Dying Light: The Beast shocked gamers around the world after being announced at Gamescom 2024, with many expecting another DLC announcement for the second game in the franchise.
Techland had other ideas, and instead has pivoted to a smaller, more condensed adventure with the return of Kyle Crane included, and new beastly powers for us. I was lucky enough to speak to Tymon Smektala, franchise director of Dying Light about all the things we have in store for us when the game drops!
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: The Beast is the Next Step
Players will be taking back control of Kyle Crane in Dying Light: The Beast, the same protagonist as in the first game. With events in this happening right after Dying Light 2 Stay Human, players will be taking the fight to the Baron, a man responsible for keeping Crane prisoner for the last thirteen years, performing unspeakable acts of atrocity on him, including human testing of various experiments.
How this has affected Crane is anyone’s guess right now, at least until the game comes out, but we do he’s now able to use some powers to even the odds as he fights zombies, henchman, and more. Tymon Smektala explains better than I ever could.
Firstly, thank you so much for your time and for answering these questions! For those unaware, would you mind telling us who you are and what you do?
Thank you for having me! I’m Tymon Smektala, the franchise director for Dying Light at Techland. I’ve had the pleasure of working on both Dying Light and Dying Light 2 Stay Human, and now, Dying Light: The Beast. My role involves overseeing the creative direction of the series and ensuring we continue to deliver the experiences that our fans love. You could say I’m the ‘Dying Light Guy’ – everything I learned and achieved in game development happened because of the ultimate zombie experience – Dying Light.

How did you come upon the decision to make Dying Light: The Beast, rather than DLC 2 of Dying Light 2?
It has its origins back in the time when we were working on the second DLC to Dying Light 2 Stay Human, but last year, a major story leak happened, which could have spoiled the experience for our most dedicated fans. Instead of trying to salvage the DLC, we took it as an opportunity to create something new.
During brainstorming, the idea of bringing Kyle Crane back came up, and it sparked so much excitement that we realized this wasn’t just DLC material—it was something much bigger. So, that’s how Dying Light: The Beast was born as a standalone game. I’m very happy we took that direction as now we have a chance to create a bigger, better, more exciting game within the Dying Light universe.
Will you be supporting Dying Light 2 going forward, and is there something in the works story-wise to replace what players have ‘lost’ with this pivot?
Absolutely. We remain committed to supporting Dying Light 2 Stay Human for the full five years as originally promised. While Dying Light: The Beast evolved from the DLC plans, we still have major updates and content in the pipeline for Dying Light 2. We want to assure players that we aren’t abandoning it in any way. You will learn more about it soon, we’ll definitely announce some of our plans for Dying Light 2 Stay Human soon.
Kyle Crane returns. When was the decision made to return to the fan-favorite protagonist of the first game?
It was during those brainstorming sessions after the story leak that Kyle Crane came up. Everyone on the team loved the character, and we realized there was still more to his story. The idea of his return sparked so much creative energy that we knew this was the right direction, but first, we had to confirm that Roger Craig Smith could return to voice him.
I’ve never waited for an e-mail with such anticipation as the answer from Roger and his team, but when he confirmed, we made that leap of faith and went all in.
Where has he been all this time, some 20 years since we last saw him?
Dying Light: The Beast takes place after the events of Dying Light 2 Stay Human. What we learn soon after starting the game is that Kyle has been held in captivity by a villain known as the Baron.
During that time, he was subjected to brutal experiments, which explains why he’s different now – both physically and emotionally, but there’s a twist – Baron held him for 13 years only, so this leaves a small gap between Harran and his capture. Some of the mysteries of these two decades of missing years will of course be revealed in Dying Light: The Beast.

As a follow-up, how did you decide which of Dying Light’s endings were canon, and were there debates and arguments between the team as to what direction would be better?
Great question! Of course, we had to be careful with this topic because Dying Light had multiple endings and fans were curious about which one would be considered canon. Dying Light: The Beast will answer some of these questions from the history of the series, including the ‘canon ending’ one. And while doing this it also gives you a glimpse into the future of the game.
How are the events of The Beast connected to Stay Human?
The Beast takes place right after the events of Dying Light 2 Stay Human but focuses on a new location—Castor Woods—and a different story. However, there are ties between the games, especially in terms of the broader world and what has happened to Kyle since we last saw him. It’s all part of the evolving Dying Light universe.
How does Kyle Crane’s new powers factor into the gameplay?
Kyle’s new powers come from the experiments he endured during his captivity. These beast-like abilities make him stronger, faster, and more dangerous, but they’re not always available.
You’ll need to manage them strategically. We’ve incorporated these powers into a unique skill tree, so players can develop and use them in ways that fit their playstyle.
What sort of powers are available to the player?
Players will have access to a range of beast-like abilities, from enhanced strength to special combat techniques. These powers are tied to Kyle’s mutation, and you’ll need to build them up by fighting enemies, taking damage, and generally getting ‘agitated’ through various means. It’s a nice game mechanic that allows you to solve some more difficult gameplay situations in this powerful way.

Are the powers a must, or could players continue to play as if they were just another human scrambling to survive?
You could definitely play Dying Light: The Beast in a more traditional survivalist style if you prefer. The beast powers are powerful but not always necessary—you still have to rely on weapons, crafting, and your wits.
If you want to engage with those powers, you can, but they’re not mandatory. Actually, maybe we should do an achievement or trophy for completing the game without unleashing The Beast.
With the new skill tree and powers available to the player, how will you ensure there is still an element of danger?
The key is balance. Kyle may be stronger with his beast powers, but they’re not always available, and the enemies you’ll face are more dangerous than ever. Weapons break, ammo is scarce, and the environment is unforgiving. The zombies are also more aggressive, so even with those powers, survival is never guaranteed. In a way Dying Light: The Beast brings back the survival feel the first Dying Light is known for.
The game seems to be returning to the franchise roots of sorts, and in the hands-off demo, there was definitely an atmosphere of danger and even terror during the nighttime parts, which was something sorely missed during the second installment. Was this due to the feedback of the players, or a more conscious decision?
It was a bit of both. We listened to our fans who missed that true survival horror atmosphere from Dying Light 1, but it was also a creative decision to bring that sense of fear back. We want players to feel like they’re struggling to survive, especially at night when the world becomes much more dangerous.
On top of that, we want all of our Dying Light games to feel different and unique – each one should stand on its own, adding another twist to the Dying Light formula. Dying Light: The Beast has the advantage of using that formula in its most evolved form, which benefits from all of the findings and improvements from the first two games in the franchise.
I remember you saying during the Gamescom hands-off that 18-20 hours was the sweet spot for games. Is this new mantra something you’ll be applying to all of your games going forward?
Yes, 18-20 hours is the sweet spot for a focused narrative experience. It’s long enough to tell a rich, complete story but doesn’t overstay its welcome. We’ll continue to assess what works best for each project but for Dying Light: The Beast, this length felt just right.

What opportunities as a developer do the smaller map and Crane’s new moveset offer that the previous two games didn’t?
The smaller, more focused, compact map of Castor Woods allowed us to pack in more detail and create tighter, more intimate gameplay situations. Each part of the world has been touched by our artists, so this open world, even if compact, has a very high density and fidelity.
Does The Beast replace any potential Dying Light 3, or will this be an introduction to a wider story for DL3?
The Beast is definitely not a replacement for Dying Light 3. It’s more of a standalone adventure that ties up some loose ends and opens new possibilities for the future. Without giving too much away, we have plans for the Dying Light universe, and Dying Light: The Beast gives a small glimpse into that.
Are any other characters from the first game (besides Crane) returning?
Kyle Crane is the main returning character, but we’re keeping some surprises under wraps. You’ll have to play the game to see if any familiar faces pop up.
Very few developers would have made the decision to give away a new installment to a large portion of their fanbase. What prompted that?
We felt it was a great way to reward our loyal fans, especially those who invested in the Ultimate Edition of Dying Light 2 Stay Human. We wanted to show our appreciation by offering them something special—an entirely new game—that ties back to the world they already love. Game development is full of hard decisions, but this one was very easy, we actually didn’t even talk about it much.
What does the future of the franchise look like to you, and what’s in store for us? Will we be getting The Beast DLC post-launch?
The future of Dying Light is bright. We have a lot of exciting ideas for where we can take the franchise next, both with Dying Light 2 Stay Human and beyond. As for Dying Light: The Beast, we’re focused on delivering a fantastic core experience and it’s too early to discuss our post-launch support and additional content plans. At launch we want players to focus on the narrative.

How would franchise veterans be surprised by this newest entry?
I think franchise veterans will be surprised by how Dying Light: The Beast both honors the past and pushes the series in new directions. One big surprise will be the evolution of Kyle Crane as a character. He’s not the same person they remember from the first game—he’s older, darker, and a little bit more complex after everything he’s been through.
His new beast-like abilities will also bring fresh mechanics into the mix, but we’ve balanced these powers to ensure the survival horror roots aren’t lost. Plus, the game’s more intimate, atmospheric setting in Castor Woods will be a throwback to the tension-filled survival of the original, with a level of detail and environmental storytelling that fans haven’t seen before. Aaaaand there’s a vehicle to drive!
Is there anything else you never normally get to share that you’d like to tell us?
One thing I’d like to share is how deeply personal this project has been for the team. There’s a lot of nostalgia involved, especially with bringing Kyle Crane back. Many of us who worked on the original Dying Light have returned for this project, and we’ve poured our hearts into making sure it feels both familiar and fresh.
We’ve also put a lot of thought into the voice acting and narrative design, collaborating closely with Roger Craig Smith to ensure Kyle’s transformation over the years is believable and impactful. Hearing his return to the character literally made me shed a tear or two. It’s a challenging but rewarding journey, and I think players will feel that passion and excitement when they step back into Kyle’s shoes.
There you have it, a look behind the scenes at the thought process of franchise director Tymon Smektala, and a few snippets of interesting information about Dying Light: The Beast.
Dying Light: The Beast’s release date is still under wraps, but we know it’s launching in ‘Summer 2025’ on PC, PS5, PS4, Xbox Series X|S, and Xbox One.
For more Thumb Wars Gaming coverage, check out everything you should know about The Blood of Dawnwalker, all confirmed details about The Last of Us Part 3, or what The First Berserker: Khazan devs had to say about the similarities to the Dark Souls franchise.
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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!