1. Dying Light 2: Reloaded Edition
  2. News

Dying Light 2: Reloaded Edition News

Watch: The Voice of Zombies

[p][/p][p][/p][p]The zombie sounds in Dying Light: The Beast sound so realistic, you might think we've got a secret Infected hidden in one of the rooms of our studio. In fact, it's specialist voice actors who bring the undead to life. How do they do it? Watch this behind the scenes to find out![/p][p][/p][previewyoutube][/previewyoutube][p][/p][h3]Unleash the Beast - September 19[/h3][p][/p][p]https://store.steampowered.com/app/3008130/Dying_Light_The_Beast/[/p]

All about Zombies!

[p][/p][p]One thing you can’t imagine Dying Light without is zombies. With Dying Light: The Beast, we wanted to push them further than ever - not only visually, but also in how they behave, react, and sound. They’re the backbone of the experience, and we dedicated enormous effort to making them unsettling, believable, and unforgettable [/p][h3]ARTISTIC VISION [/h3][p]This time our philosophy was simple: zombies should always remind you of who they were before turning. That faint trace of humanity creates hesitation in players - making every encounter more disturbing. As Charidimos Bitsakakis (Character Concept Artist) explained, to avoid lifeless, doll-like figures with glassy eyes, we pushed them deeper into the uncanny valley - human-like realism that’s hard to look at, yet impossible to ignore.[/p][p]Biters, the most common infected, underwent a complete redesign. Instead of resembling dried, mummified corpses, they now appear rotten and organic, their decomposing skin wet and bloated. Katarzyna Bech (Lead Character Concept Artist) describes this new aesthetic as a “degenerated human” - repulsive, yet believable.[/p][p][/p][p]To bring variety, we created over 110 variants of Biters. You’ll encounter different body types - skinny, regular, and obese - as well as special types that introduce unique gameplay challenges, like the classic gas tank Biter, a hazard-suited nightmare.

Virals are different. Since in the lore they’ve only recently turned, they retain more traces of humanity - natural skin tones, recognizable features, and the look of someone who hasn’t been gone for long… But that lingering humanity makes them even more disturbing, as we exaggerated blood patterns, their twisted expressions and raw fury blazing in their eyes.

[/p][p][/p][p]There are nearly 60 variants of Virals in the game. Early on, you’ll face Lab Virals - victims of Baron’s gruesome experiments. Their torn, decomposed skin and open wounds hint at surgical tampering. They look like a halfway step between standard Virals and Baron’s monstrous creations, foreshadowing the horrors yet to come.[/p][p]Following the same artistic direction for our special infected types, we reimagined them, by grounding each one in who they once were, creating a new character model for each one of them. Their backstories became crucial to their visual design, and their lingering memories influence their behavior. The Howler, for example, is a psychiatric patient still bound by restraints. The Goon is a hulking brute shaped from the body of a blue-collar worker. The Spitter, once a medical professional, now spews corrosive acid from the very chemicals he once used to heal. These archetypes root the infected in reality, making them both familiar and terrifying - and the subtle hints at their past lives reinforce the fear of becoming one of them.[/p][p]
At the same time, we wanted clashes with them to feel just as visceral than encounters with regular zombies. That’s why, when redesigning their visuals, we focused on enabling visible, progressive body damage. Fighting a Goon is a true spectacle of gore: wounds tear open, blood splatters, and destruction spreads across its body, reinforcing that your attacks are having an impact. To achieve this effect, we doubled the number of visible wounds that can appear on any single enemy and expanded the number of damage zones - up to twelve on Biters and Virals, with even more on larger enemies.[/p][p]And speaking of larger enemies - the true stars of Dying Light: The Beast are the Chimeras, hulking monstrosities born from the Baron’s twisted experiments. By taking different types of special infected and pushing them beyond their limits, he created something entirely new - more powerful, unpredictable, and far more dangerous. As Katarzyna Bech explained, the challenge was to blend gameplay function with visual realism, ensuring they wouldn’t feel like “just monsters.”[/p][p][/p][p][/p][p]When designing the Chimeras, we took inspiration from human anatomy. Our artists studied medical illustrations and models to understand muscles, tissues, and overall body structure. It was one of the team’s biggest artistic challenges - and also a valuable opportunity to learn and grow.[/p][p]The Matriarch, one of Baron’s chimeras, perfectly embodies this vision. Inspired by everything from anatomical diagrams to raw meat, she was designed to look like a human stripped of skin, with muscles and tissues exposed. Concept Artist Marta Sokołowska explained her intent: “I wanted to create something haunting and unsettling, like a witch from nightmares.”[/p][p][/p][p][/p][h3]GAMEPLAY [/h3][p]The artistic vision only works if it carries into gameplay, so a lot of our work was focused on two key aspects: making zombies aggressive and reactive to whatever the player does.

Biters are a prime example - when struck, they counter quickly with almost no cooldown, leaving little room to breathe and forcing you to think before engaging. Virals show their aggression and reactivity through more human-like behavior: they’re smarter and faster than Biters, position themselves strategically, and rapidly dodge and shift around you. 

Volatiles, our apex predators, are even more dangerous - not just in combat, but in the way they pursue you. We refined their locomotion so they could overcome obstacles seamlessly - alone or in coordinated packs - across every area of our diverse map.[/p][p][/p][p][/p][p]
Our work on locomotion led to a complete overhaul of animation and physics in the C-Engine. Some of these changes may seem like small details, but we knew they mattered - because it’s often the nuances that players feel most directly, controller in hand. Enemies now use active ragdolls, meaning their bodies continue to react to momentum even after being struck. For example, you might launch a zombie into the air with a two-handed weapon, only for your co-op partner to kick the flying body - something the active ragdoll will react to realistically.[/p][p]And then there are the subtle touches players may not expect. When you cut off a Biter’s hand, they don’t simply collapse or keep swinging - they look at it, a fleeting moment of awareness that hints at the human still trapped inside. We also revived a small atmospheric detail: at sunset, some Biters will gaze toward the sun, a quiet reminder that a terrifying night is about to begin.[/p][h3]Sounds [/h3][p]Audio design was the final step in completing the representation of zombies in our game. In line with our overall direction for Dying Light: The Beast, both Biters and Virals sound more human - aggressively human, to be precise - so players feel they’re truly facing infected people, not just fabricated monsters. Their growls, shrieks, and movements carry a raw, almost desperate intensity, amplifying the horror of their transformation. This makes encounters more tense and immersive, as you can almost hear the struggle between the human and infected side within them. Achieving this level of quality required enormous effort - the game features over 9,103 unique zombie soundbites, covering screams, shrieks, and other unsettling vocalizations.

To capture these terrifying voices, our audio designers collaborated with the Canadian team at The Monster Factory, specialists in creature sound design whose work includes The Last of Us Part II, Baldur’s Gate III, and God of War: Ragnarök.

For a closer look at the process, check out this documentary, where voice actors demonstrate how they brought our zombies to life - adding subtle layers of humanity and horror that make every encounter unforgettable.

[/p][previewyoutube][/previewyoutube][h3]Ultimate zombie experience [/h3][p]From the smallest detail to the greatest threat, every aspect of the infected has been carefully crafted to make Dying Light: The Beast a truly immersive and terrifying experience. Every encounter tells the story of what these creatures once were, and every scream, strike, and glance reminds you that danger is everywhere.

All of these terrifying zombies will be waiting for you in Castor Woods on September 19!
[/p][p][dynamiclink][/dynamiclink][/p]

Watch: 'The Monsters' Trailer

[p][/p][p]“They tried to break him. They created The Beast.”[/p][p][/p][p]Free and out in the wild, you continue your quest for revenge. But the Baron still has his hooks in you; his experiments wreaking havoc, the zombie DNA clashes with yours and it seems to be winning. You’re losing control…[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]When the Beast takes over, your strength is pushed beyond human limits: you run faster, leap further and you become even more brutal. Rip zombies apart with your bare hands, shake the ground by pounding it with your fists, and punch through zombie torsos. You’ll see it in all its glory, thanks to the immersive first-person perspective. As the Beast, your savagery knows no bounds. But you still need to take control of it.[/p][p][/p][p]For that, you need something from the Chimeras. Just like you, they’ve mutated after being experimented on by the Baron. Taking these grotesque, hulking monsters down won’t be easy, but the reward will be worth it. Killing them and injecting their blood won’t just give you more control over the Beast: you’ll become more powerful and be able to unleash even more carnage. But these devastating beastly powers won’t be enough once the night comes.[/p][p][/p][p]That’s because once the sun sets, the true horrors come out. The beauty of Castor Woods is quickly enveloped in darkness, creating a claustrophobic atmosphere. You suddenly go from being the hunter to the hunted. Unpredictable and frightening, before you know it, your shallow, panicked breathing begins to match Kyle’s. The unknown that the night brings adds to the nerve-wrecking tension and the horror. You’ll begin to question if something’s lurking in the shadows, or if it's just your mind playing tricks on you. And if that wasn’t enough, the Volatiles are back and searching for their next terrified prey.[/p][p][/p][p]Whether alone or in packs, the series’ apex predators will hunt you down. You may not see them, but they’re there… stalking you from the cover of darkness. Fast, agile and strong as hell, they’re tough to kill. Their improved senses will notice you more easily now; something as simple as the flicker of a flashlight can set them upon you. And once you’re in their sights, the chase is on. Even if you decide to fight back, they’re not ones to retreat. They’ll fight you til the last drop of blood![/p][p][/p][p]Even for the Beast, there’s plenty more monsters out there in Castor Woods. Volatiles, the Kings of the Night. Chimeras, the Baron’s twisted experiments. The bastard himself. And, of course, a ton of zombies…[/p][p][/p][p]Unleash the Beast - September 19[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Watch: 110 Years of Zombies

[p]
For more than a century, zombies have haunted our imagination, from flesh-eating hordes to infected terrors and everything in between. Watch our latest video to trace their evolution in pop culture, starting with the classic mindless minions of old and leading to today’s unstoppable apex predators. Step by step, bite by bite, witness every stage of the undead’s rise.[/p][previewyoutube][/previewyoutube][p][/p][p]And don’t forget to see for yourself what the next wave of zombies will look like with Dying Light: The Beast![/p][p][/p][h2]Unleash the Beast - September 19[/h2][p][/p][p][dynamiclink][/dynamiclink][/p]

Beauty by Day, Horror by Night

[p][/p][p]Since the beginning of Dying Light, our goal has been to create the most immersive zombie apocalypse. Through our work on the series, we’ve learned that achieving this requires mastering three key areas: visuals, sound design, and gameplay mechanics. Let’s explore immersion and horror in Dying Light: The Beast![/p][p]Nights, Now Even Scarier
Visual details and the advanced graphical engine make exploration a real treat during the day, but for a game like Dying Light what counts most is how atmospheric the night is. After all, this is where our “open world meets survival horror” formula shines best: using in-game systems to create challenges and frights for players. [/p][p][/p][p]Our goal for Dying Light: The Beast was to create a tense, terrifying night experience with a heavy, nerve-wrecking tension that could rival the legendary after-hours moments of the first Dying Light. [/p][p][/p][p]We assembled a dedicated strike team of programmers, game designers, and level designers, iterating weekly, and continuing their work throughout the game’s entire production. Some weeks were focused on Volatile behavior, others on spawning rules and chase mechanics. The result is a night system that will, hopefully, feel unpredictable and frightening, resulting in an experience you will remember for a long time.[/p][p]We have pulled a lot of levers to achieve the horror and scary feeling we wanted for the night. We made them darker in general, but what we also discovered is that the Castor Woods setting helped us a lot conveying the atmosphere we were looking for and adding different shades to it. After all, it is a different experience when you wander around the forest of the Nature Reserve (super dark!) compared to trying to sneak past Volatiles inside the city (where burning barrels create a different vibe). [/p][p]Another important decision was to refocus the night experience strictly on Volatiles, our apex predators - and this has driven all of the choices we have taken along the way. We redesigned how Volatiles move, both alone and in coordinated packs, so they could hunt players more effectively across all areas of the map. We iterated on our spawning technology to make you feel their presence, no matter where they are. On top of that, we also had to tweak the experience with our vehicle in mind, as well as account for the diversity of the map, which features many different areas, from narrow streets to open fields. [/p][p][/p][p][/p][p]So, the nights were made darker, the flashlight gained a more physical feel with visible inertia, and the Volatiles became smarter. But we heard from you that it still might not be enough. That’s why, in the final weeks of production, we formed a strike team of AI and gameplay programmers, supported by our Tech & Art teams, to make nights even more terrifying. We’ve been incorporating feedback gathered during gamescom and from the reactions to influencers playing our build. You want more of that nail-biting night terror? We have more![/p][p]Here’s just a short list of some of elements we have worked on in these last few weeks leading to the release:[/p]
  • [p]Significant improvements in locomotion of Volatiles increasing effectiveness of chases[/p]
  • [p]Tighter path finding algorithms reducing unnecessary path selections[/p]
  • [p]Improved run loop animation[/p]
  • [p]Additional jump grabs and jump attacks[/p]
  • [p]Reduced synchronicity of animations (e.g. UV reaction), adding more variety to Volatile encounters[/p]
  • [p]Volatile senses - making it easier for them to notice the player and react to his behaviors (e.g. flashlight flashing)[/p]
  • [p]Conditions for retreat behaviors, making them fight till the last drop of blood in a bigger number of cases[/p]
  • [p]More realistic logic of spawners[/p]
  • [p]Conditions of Volatiles jumping on a car from the front and from the back[/p]
  • [p]Physics of Volatile jumps[/p]
[p]On top of that, we've also worked on the visuals of Volatiles making them more bloody and increasing the number of their variants, making each one of them scarier and more unique.[/p][p]Immersive Sounds
Another element that adds to the scariness of the night is the sound design. Because we want you to feel like you’re “truly there”, our main focus was the ambiance of the night - we made it subtle so you can hear the footsteps of the Volatiles and the Infected well and locate them precisely among your surroundings, being able to understand their distance just from hearing alone. But once you’re spotted, everything changes - first, you hear the characteristic scary sound, and then music kicks in, full of tension and highlighted by Kyle’s breathing heavily.

But when you finally manage to escape the chase and find a Safe Zone that will offer you shelter until the sun rises, you can also discover another side of Castor Woods. What’s scary during the night can actually look and sound beautiful during the day.

Each biome - from the town, through the swamp, to the dense forest - has its own unique, highly detailed soundscape. In the city, you hear cracking windows and antennas; in the forest, snapping branches; in the swamps, the splash of water and other subtle natural sounds.

Reverb and the contrast in sounds between indoor and outdoor environments plays a huge role in Dying Light: The Beast. Inside, sound is almost muted, creating silence and tension - perfect for jump scares! Outside, the soundscape is dense and almost claustrophobic, amplifying the sense of danger.[/p][p]When it comes to sounds of gameplay, weapons in Dying Light: The Beast feel heavier and more brutal than in previous games in the series. Every shot or strike has weight and impact, and you can also hear it in your headphones or speakers - from cracking bones to splattering blood. The variety in combat sounds enhances the sense of satisfaction and the raw brutality of action, making it very realistic.[/p][p]The sound of the zombies has also been reworked. Biters and Virals now sound more human - aggressively human - so players sense that they are facing infected people, not monsters. Their growls, shrieks, and movements carry a raw, almost desperate intensity, emphasizing the horror of their transformation. This makes encounters feel more tense and immersive, as you can almost hear the struggle between the human and Infected within them. Yet, achieving that level of quality is a tremendous amount of work - can you imagine that our game uses more than 9000 soundbites for zombie screams and shrieks?[/p][p]The Handcrafted World of Castor Woods
Finally, visuals bring the world of Dying Light: The Beast to life. We wanted to create a game that feels rich, dense, and varied, inviting players to explore every corner. How did we achieve that? By focusing on the details and background stories for all locations. 

Castor Woods is packed with hidden secrets and surprises. You can wander past souvenir shops with magnets still hanging on the displays, visit abandoned restaurants where menus are still readable and walls are decorated with pictures of dumplings taken from one of Concept Artist’s private archives. Even the city’s coat of arms and some of the logos of local businesses are designed to be consistent with each other, and they all feature beavers. Why beavers? Castor Woods Valley has always been home to a large beaver population, so the beaver became both the symbol of the region and the mascot of its nature reserve, so you’ll meet them throughout the area.

Artists even imagined a summer festival planned for Castor Woods in 2022 - but it never took place because of the zombie pandemic. Still, you can find its traces: promotional posters, abandoned decorations, and even lineups of artists who were supposed to perform. We know that there are players that appreciate that level of detail in world building. [/p][p]In areas like the farmlands or the villa district, every house has its own unique garden with subtle clues about the people who once lived there. Our artists did extensive research on plants and flowers to ensure the overgrown gardens look natural and believable. They carefully selected species that could survive without human care while still remaining lush and beautiful. And when you explore the Castor Woods Nature Reserve, don’t forget to read the information boards designed by our team to give you the feeling of walking through a real reserve.[/p][p][/p][p]One of the most picturesque parts of the reserve is the monastery, set on the hill in the heart of this beautiful location. Once inhabited by monks, it’s a place you can check their rooms, browse through the small shop where they sold handmade goods, or wander in the gardens they once tended to with care. It’s a truly stunning place with a rich history.[/p][p][/p][p]But that’s definitely not all! We can’t wait for you to explore the map yourselves, discovering all of the little details. And if that’s not enough, well, we’ve hidden over 100 collectibles and countless easter eggs across the world. Ready for the challenge? See you in Castor Woods on September 19![/p][p]
[dynamiclink][/dynamiclink]


[/p][p][/p]