by David Apr 29,2026

The developers of Dying Light: The Beast are striving to create one of the most intricately detailed open-world games available. Learn more about this ambitious vision from franchise director Tymon Smektala in the following report.

In open-world game design, a larger map doesn't guarantee a better experience. According to Tymon Smektala, director of Dying Light: The Beast, sheer size might be the least significant factor. In a conversation with GamesRadar+, Smektala clarified that Techland's upcoming zombie-parkour title isn't trying to match the vast expanses of games like Cyberpunk 2077 or Grand Theft Auto. The true goal is to stand out as one of the market's most densely packed and activity-rich open worlds.
"An open world's value isn't determined by its scale," Smektala elaborated. "It's defined by the sense of immersion, the feeling of actually being present in that environment." This perspective challenges the current trend of sprawling maps cluttered with icons. Smektala has been reflective about the franchise's direction, having recently discussed Dying Light 2's development in another GamesRadar+ interview, where he acknowledged that the sequel's ambitious scope may have diluted some of the series' original appeal.
"Perhaps we deviated from our path in certain areas," Smektala admitted, looking back on the feedback for the second game. Despite Dying Light 2's commercial success—selling five million copies within its first month in February 2022—some dedicated fans felt the focus on creating a more accessible, AAA experience came at the cost of the unique elements that made the original title so compelling.
This critique seems central to the design philosophy behind Dying Light: The Beast. The game is set in the infected region of Castor Woods, a meticulously designed, interconnected environment brimming with detail to ensure constant engagement. While its map won't compete in sheer size with titles like Elden Ring or Assassin's Creed, Techland is prioritizing depth and quality. For context, Elden Ring's map spans approximately 80 square kilometers, whereas Dying Light 2's map was less than 10% of that area.
"Many open-world games feature clusters of activity with vast, empty stretches in between," Smektala observed in his latest interview. "With the Dying Light series, our aim is to keep players constantly engaged—always playing, always interacting with the controller, always in action."
This core principle is evident in The Beast's environmental design. As showcased in the "Explore Castor Woods" Behind the Beast video, the setting is a decaying urban and natural landscape perfect for discovery. Players will navigate abandoned hotels, dilapidated streets, and the overgrown wilderness of a nearby national park. Threats are omnipresent, and the map is densely crafted to facilitate the fluid parkour movement the series is known for.
The zombie apocalypse theme naturally lends itself to populating the world with danger. However, Smektala stresses that density is about sustaining an immersive state where every game element seamlessly connects. "You're perpetually aware of your surroundings, completely immersed in that zone, fully feeling the experience," he stated.

For this new chapter, Smektala is optimistic that The Beast can achieve the balance fans have desired, merging the strengths of its predecessors. "We intend to deliver on both fronts," he emphasized. "We aim for AAA polish while simultaneously proving that our creative essence is intact—that we understand what defines the Dying Light experience. If players react by saying, 'This feels like the first Dying Light, but it looks incredible and is so refined,' then we will consider our mission accomplished."
How players will ultimately receive The Beast upon its release on August 22 remains to be seen. However, if Smektala's statements are any guide, Techland has a clear and focused vision for the franchise's future. For the latest updates on Dying Light: The Beast, refer to the related article below.
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