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Dying Light 2 Stay Human

First-person action survival horror with parkour

Infected people advance across a city street as a survivor aims a gun.
Dying Light 2 Stay Human · Game artwork

About Dying Light 2 Stay Human

In the walled city of Villedor, Pilgrim Aiden Caldwell searches for his sister amid rival factions and an infected population. First-person parkour, melee combat, scavenging, night expeditions and decisions about settlements shape the journey. The current Reloaded Edition includes the base campaign, post-launch updates and Bloody Ties.

Dying Light 2 Stay Human is set in Villedor, one of the last large human settlements, years after the infection reshaped civilization. Aiden Caldwell arrives as a Pilgrim, a traveller accustomed to crossing dangerous territory, carrying memories of his childhood and a search for his sister Mia. The city’s survivors live among abandoned structures, rooftops and fortified interiors, while the infected occupy much of the built environment. Aiden encounters groups with competing ideas about order and community, including the Peacekeepers and the Survivors, as well as other powerful figures within Villedor. Story missions, conversations and decisions connect his personal search to the wider conflict over the city. The current Reloaded Edition includes the base game, updates added after launch, the Firearms Update and the Bloody Ties story expansion; Bloody Ties is additional content, not the original campaign.

Villedor’s vertical layout makes traversal a central part of reaching objectives. Aiden runs, climbs, jumps between rooftops and uses parkour moves to cross structures from street level to elevated routes. Rooftops connect settlements and offer paths around infected or hostile groups, while interiors and alleys provide alternative ways through dense areas. As the campaign progresses, Aiden gains movement skills and Nightrunner tools, including the paraglider, grappling hook and UV flashlight. These tools add options for covering gaps, changing direction or managing exposure to infected, and they can be upgraded. Movement also matters during fights: a player can combine a parkour action with an attack, gain height or leave a dangerous encounter rather than remain in one place. The city is therefore navigated as a network of routes, with rooftops, buildings and streets offering different risks and opportunities.

The day-night cycle changes how those routes function. In daylight, infected tend to remain inside buildings, leaving human bandits as a more visible threat in the streets. At night, dangerous infected emerge and the player can encounter activities tied to dark locations. Being spotted by a Howler can trigger a chase that escalates as more infected join; reaching a UV-lit safe zone gives Aiden a place to break pursuit. GRE Anomalies are night-only encounters centred on powerful infected called Revenants, and defeating them can provide inhibitors. Entering a dark building or pursuing a nighttime objective consequently requires preparation and a planned way out. The cycle affects both travel and access: the city’s interiors can hold useful resources or targets, but crossing their thresholds after sunset changes the level of danger. Safe zones, UV light and escape routes become practical parts of a night expedition.

Infected people advance across a city street as a survivor aims a gun.
Infected people advance across a city street as a survivor aims a gun. Official game screenshot; copyright belongs to its respective owners.

Combat pairs melee weapons with dodges, blocks, kicks, parkour attacks and equipment. Human enemies can be approached stealthily, engaged at close range or attacked from a distance with a bow; infected encounters introduce different pressures, particularly when noise or an extended fight attracts additional threats. Weapons can be modified and upgraded through Craftmasters, and the player can improve accessories such as throwing knives, molotovs and decoys, as well as medicines, boosters and Nightrunner tools. The Reloaded Edition includes the Firearms Update, which adds guns to the game’s arsenal and changes the available combat approaches from those of the original launch campaign. Ammunition, weapon condition, enemy position and the surrounding environment all affect how an encounter plays out. The player can try to control the space, use tools to interrupt opponents or break away using parkour when a fight becomes unsafe.

Exploration and character development connect through resources and upgrades. Aiden searches buildings, containers and points of interest for crafting materials, equipment and inhibitors. Inhibitors can be assigned to increase Health or Stamina, improving survival capacity and supporting access to abilities that have attribute requirements. Combat and Parkour have separate skill trees, so experience from fighting and movement opens different techniques. The player’s chosen development affects how Aiden handles a climb, a group of opponents or a dangerous escape. At settlements and other hubs, merchants and Craftmasters provide ways to acquire supplies and improve gear. Missions, side activities and challenges add further routes through the city, while collectible notes, recordings and other objects preserve traces of Villedor’s earlier life. The loop alternates between movement, search, encounters and preparation, with new skills and equipment extending the range of options available on later excursions.

Choices about Villedor’s districts can alter the city as well as its relationships. Restoring certain abandoned facilities allows Aiden to assign them to either the Peacekeepers or the Survivors. These assignments change features in the surrounding district and influence what appears at those locations, so a decision can affect the routes, services or encounters that follow. Story choices also shape relationships with characters and the course of events; the campaign presents Aiden with competing requests rather than a single neutral authority. Co-operative play lets other players join a host’s world for story missions and activities, while the host retains the final decision on major choices. Bloody Ties expands the current edition with a separate story built around the Carnage Hall arena and its combat and performance challenges. It sits alongside the Villedor campaign in Reloaded Edition, distinct from the story and progression of the base game.

A survivor faces masked attackers on a burning city street at night.
A survivor faces masked attackers on a burning city street at night. Official game screenshot; copyright belongs to its respective owners.
Developer
Techland
Genre
First-person action survival horror with parkour