Dying Light: The Beast Debunks Open World Size Myth

Author : Isaac Feb 19,2026

Dying Light: The Beast Claims Size Doesn't Matter For Open Worlds

Dying Light: The Beast aims to be one of the most dense open-world games ever created. Get the inside story from franchise director Tymon Smektala on this ambitious vision.

Dying Light: The Beast Pursues a Deeply Dense Open World

The Beast Aims to Fuse the Best of Both Dying Light Games

Dying Light: The Beast Claims Size Doesn't Matter For Open Worlds

In open-world gaming, bigger is not necessarily better. According to Tymon Smektala, director of Dying Light: The Beast, sheer size might be the least critical factor. In an interview with GamesRadar+, Smektala clarified that Techland's upcoming parkour zombie sequel isn't trying to match the vast maps of Cyberpunk 2077 or Grand Theft Auto. Instead, its goal is to be one of the market's most densely packed and engaging open worlds.

"Open worlds are not about scale," Smektala stated. "They're about that feeling of truly being present." This is a bold stance, especially when expansive maps cluttered with icons have become the norm. Recently, he was also candid about Dying Light 2 in another GamesRadar+ interview, acknowledging that the game's ambition may have diluted some of the series' original essence.

"We may have made a few missteps," Smektala reflected on the sequel's reception. Despite selling five million copies in its first month back in February 2022, some long-time fans felt the game sacrificed the original's spirit in an effort to be a more accessible AAA experience.

Dying Light: The Beast seems to be a direct response to that feedback. This chapter unfolds in the infected Castor Woods, a detailed and interconnected environment designed to keep players engaged at every moment. While its map won't rival the sheer scale of Elden Ring or Assassin's Creed, Techland is prioritizing quality and density over size. For perspective, Elden Ring's map is about 80 square kilometers, while Dying Light 2's is less than a tenth of that.

"Many open worlds have hubs of activity with empty space in between," Smektala explained to GamesRadar+. "We wanted to create a Dying Light experience where you're constantly playing, constantly interacting with your controller, constantly pressing buttons."

This design philosophy shapes The Beast's environments. As seen in the "Explore Castor Woods" Behind the Beast video, the setting is a decaying urban landscape perfect for exploration. Players will navigate abandoned hotels, crumbling streets, and the overgrown wilderness of a nearby national park. Danger is omnipresent, and the map is filled with parkour opportunities true to the series' roots.

Of course, a zombie apocalypse naturally fills the world with threats. But Smektala emphasizes that true density is about sustaining that immersive "zone" where every game element works in harmony. "You're constantly looking around, constantly in that zone, completely absorbed by the experience," he said.

Dying Light: The Beast Claims Size Doesn't Matter For Open Worlds

With this new installment, Smektala hopes The Beast will achieve the balance fans have sought between the series' two titles. "We want to deliver both," he emphasized. "We want AAA quality, but we also want to prove our creative spark is alive—that we understand what makes Dying Light, Dying Light. If players say, 'This feels like Dying Light 1, but it looks incredible and plays so smoothly,' then we'll be overjoyed."

How players will receive The Beast upon its August 22 release remains to be seen. However, Smektala's comments suggest Techland has a clear vision. For the latest updates on Dying Light: The Beast, check out our full article below.