Dying Light‘s 10th Anniversary is in full swing, with Techland going into some detail as to what we can all expect not only from Dying Light: The Beast, but also Dying Light 2: Stay Human, as well as the larger franchise as well. This isn’t the first time we’ve sat down and spoken to Tymon Smetkala, and it won’t be the last, but this certainly may be one of the most enlightening times with some of the answers below.
Editor’s Note: |
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Due to this being a written interview, some answers have been edited for brevity and clarity. |
Dying Light’s 10th Anniversary Celebration
Firstly, thank you so much for taking the time to answer these questions! Would you mind letting us know who you are and what you do?
My name is Tymon Smektała, and I’m the Franchise Director for the Dying Light series at Techland. I’ve been with Techland for over 12 years, working on the Dying Light series from the ground up – starting as a game designer to where I am today. My role is to oversee the creative direction of the franchise and ensure each entry pushes the boundaries of open-world gameplay, survival horror, and player immersion.
You may be one of the only developers who is choosing not only to support a ten-year-old single-player game but also to do it for free. Why is that?
Our players are at the heart of everything we do. Dying Light’s success is because of the fans who have supported us over the past decade, and continuing to provide new content is our way of saying thank you. And it’s not just a figure of speech – when the first game launched, it wasn’t universally praised by the media, but players embraced it wholeheartedly.
Their word-of-mouth buzz was crucial to the game’s success and gave us confidence as developers. Since then, we’ve believed in building long-term relationships with our community, and keeping the game alive through free updates and events is our commitment to them.

The legacy of Dying Light can be seen far and wide in both video games and film/TV. How does it feel to be a part of something so fundamentally important to the zombie genre?
It’s incredibly humbling. When we started, we never imagined Dying Light would leave such a lasting impact. Seeing our parkour-infused zombie survival inspire other games and even elements in movies or series is surreal. It motivates us to keep innovating and delivering experiences that push the genre further.
What’s your favorite pop culture moment that you feel was clearly influenced by the Dying Light franchise, and why?
Personally, as an enthusiast of Asian cinema, specifically Korean cinema, one standout moment for me was seeing parkour and survival horror blend so seamlessly in the Kingdom series on Netflix. While not directly inspired by us, it felt like a kindred spirit. Seeing parkour in games like Dying Light become almost a staple in modern zombie media is something we’re proud of.
The franchise has changed a fair amount over the last 10 years. Did you expect to still be talking and working on the franchise all these years later?
Honestly, no. We knew we had something special, but the longevity and growth of the franchise have exceeded our expectations. Every year brings new challenges, but also new opportunities to expand the Dying Light universe in ways we never imagined a decade ago.
And given the opportunity with what you know now, what would you have changed about the first game, be it game mechanics, story, or something else entirely?
Oh, we’ve learned so much since 2015! But if we could revisit the first game… I’m not actually sure I’d change anything. I replay the original Dying Light once or twice a year, and it always amazes me how well it holds up. Honestly, I’m not even sure how we pulled it off back then! I wouldn’t touch the narrative or mechanics, but I’d refine the endgame balance and further develop our multiplayer Be the Zombie mode. The rest is classic and has aged remarkably well.
What sort of things should players be expecting to see over the coming weeks and months as the 10th anniversary continues to be celebrated?
We have special in-game events, new weapons, outfits, and challenges planned. We’ll also share behind-the-scenes looks at the making of the franchise, developer streams, and perhaps some surprise content drops to excite long-time fans. On February 19th, we’re releasing Tower Raid – a new game mode for Dying Light 2: Stay Human.
This is a year of celebration, and the biggest birthday gift will definitely be the summer release of Dying Light: The Beast. It bridges the stories from both Dying Light and Dying Light 2: Stay Human, answers lingering questions, and delivers our gameplay formula in its most evolved form.

The studio did a similar event during the 5th Anniversary, back in 2020. Is this something fans should grow accustomed to?
Absolutely! Milestones like these remind us how far we’ve come, and they give us an opportunity to celebrate with our community. We’d love to make anniversary celebrations a tradition – something players can look forward to every few years.
When you announced Dying Light: The Beast, you explained the situation with DLC 2 being leaked being the main reason for it. Looking back, are you now glad this leak occurred to force the new direction?
In hindsight, yes. While it was a challenging moment, the leak pushed us to rethink our approach. It gave us the courage to take risks, and Dying Light: The Beast is a direct result of that. The game has grown so much since then that we should stop reminding people of its origins – it’s a proper standalone title, a new entry in the Dying Light series. And it proves that sometimes unexpected hurdles lead to the most rewarding paths.
And when will we be hearing of the next step for story DLC for Dying Light 2?
We’re focused on Dying Light: The Beast right now, but we haven’t forgotten about Dying Light 2: Stay Human. While there are no current plans for a story DLC, we do have more content in the works. Although we can’t share specifics yet, we’ll reveal them when the time is right.
As we’re sure you’re all too aware, Dying Light was banned in Germany back in 2015. Now, in 2025, you have your first opportunity to ask for this ban to be reviewed, allowing the game to potentially be sold digitally again! Is this something you plan on doing to get the franchise back on track, and if so, would you be willing to remove the parts of the game that caused the ban in the first place? There’s quite a vocal movement on this now.
We’re aware of the situation and the community’s desire to see Dying Light available in Germany. We’re exploring our options, but we also want to stay true to the game’s vision. If we can find a path that respects both, we’ll pursue it.
When are we going to see more on The Beast? Specifically, release date and more gameplay details?
I’m someone who loves sharing details, so waiting for the right moment to reveal more about Dying Light: The Beast is a real challenge – but that time is coming soon 🙂

How do you intend to make Dying Light: The Beast a different experience from that of the previous two entries?
Dying Light: The Beast stands out in many ways. Narratively, it’s more intimate, focusing on Kyle Crane’s personal journey. The rural setting of Castor Woods brings a different kind of tension – isolated, haunting, and unpredictable. Mechanically, the addition of beast-like powers changes how players approach combat and traversal, and the return of vehicles adds another layer to exploration. The project has grown significantly, becoming a diverse and robust open-world survival horror experience.
When we last spoke to Tymon, he hinted at a potential trophy/achievement for completing the game without having used any of the Beast powers. Can we get confirmation that that is being included?
Actually, no. As we developed the game, we realized that Crane’s internal struggle with his newfound abilities is crucial to the story.
You’ll Need This: Techland’s Tymon Smetkala talks Dying Light: The Beast
Now we’re pretty far removed from the announcement, how do you think it’s gone in the greater scheme of things? Are you happy with the reaction to the new direction?
We’re thrilled. The reaction from both long-time fans and newcomers has been overwhelmingly positive. Players seem excited about the return of Kyle Crane and the shift back to survival horror, which reassures us that we’re on the right track.
The trailer has over 5 million views, which is a ridiculous amount, it has to be said, but what detail or enemy do you find that players keep missing that you wish was getting more attention?
Our players have done some impressive detective work, but there are still secrets to uncover – at least that’s my understanding. There’s a small detail hidden in The Game Awards trailer that hints at the general location of Castor Woods on the map. I haven’t seen anyone pick that up yet.
And that would be?
It’s a hidden easter egg for players to discover so I can’t just spill beans so easily, right? But let me just say that there’s barely visible text in the early part of the trailer written in the dialect that hints at the geographical placement of the Castor Woods area.
The bread and butter of any good zombie game is the enemies we get to fight. Beyond the standard zombies, Volatiles, etc, what can we look forward to seeing in Dying Light: The Beast?
It is too early to reveal all the details, I don’t want to spoil the fun for players, but they can expect new infected bosses – faster, deadlier variants. Human enemies also feature advanced combat AI, especially around gunplay, tactics, and cover usage, making every encounter a strategic challenge.

Dying Light 1’s The Following DLC gave us two choices at the end, both equally horrific. One was to follow The Mother’s plan and set off a nuke, the other ended in Kyle becoming a volatile and escaping Harran. Are either of these the canon ending that we’ll see continued in Dying Light: The Beast?
Dying Light: The Beast clarifies which ending is canon – but you’ll have to play to find out. Let’s just say Crane’s fate is deeply tied to the story we’re telling now.
And if it’s Crane’s escape and Volatile mutation that ends up being canon, does that put the blame for the worldwide zombie virus on him?
Crane’s role in the larger outbreak is complex. Without spoiling too much… Well, actually, I can’t say more without giving away key parts of the story. Sorry!
Also, touching upon that. The Mother was the wife of a colonel who ran the experiments that led to the original outbreak. Would this colonel be the Baron by chance?
Interesting theory!
And what does this smaller endeavor with Dying Light: The Beast offer you the chance to do (be it story, development, creative license, etc) that the previous two games didn’t?
Dying Light: The Beast allowed us to focus on refined mechanics, a tighter narrative, and a denser world. This project also gave us creative freedom to experiment with new ideas without the pressure of a massive open-world title. That said, it’s time to detach the word “smaller” from it – it’s compact and focused.
Does the ending of Dying Light: The Beast directly lead into Dying Light 3?
Dying Light: The Beast sets the stage for what’s next, with hints of what’s to come.

Regarding the future of the franchise, what does it look like beyond The Beast?
Hopefully amazing. Our plans to grow the franchise don’t stop at Dying Light: The Beast. We’ll continue the series with multiple unannounced projects and will also go beyond video games with new board games, exclusive merchandise, original webcomic series, and more on the horizon. Our goal is to bring the world of Dying Light to even more people. From the ongoing support of our currently released games to Dying Light: The Beast and beyond, there’s never been a better time to be a Dying Light fan.
Should fans get used to these 18-20-hour spin-offs rather than all-encompassing 60-hour epics like the second game?
Not necessarily. We see value in both. Compact games allow us to explore focused narratives and mechanics, while larger entries offer expansive worlds. Expect a mix moving forward.
Is there anything else you’d like to share that you wouldn’t normally get the opportunity to?
Just a heartfelt thank you to our community. Your passion drives us. And for those excited about Dying Light: The Beast – we’re working hard to make it something truly special. Stay human, stay strong, and see you in Castor Woods this summer! Oh, and big hugs to my cats, Sisi and Swintuch!
Dying Light: The Beast doesn’t yet have a release date, but will release on PC, PS5, PS4, Xbox Series X/S, and Xbox One.
For more Thumb Wars Interviews check out our chat with Atomfall’s art director, or the incredible duo responsible for PlayStation’s 30th-anniversary trailer.
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Luke Addison is the Founder and Editor-in-Chief of Thumb Wars. Having previously been a part of multiple outlets over the years, including building an entire gaming team from nothing to something, he thought it best to forge his own path and answer only to himself. As likely to be found playing the latest game as he is in the kitchen relaxing (by cooking), he always brings the same bold and brash attitude to everything he does, with a heavy leaning on sarcasm and dry wit!