Dying Light: The Beast Interview – “Kyle Crane Is No Longer The Man You Remember”

No more hopeful and sarcastic Kyle Crane.

Story Highlights

  • We Interviewed Tymon Smektala, Franchise Director of Dying Light, over email.
  • The game is expected to bring a whole new experience thanks to its unique rural environment, contrary to the urban setting in previous titles.
  • The combat mechanic also features a special twist with the addition of Kyle’s beast-like abilities.

Dying Light: The Beast was initially planned as an expansion for Dying Light 2: Stay Human, but following an unexpected story leak, the studio decided to pivot, reshaping its narrative. Now a standalone title, The Beast marks the return of Kyle Crane as the protagonist, finally answering the mystery of his fate after Dying Light: The Following.

As we move into the latter half of Techland’s promised five-year support for Stay Human, The Beast offers a glimpse into the studio’s vision for the franchise’s future. With many details still under wraps, we spoke with Franchise Director Tymon Smektala to learn more about what to expect from The Beast and what lies ahead for Dying Light.

Dying Light: The Beast
Dying Light: The Beast Will Be Free For Those Who Purchased The Ultimate Edition Of Dying Light 2 Stay Human.

Can you elaborate on Kyle Crane's journey over the past 13 years and how his character has evolved since the original game?

Tymon: Kyle Crane’s journey since the beginning of the series has been one of heroism, survival, and transformation. After the events of Dying Light: The Following, something happens to Crane (no spoilers!), and later, he is captured and subjected to 13 years of brutal experiments by the Baron, an antagonist who plays a crucial role in Dying Light: The Beast. This prolonged captivity has left Kyle physically and emotionally scarred but also more resilient and determined.

His evolution is reflected not just in the narrative but also in his personality and gameplay mechanics. Crane is no longer “just” the hopeful and sarcastic character from the first game – he’s more serious, focused, and driven by revenge. The voice actor, Roger Craig Smith’s, voice work adds layers of maturity and depth, showing a man who has endured a lot but still retains a glimmer of the hero players loved in the original. This duality is central to Dying Light: The Beast, as players will experience both Kyle’s vulnerability and his newfound strength.


How has the shift from an urban setting to a rural environment impacted narrative design? Were there any major storytelling challenges that came with this change?

Tymon: Moving from an urban environment to the rural, forested setting of Castor Woods presented both opportunities and challenges for our narrative design. In an urban setting, stories often revolve around dense populations, factions, and societal collapse. In Castor Woods, the narrative feels more intimate, focusing on isolation, survival, and the psychological toll of being hunted in an unforgiving wilderness.

One challenge was ensuring that the world felt alive despite its rural setting. We had to find ways to tell stories through environmental design – abandoned farmhouses, hidden bunkers, and remnants of a once-thriving community now overtaken by nature and the infected. The shift also allowed us to explore Kyle’s personal journey more deeply, making the story feel more personal and character-driven than ever before.
Castor Woods also proved to be a great place to hide a lot of secrets, collectibles, and easter eggs – our series is known for these, and players can expect them in Dying Light: The Beast as well.


How do the new factions differ from those in previous installments, and what unique challenges or alliances might players encounter?

Tymon: I don’t want to spoil the fun too soon, so I won’t go into detail about the factions and communities players will encounter in Dying Light: The Beast. What I can share is that the game presents a world defined by the people fighting to survive, with a focus on personal stories and relationships that make the setting feel alive.


Have there been any major overhauls to the stamina system, considering the new terrain and challenges of a rural setting?

Tymon: Again, apologies, but it is too early for me to go into details about that. But for sure, traversing dense forests, climbing rocky terrain, and navigating through abandoned settlements is a different type of parkour experience than what players know from the urban landscapes of Dying Light and Dying Light 2: Stay Human. It’s all about being observant, reading the environment, and spotting opportunities for movement and traversal, so we put emphasis on the player’s skill and flow.

Dying Light: The Beast
Kyle Crane Will Return As The Main Character Of The Beast.

Are we going to see different enemy behaviors based on the environment (e.g., forest stealth tactics vs. open-area aggression)?

Tymon: We definitely spent a lot of time working on the behavior of all our enemies – both human and zombie. For the infected, we mostly focused on tweaking and upgrading what we already had so the zombies could be even more realistic and scary. For humans, a lot of work was invested into creating shooting enemies.

The new environment definitely changes the experience – imagine being alone, in the woods, at night, with zombies crawling from behind the trees… Yuck!


How has the combat system evolved, and are there new weapons or abilities players can look forward to?

Tymon: Combat in Dying Light: The Beast is more brutal and gut-wrenching than ever before. New weapons like flamethrowers, grenade launchers, and a few more unannounced surprises add variety, while the melee arsenal has been expanded as well.

However, the real game changer is Kyle’s beast-like abilities that bring a new layer to combat, allowing players to unleash powerful attacks and temporary bursts of speed, strength, and mobility. These abilities are tied to a new skill tree, giving players the freedom to tailor their combat style to their liking.


Have there been any advancements or changes to the parkour system, especially considering the new environments?

Tymon: Yes, we’ve made advancements to the parkour system to suit the rural environment of Castor Woods. While there are fewer tall buildings, we’ve introduced natural parkour elements like fallen trees, cliffs, and abandoned structures that players can use for traversal. We’ve also made an effort to “squeeze” as much parkour and climbing as possible out of our map.


Can players expect any cooperative or competitive multiplayer modes, and how will they integrate into the main storyline?

Tymon: Cooperative multiplayer has always been a beloved feature of the Dying Light series. In Dying Light: The Beast, players will be able to team up with up to three friends to tackle the main storyline together. We’re not ready to talk about online modes just yet—but stay tuned!


Given the long-term support seen with previous games, will The Beast feature a roadmap that extends beyond just post-launch DLC?

Tymon: Long-term support is part of our philosophy, but it’s too soon to discuss post-launch plans. Right now, we’re focused on delivering the game for Summer ‘25.

Dying Light: The Beast
Marius “Baron” Fischer Is The Main Antagonist In The Upcoming Standalone Title.

What improvements have been made to the game's engine to leverage the capabilities of current-gen consoles and PCs?

Tymon: We’ve made several key improvements to our engine to take full advantage of current-gen hardware. This includes enhanced lighting and weather systems, more detailed environments, and improved AI behaviors. We’ll talk about that in detail closer to the release.


Dying Light 2 introduced a morality system and branching choices. Will The Beast take this further, perhaps with long-term consequences for past decisions?

Tymon: Dying Light: The Beast takes a different approach by focusing on a more linear, character-driven narrative. While Dying Light 2: Stay Human emphasizes player choices and branching paths, Dying Light: The Beast is designed to deliver a tightly woven story centered on Kyle Crane’s journey.


With the evolution of AI tools in game development, has Techland leveraged any new tech to improve gameplay, such as NPC interactions or procedural world events?

Tymon: We use AI only as a productivity tool for more ground-level tasks, as we strongly believe in human craftsmanship and creativity. In my opinion, games are built on passion, not smart algorithms.


Have survival mechanics, such as resource management or crafting systems, been expanded or altered?

Tymon: Dying Light: The Beast is definitely a game with a strong survival feel. Resource management is more challenging, with limited supplies forcing players to scavenge more frequently. Crafting has also been enhanced with new blueprints, weapon mods, and consumables that players can create to aid their survival. We’ve also introduced a wear-and-tear system for vehicles. Survival in Dying Light: The Beast is about smart resource management, quick thinking, and adaptability.


Can fans anticipate nods to previous games or hidden secrets within the world of The Beast?

Tymon: Absolutely! Dying Light: The Beast connects the stories of the first and the second Dying Light game, and on top of that, it is filled with Easter eggs, callbacks, and hidden secrets that long-time fans will appreciate. There’s plenty for fans to discover.

Exploration is rewarded, and those who pay close attention will find numerous nods to Dying Light’s rich history. We can’t wait for players to uncover them all!

Dying Light: The Beast
Dying Light: The Beast Is A Breath Of Fresh Air In A Well-Established Franchise.

Dying Light: The Beast is an upcoming survival horror game developed and published by Techland. It is a standalone title in the series and is confirmed to arrive on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC in Summer 2025. We are grateful to Tymon Smektała for answering our questions and Paulina Dziedziak for helping us with the interview.

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Mudassir is a seasoned journalist with a passion for uncovering the stories behind our favorite virtual worlds. Armed with a trusty notepad and a keen curiosity, he dives headfirst into the gaming industry's most exciting personalities. His knack for insightful questions and his ability to connect with developers and gamers alike makes his interviews a must-read. While on the lookout for the next person to interview, Mudassir keeps himself busy by writing news surrounding the gaming universe. Experience: 4+ Years || Senior Journalist || Education: Bachelor's in Psychology.

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