—fast-moving, UV-sensitive infected that actively pursue players with enhanced speed and strength. Players must rely on stealth, UV flares, or rapid evasion via to survive, as direct confrontation often proves fatal without preparation. Nighttime pursuits, triggered by lingering outside safe zones, escalate in intensity based on chase levels, rewarding survivors with elevated experience points (up to double XP for kills and actions) and occasional loot drops, including rare crafting materials that contribute to exclusive blueprints like the Night Hunter Booster blueprint obtained via the Heist side quest. The game's multiplayer integrates seamlessly with this cycle, supporting drop-in co-op for up to four players who share story progress, inventory, and XP gains in real-time sessions. occurs via server-based systems with options for lobbies or private invites, allowing friends to join ongoing games without disrupting the host's session; progress syncs upon completion of shared objectives, though higher-level joiners have abilities scaled to the host's world for balance. At launch, cross-play was absent, limiting co-op to same-platform users, but a 2022 update enabled it across PC storefronts (, , GOG) and operating systems (Windows, , macOS), while consoles remained segregated by ecosystem. Complementing co-op is the free DLC mode Be the Zombie, a competitive asymmetric multiplayer feature where one player assumes control of a powerful Night Hunter—a Volatile variant with abilities like pouncing, grappling, and UV resistance—to invade and hunt groups of up to four human survivors in their co-op sessions (if invasions are enabled). This mode adds replayability by pitting player skill against coordinated teams, with the earning upgrades through successful pursuits and humans gaining defensive tools from nighttime rewards. Subsequent patches refined co-op balance, including enemy health scaling for multi-player encounters and fixes for desync issues during night chases, ensuring fair difficulty progression across solo and group play.

Story

Setting

The fictional city of , a Middle Eastern , serves as the primary setting for Dying Light, where a mysterious viral outbreak has led to a complete by the Turkish Ministry of Defense in collaboration with international authorities. The Virus, a rabies-like , rapidly spreads through bites and bodily fluids, transforming residents into aggressive infected individuals who exhibit flu-like symptoms, loss of consciousness, and heightened hostility, resulting in widespread societal collapse marked by abandoned urban districts, empty streets, and chaotic field hospitals such as those at Harran Stadium. This isolates the , turning it into a sprawling of with crumbling high-rises, derelict markets, and overgrown slums that evoke a sense of isolation and desperation. Central to the lore is the Global Relief Effort (GRE), a humanitarian organization established in 2002 that provides aid, enforces the quarantine, and distributes Antizin, a temporary suppressant that delays the 's progression in bitten survivors by suppressing symptoms and slowing transformation. Amid the breakdown, survivors form enclaves in safe zones like the Tower, a fortified high-rise serving as a hub for resistance led by Brecken, while bandit groups exploit the chaos, raiding for resources and controlling black markets, further fracturing any remaining social order. The environment amplifies the apocalyptic atmosphere, with infected variants posing escalating threats: basic Biters shamble through daylight hours, while nocturnal Volatiles—highly aggressive and light-sensitive—emerge at night, forcing reliance on (UV) light sources to repel them, as the virus renders many strains vulnerable to sunlight's UV rays. Post-launch updates since 2015 have enriched the setting's lore and infected roster without altering core events. Expansions like (2016) introduce rural outskirts beyond Harran proper, while later content adds variants such as Toads, uncommon infected that perch in elevated positions and spit corrosive acidic phlegm to blind and damage from afar, and Demolishers, massive brutes capable of smashing barriers and hurling debris, emphasizing the virus's evolving mutations. Community-driven events and in-game radio broadcasts from the GRE deliver fragmented survivor testimonies and organizational dispatches, expanding the narrative backdrop of desperation and scientific desperation through audio logs that detail the outbreak's progression and failed containment efforts. The setting draws cultural inspirations from real-world pandemics, mirroring rapid quarantines and vaccine shortages seen in outbreaks like , to underscore themes of global response failures, while its parkour-centric navigation through Harran's rooftops and alleys is influenced by French action films such as District B13 (2004), with collaborating with parkour founder —who starred in the film—to authenticate movement mechanics and infuse authentic urban traversal dynamics.

Plot

Dying Light follows , an operative for the Global Relief Effort (GRE), who is air-dropped into the quarantined city of to retrieve sensitive files stolen by Kadir "" , a rogue political figure blackmailing the organization. Posing as a survivor, Crane is bitten by an infected upon arrival and rescued by Jade Aldemir, a skilled fighter who brings him to the Tower, a fortified survivor settlement led by Brecken. There, he earns trust by undertaking missions to secure supplies and Antizin, the antidote suppressing the zombie virus, while secretly advancing his objective. As Crane delves deeper, he allies with the Tower's residents, confronting Rais' brutal gang that hoards resources and terrorizes the population. Key side stories highlight character motivations: Jade seeks to protect her brother Rahim and uncover truths about the outbreak. Crane initially works undercover for Rais to gain access to the files, but betrayal ensues when Rais provides only a small dose of Antizin, forcing Crane to destroy a Volatile nest alongside Jade and Rahim—tragically resulting in Rahim's death and deepening Jade's resolve. These events expose Rais' corruption and the survivors' fragile alliances amid resource scarcity. (Spoiler warning: The following details major plot developments and endings.) Crane rescues Dr. Pavel Zere, a Tower pursuing a viral cure, and assists Dr. Allen Camden in obtaining samples, only to learn the GRE's conspiracy to weaponize the Harran Virus rather than eradicate it. This revelation fuels Crane's internal conflict as a , balancing survivor aid with his mission. Climactic events include repairing radio towers to avert Harran's and a on ' political tower, culminating in a brutal confrontation where Crane defeats and throws from the skyscraper. In the canonical ending, Crane remains in Harran, entrusting Zere's research to Camden for potential cure development. The storyline weaves themes of —evident in ' treachery and the GRE's institutional —alongside , as characters grapple with moral dilemmas like versus communal in a collapsing society. Post-launch seasonal events, such as Halloween-themed challenges and community-driven narratives, tied into the base plot by expanding on survivor tales and the ongoing threat of , integrating limited-time stories that reinforced themes of resilience without altering core events.

Development

Concept and pre-production

Dying Light's development began in late 2011 at 's studio in , , as a to the studio's 2011 release , with the goal of addressing criticisms of its predecessor's and third-person perspective by shifting to a first-person view and emphasizing fluid mechanics. The project initially stemmed from internal evaluations of potential sequels but evolved into a new to allow for bolder innovations, as Techland sought to create a more dynamic survival experience. Key influences shaped the core concept, drawing from for its agile movement and vertical navigation systems, which informed the parkour-focused traversal in urban environments, and from for cooperative horror elements that heightened tension during zombie encounters. An early prototype developed in spring 2012 tested these ideas, focusing on seamless verticality in cityscapes by removing manual climbing aids and prioritizing natural momentum for rooftop running and wall-scaling. The team, comprising around 200 developers based in , assembled following the success of , enabling to expand its workforce and secure a publishing partnership with Interactive Entertainment after internal pitches emphasized creative autonomy. Design goals centered on an innovative day-night cycle that transformed —daytime allowing proactive as the "hunter," while nighttime positioned the player as vulnerable "prey" against more aggressive zombies—and an open-world structure without to encourage constant engagement with the environment and survival mechanics. A major pre-production milestone occurred at , where unveiled the game's reveal trailer, introducing the quarantined city of and demonstrating the core loop of evasion, crafting, and against infected hordes.

Production and technology

Dying Light was developed using 's proprietary Chrome Engine 6, an evolution of the engine family that had powered previous titles like . This engine enabled advanced dynamic lighting through a system, allowing for realistic shadows and light interactions that shifted dramatically with the game's day-night cycle, enhancing the horror atmosphere in the open-world environment of . The engine also supported sophisticated physics simulations for character movement, environmental interactions, and large-scale destruction, such as collapsing structures during or vehicle chases in the expansion. To meet console performance targets, optimized the game for and , targeting resolution at 30 frames per second, with the PS4 version achieving native while the Xbox One used a dynamic resolution around 1536x1080 to maintain stability amid the demanding zombie hordes and traversal. The audio design was led by Techland's Paweł Błaszczak, who composed an original score drawing inspiration from and film soundtracks to evoke a melancholic, post-apocalyptic tone. The soundtrack featured adaptive elements that transitioned from tense, ambient layers during daytime exploration to intense, pulse-pounding rhythms at night, syncing with player actions and encounters to heighten immersion. Błaszczak incorporated modular music systems where cues layered dynamically based on intensity, ensuring the audio reinforced the without overwhelming the . Complementing this, the game included extensive for over 50 characters, including key survivors and antagonists, with notable performances by as protagonist and Nazneen Contractor as Jade Aldemir, adding depth to the narrative through localized dialogue trees and radio communications. Development from 2013 to 2015 presented significant technical challenges, particularly in integrating fluid mechanics with weighty . Techland's team iterated on the "Natural Movement" system to ensure seamless transitions between running, climbing, and fighting, balancing momentum-based traversal against precise hit detection to avoid clunky interactions. AI pathfinding for zombie hordes required complex algorithms to simulate realistic chasing behaviors across rooftops and streets, accommodating thousands of entities without performance dips. Co-op proved especially demanding, as the had to replicate player actions, enemy states, and environmental changes across up to four players in real-time, mitigating desync issues through predictive networking and server-side validation. These hurdles were addressed through rigorous prototyping, with lead gameplay designer Bartosz Kulon emphasizing iterative testing to make movement feel intuitive and responsive. Beta testing phases commenced in late 2014, involving closed groups of players to identify critical issues ahead of the launch. Focus areas included fixing frequent crashes related to memory leaks during extended sessions and resolving progression blocks, such as quests stalling due to AI glitches or overflows. incorporated feedback from these sessions to refine stability, with early builds showing marked improvements in load times and save integrity by early . Post-launch support continued into 2020 and beyond, culminating in patch 1.24 released on August 10, 2020, which fixed crashes, minor glitches, framerate drops, and lag issues; added an FPS limiter; corrected issues like missing masks on outfits; included new blueprint additions such as Tahir and bases; and addressed other minor bugs. These patches reflected Techland's commitment to iterative improvements based on reports.

Release

Marketing campaigns

Techland's marketing for Dying Light gained significant momentum at , where the developer presented a playable demo that showcased the game's core system, enabling players to fluidly climb buildings, leap across rooftops, and evade in an open-world environment to build anticipation for its survival mechanics. The demo emphasized how differentiated the title from slower-paced zombie games, allowing for dynamic traversal that rewarded upgrades earned through movement. At the same event, highlighted the "Be the Zombie" mode as a free co-op multiplayer feature, letting one player control a fast, powerful infected mutant to invade and hunt a of human survivors, providing an asymmetrical twist to online play that set it apart from traditional shooters. Originally announced in August 2013 as a exclusive, the mode was made available to all players shortly before launch in January 2015 to broaden accessibility and encourage community engagement. To further promote the game's blend of action and horror, released targeted trailers tying into the genre, including the January 2015 "Parkour POV" live-action ad, which used real-world stunts to immerse viewers in a first-person perspective of fleeing hordes via intense urban navigation. Another key video, the "Zombie " trailer, featured pioneer explaining his contributions to the game's authentic movement capture, reinforcing the title's roots in the developers' prior work on while evolving it into a faster-paced experience. These efforts were complemented by promotions, such as contests encouraging fans to share zombie-themed content for chances to win codes and merchandise, fostering pre-launch buzz. Warner Bros. Interactive Entertainment handled global distribution for Dying Light, coordinating releases across platforms in major markets to ensure synchronized hype-building efforts. On the technical side, partnered with to integrate technologies like HBAO+ for and Percentage-Closer Soft Shadows, enhancing PC visuals with high-fidelity lighting and shadows to appeal to graphics enthusiasts and provide optimized features at launch. Pre-order incentives played a key role in driving early commitments, with buyers initially securing exclusive access to "Be the Zombie" mode, alongside bundles offering unique in-game items such as developer-recorded commentary tracks, digital wallpapers, and select weapons like the V-24 for added exclusivity. Some editions also included the official soundtrack composed by Olivier Derivier, providing an auditory preview of the game's tense atmosphere. Marketing campaigns were adapted regionally, with North American efforts focusing on the game's intense co-op survival through spots and retailer tie-ins timed to the January 27, 2015 launch, while European promotions, aligned with the January 28 release, emphasized the day-night cycle via localized trailers and events to resonate with the continent's strong interest in open-world horror titles. A notable post-launch extension in 2015 was the "#DrinkForDLC" drive, a satirical promotion parodying tie-ins by rewarding players with free weapon blueprints for sharing water-drinking photos, which amplified community interaction without introducing paid microtransactions.

Launch platforms and dates

Dying Light launched on January 27, 2015, in for , , and Windows platforms, with digital versions releasing in on January 28 and in (including the ) on January 30. Physical copies for , , and select other regions faced a delay until February 27, 2015, attributed to and logistics challenges. The PC version, available exclusively through , offered uncapped frame rates for smoother performance on capable hardware, in contrast to the console versions locked at 30 FPS with occasional dips. On February 9, 2016, released the Enhanced Edition across , , and PC, bundling the base game with all prior DLC, including the major expansion Dying Light: The Following, to consolidate content for new players. A native port of the Platinum Edition, bundling the base game with all DLC, was released for the on October 19, 2021. The physical version includes the full game and DLC on the cartridge, requiring no additional download to play the base game (though post-launch patches may require downloading), enabling play on the hybrid console despite hardware limitations. Regional variations affected the initial launch, particularly in , where strict youth protection laws led to a censored version with reduced gore—such as removed dismemberment and blood effects—to secure a 18 rating; uncensored imports or later digital options from restored full content for eligible buyers. Australia received an unmodified R 18+ classification without cuts. Launch editions included the standard version at $59.99, a Season Pass for $29.99 granting access to year-one DLC like Be the Zombie mode, and limited pre-order bundles with exclusive cosmetics such as the white recolored Harran Ranger outfit and weapons. A day-one patch (version 1.1) resolved critical issues, including frequent crashes during loading screens, audio compatibility problems, and missing sound effects. Techland maintained post-launch support through 2025, including the Definitive Edition in June 2022 and the free Retouched Update in June 2025 providing visual enhancements, before shifting focus to sequels.

Downloadable content

Dying Light received extensive post-launch support from developer , including free updates and paid that expanded gameplay mechanics, added new modes, and introduced substantial story elements. Free updates began shortly after launch with the Be the Zombie mode, released on January 27, 2015, which introduced an asymmetric PvP experience allowing one player to control a powerful while others survived as humans in the base game's environments. This mode received further enhancements in later patches, including improved survivor sense and item interactions in a May 2022 update. Additional free content encompassed community-created maps integrated via the 10-in-12 initiative, a program delivering 10 content drops over 12 months starting in 2015, featuring new weapons, outfits, and bounties. Balance patches continued through version 1.38 in January 2022, addressing gameplay tweaks, bug fixes, and performance improvements, with the final major patch 1.49 arriving in May 2022 as part of the Enhanced Edition upgrade. In June 2025, released the free Retouched Update, featuring visual enhancements such as improved textures, clouds, skyboxes, and lighting for PC, /5, and /Series versions. Paid downloadable content included The Bozak Horde, launched on May 26, 2015, which added an arena-style challenge mode set in the , where players faced escalating waves of infected in single-player or co-op, unlocking new skills and competing on leaderboards. , released on February 9, 2016, served as the game's primary expansion, offering over 20 hours of new story content in a rural outskirts map larger than the base game's urban areas, introducing drivable buggies for vehicular combat and exploration, alongside new skills, weapons, and multiple endings that loosely connect to the Kyle Crane's original narrative while expanding the base game. The Season Pass, priced at $19.99 and available from launch, bundled three major DLCs—The Bozak Horde, , and smaller packs like Cuisine & Cargo (adding quarantine zones with co-op missions) and the Ultimate Survivor Bundle (providing exclusive outfits and weapons)—along with developer tools for community content creation and various cosmetic items. By June 2025, with the release of the Retouched Update, had released a total of 26 DLCs encompassing all prior expansions, bundles, and content packs, made free in the Definitive Edition upgrade, plus final additions like new weapons and outfits in the "Content Drop" update.

Reception

Critical reception

Upon release, Dying Light received generally favorable reviews, with aggregate scores of 74 for the version based on 58 critic reviews, 74 for the version, and 75 for the PC version. Critics widely praised the game's fluid mechanics, which allowed for exhilarating vertical exploration in its open-world setting, creating a sense of freedom and tension during zombie pursuits. The day-night cycle was highlighted for building atmospheric dread, with nighttime encounters amplifying the horror elements through more aggressive enemy behavior. multiplayer was also commended for enhancing the fun, enabling seamless drop-in sessions that amplified the chaos of . awarded it an 8.5 out of 10, lauding the evolution of combat from Techland's previous title , noting its satisfying melee system and improved weapon crafting. However, common criticisms focused on repetitive mission structures that often boiled down to fetch quests, diminishing the open world's potential over time. The story was frequently described as weak and forgettable, with underdeveloped characters failing to engage players emotionally. Technical issues at launch, including bugs and inconsistent AI that led to erratic behavior, were also noted as detracting from immersion. Platform variances emerged, with the PC version benefiting from higher scores partly due to support that extended replayability, while console versions suffered slightly from performance hiccups. The 2021 Nintendo Switch port, released as Dying Light: Platinum Edition, earned a score of 78, praised for its impressive native adaptation despite hardware limitations, though some reviewers pointed out visual downgrades and occasional frame rate dips compared to other platforms. In contrast to professional reviews, user reception on was overwhelmingly positive, with 95% of over 470,000 reviews recommending the game as of November 2025, often emphasizing its addictive gameplay loop and long-term value through updates. Retrospective reviews in the 2020s have underscored the game's enduring appeal following post-launch patches that addressed many initial bugs and added content, positioning it as a standout survival title for its blend of action and horror.

Commercial performance

Dying Light achieved strong initial commercial success, selling 1.2 million copies in its first week following the January 2015 launch. By August 2015, global sales had reached 5 million units, marking a significant milestone for Techland's open-world survival horror title. The game topped the physical retail charts upon its retail release in late February 2015, outselling competitors like The Order: 1886 and Evolve. Digital sales on platforms like proved particularly robust, with the title generating an estimated $261 million in gross revenue from the base game alone through frequent discounting and bundled offerings. By April , lifetime sales of the original Dying Light exceeded 20 million copies, comprising the majority of the franchise's total at that point. Additional revenue streams included , where the Enhanced Edition—bundling the base game with all major DLC packs—helped sustain long-term sales by attracting new players post-launch. The Dying Light franchise as a whole surpassed 30 million units sold by January 2023, driven largely by the original game's enduring popularity. By January 2025, the franchise had reached 45 million players. The September 2025 spin-off, Dying Light: The Beast, sold over 1.5 million copies shortly after launch. Into 2025, ongoing promotions such as deep price reductions to as low as $2.99 and free play weekends on continued to drive sales peaks, with concurrent player counts surging over 330% during major sale events in 2024. These discounts, often bringing the game to $5–10 ranges, alongside bundles incorporating DLC, maintained steady revenue and introduced the title to new audiences amid the franchise's expansion with releases like Dying Light: The Beast. Positive further bolstered these purchase trends by highlighting the game's replayability.

Awards and nominations

Dying Light received numerous industry recognitions for its innovative parkour-based gameplay and dynamic day-night cycle in the . It earned a win for Best Co-Op Game at the Global Game Awards 2015, acknowledging its seamless multiplayer integration that enhanced cooperative elements. At the 2015, Dying Light was nominated in two categories: Best Audio for its immersive sound design that amplified tension during nighttime pursuits, and Best Gaming Moment for the iconic bridge-crossing sequence that showcased high-stakes . The title was a finalist for Best New IP at the Develop Awards 2015, recognizing its fresh take on first-person action. Additionally, it received nominations at the TIGA Games Industry Awards 2015 for Best Original Game, emphasizing Techland's creative evolution from prior titles like . The National Academy of Video Game Trade Reviewers (NAVGTR) nominated it in 2016 for , Technical. Overall, Dying Light accumulated over 50 awards and nominations from various outlets and events, including pre-release honors for its showcase where it was frequently cited among the conference's standout demonstrations for blending horror with athletic traversal. In the 2020s, retrospectives have solidified Dying Light's status as a benchmark for the genre, with analyses crediting its procedural animations and for setting standards in open-world horror titles that followed. Community-driven events like have seen ongoing nominations in categories such as Labor of Love, reflecting sustained support for its lasting impact and updates.

Legacy

Sequels

Dying Light 2 Stay Human, released on February 4, 2022, for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, and Microsoft Windows, serves as the primary sequel to the original game. Set approximately 22 years after the events in Harran, the story unfolds in the European city of Villedor, where protagonist Aiden Caldwell searches for his missing sister amid a post-apocalyptic world ravaged by a mutated strain of the Harran virus. The narrative emphasizes player choice, with branching paths that influence faction alliances, city districts, and multiple endings, expanding on the series' survival horror elements through enhanced parkour and combat systems. It achieved commercial success, selling over five million units within its first month of release. Critically, the game received praise for its expansive open-world scale and fluid movement mechanics but faced criticism for technical bugs and performance issues at launch. In 2025, released Dying Light: The Beast as a standalone spin-off that concludes the storyline of from the original game and its expansion. Originally slated for August 22, 2025, the title was delayed to September 19 for additional polishing before launching early on September 18 for , Xbox Series X/S, and PC via and . Set in a rural, zombie-infested area of the known as Castor Woods, the plot follows Crane's revenge-driven journey after years of captivity and experimentation, incorporating new beast transformation mechanics that allow temporary superhuman abilities during combat. The game emphasizes co-op horror , supporting up to four players in shared missions while maintaining a strong single-player narrative focus. It garnered over one million pre-orders and sold more than 1.5 million copies in its first week, receiving positive feedback for its confident horror design and return to the series' roots. Following the development delays of , shifted toward shorter 3-4 year release cycles for future titles, with The Beast marking the first implementation of this approach to enable more frequent iteration on core mechanics like and encounters. As of early 2023, the franchise had sold over 30 million copies worldwide, with further sales from later releases including ; the franchise surpassed 45 million players as of January 2025. Sequels maintain connections through the virus's progression—mutating into more aggressive variants across settings—while remaining standalone experiences playable without prior entries. The Dying Light franchise has expanded beyond video games through various official tie-ins, including , , and merchandise that deepen the post-apocalyptic narrative centered on the zombie-infested city of and its survivors. A key literary adaptation is the prequel novel Dying Light: Nightmare Row, written by and published in March 2016, which follows teenager Mel Wyatt as she navigates the early stages of the Harran virus outbreak alongside her brother, providing backstory to the events leading into the original game. Similarly, the graphic novel Dying Light: Stories From the Dying City, penned by Fred Van Lente and released in August 2023, serves as a to , chronicling the struggles of orphans Daud and in the years following the first game's , with bonus content exploring the franchise's development. Musical expansions include the official soundtrack for the original Dying Light, composed by Paweł Błaszczak and released in February , featuring 21 tracks that capture the tension of nighttime pursuits and daytime exploration in , available on platforms like and distributed by Sumthing Else Music Works. Merchandise has been a staple since the game's launch, with operating an official store offering apparel such as hoodies and t-shirts emblazoned with franchise motifs, alongside collectibles like posters and limited-edition items tied to expansions, produced from onward to engage fans in the theme. Adaptation efforts into other media have included exploratory projects that did not fully materialize. expressed interest in a as early as 2015, partnering briefly with Ping Pong Kinetics to develop a cinematic version of the Dying Light story, but development stalled by the late with no further updates by 2025, though franchise director Tymon Smektala reiterated in 2025 that the concept "would make a kickass movie." Community engagement has been bolstered by official mod support, introduced via patch 1.4.0 in February 2015, allowing players to create and share custom content without risking VAC bans when played offline or with friends, evolving into community-driven developer menus and tools for enhanced gameplay experiences. has further supported fans through in-game events on the Pilgrim Outpost platform, such as seasonal challenges like the Halloween Showdown in October 2025 and collaborative modes, alongside post-launch archives of updates and lore on their official website to preserve the universe's history.

References

Add your contribution
Related Hubs
User Avatar
No comments yet.