Dying Light: The Following is the expansion that takes Kyle Crane out of Harran. A secret passage leads beyond the quarantine walls into open farmland where the infection has spread just as far, the survivors answer to a cult rather than the Tower, and the fastest way from one settlement to the next is a dirt buggy built from scavenged parts. It is a full second campaign with its own map, story and progression, built on everything that made the original Dying Light work.
The Story Continues Beyond Harran
Word reaches the Tower that a community outside the city has survived the outbreak without walls and without Antizin. Crane goes to find out how, and the answer is the Children of the Sun, a cult whose masked Faceless claim immunity from the virus and answer only to a figure known as the Mother. The countryside has its own rhythms: farms, a hydroelectric dam, lakeside villages and long roads where the infected wander in the open. Night is still the danger it always was, and Volatiles still hunt once the sun goes down, but out here there are no rooftops to run to. The mystery Techland builds around the cult is slower and stranger than the base game's, and its final act is one of the darkest turns in the series.
A Region Larger Than the Whole City
The new map is bigger than all of the base game's areas combined, and it plays differently. Parkour still matters when you reach a barn, a windmill or a ruined outpost, but crossing the distances between them on foot is a poor idea, which is where the buggy comes in. Spread across the region you will find:
- New survivor settlements with their own quests, traders and secrets, each tied to how far the locals are willing to trust an outsider from the city.
- Volatile hives hidden in the countryside that can be burned out during the day, at the cost of fighting through the nest that guards them.
- A new set of weapons, including the crossbow, alongside fresh blueprints and the melee and firearm crafting the original game is known for.
Your Buggy, Your Way
The buggy is the expansion's signature addition and it is far more than transport. It has its own skill tree, earned by driving, and a garage of parts you can tune and attach with salvage found across the map.
- Performance parts
- Engines, suspension, brakes and turbochargers each come in tiers, and every upgrade changes how the buggy handles rough ground, hills and the sudden swerve needed to avoid a horde blocking a road.
- Weapon attachments
- Spiked bumpers, a flamethrower, an electrified cage and a nitro boost turn the vehicle into a way to clear infected in bulk, while a UV light on the roof helps keep Volatiles at bay when a night drive goes wrong.
- Upkeep and fuel
- Parts wear out and the tank runs dry, so scavenging fuel from abandoned cars and keeping spare components in your pack becomes part of every expedition, and abandoning the buggy in the wrong place has real consequences.
Earn Trust, Choose Your Path
Progress through The Following is not a straight line of missions. The cult guards its secrets, and the only way in is to gain reputation with the people who live under its protection. Side work, rescues and favors raise your standing, and higher trust unlocks the quests and areas that move the central story forward. The order you take on that work is largely yours, so two players can reach the sect's inner circle by very different routes.
Bring a Crew
The countryside supports the same cooperative play as the city. Up to four survivors can share the campaign, race buggies across the open roads, and take on hives and night hunts together. Techland still runs Dying Light's online services, so co-op and the Be the Zombie invasion mode remain available across the new region.
The Following is an expansion, so you need to own the base game Dying Light to play it. If Harran's rooftops are already familiar, the open country beyond the walls is where Crane's story finds its most unsettling answers. Pick up the expansion, fuel the buggy, and drive out to meet the Mother.










