Compare Dying Light - Hellraid prices across trusted key stores and find the best deal. Developed by Techland. Published by Techland. Released on 1/26/2015. Available on PC. Genres: Action, Adventure, RPG. Metacritic score: 87/100.

The first hour feels clumsy on purpose. Survive to the grappling hook and Harran becomes the best first-person parkour playground on PC, filler quests and all.

The first hour of this one is genuinely rough, and I need you to know that going in. You start as Kyle Crane, a GRE operative dropped into quarantined Harran, and you are slow, fragile, and swinging a pipe that breaks after a few good hits. Zombies you should be able to shove aside will stagger you into a wall. Climbing feels sticky. Night falls and the game basically tells you to go home. If you bounce off it here I understand, but you would be quitting during the tutorial of a systems game that does not really start until you have banked a few skill points and unlocked the grappling hook. Give it four hours. The curve from helpless to superhuman is the entire point, and very few games pace that transformation this well. What you are actually playing is a first-person parkour survival game with an RPG spine. Three skill trees (Survivor, Agility, Power) level independently based on what you do, so sprinting across rooftops makes you a better climber and caving in skulls makes you hit harder. Crafting runs on scavenged junk and blueprints, and the good ones turn a plain machete into something that sets a horde on fire or electrocutes an entire alley. The day and night cycle is the real design centerpiece: daylight is for scavenging and traversal, nightfall brings Volatiles that hunt in packs and turn a two-block walk into a chase with your heart in your throat. All of it runs in four-player co-op, and Be the Zombie lets another player invade your night as a Night Hunter, which is either the best or the worst thing that will happen to your session. Now the part I care most about, and where I will be less generous. The writing is competent action-movie material and not much more. Crane's arc from company man to reluctant local hero hits the beats you expect in the order you expect them, the supporting cast back at the Tower is likeable but thin, and the villain is a cartoon. Meaningful choice does not exist here, so if you want branching consequence, look elsewhere. Harran does the heavy lifting instead. The worldbuilding lives in room detail: barricaded apartments, notes from people who did not make it, a school gym converted into something awful. That is real environmental storytelling, and it is undercut by an indefensible volume of side content that boils down to fetching three of something from a circle on your map for XP. The Hellraid content is the strangest thing in the package and deserves calibrated expectations. It starts as an arcade cabinet in the Tower that yanks you into a dark fantasy dungeon, trading rebar and machetes for swords, maces and torchlit corridors. At launch it was barely more than a wave-clearing score attack with a leaderboard attached. Techland kept building on it, eventually adding an actual story path with a boss encounter and new weapon sets, which is more post-release care than most side modes ever get. The medieval melee feels satisfyingly heavy next to the modern arsenal, and the tonal swerve is genuinely fun. Treat it as a side mode, not a campaign. Corridors repeat, enemy variety is limited, and the loop rewards grinding runs more than it rewards curiosity. Fellow dragon people, temper yourselves. There are no dragons. Who should play it: anyone who wants movement to be the power fantasy rather than the shooting, anyone with three friends and a free weekend, and anyone curious how a game this old earned years of continuous support, a level editor and a Workshop full of community maps. Who should skip it: players who need their RPGs to have writing worth re-reading, and anyone allergic to open-world checklists. I have replayed Harran more often than games with far better scripts, which tells you exactly where the value sits. Play on hard. Go out at night on purpose. Monika, Scout Team

Dying Light - Hellraid

Dying Light - Hellraid

Jan 26, 2015Techland
GamerScout Says

The first hour feels clumsy on purpose. Survive to the grappling hook and Harran becomes the best first-person parkour playground on PC, filler quests and all.

PC
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GamerScout Verdict

Best for players who want parkour as the power fantasy and can forgive thin writing plus a pile of fetch-quest padding.

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About Dying Light - Hellraid

The first hour of this one is genuinely rough, and I need you to know that going in. You start as Kyle Crane, a GRE operative dropped into quarantined Harran, and you are slow, fragile, and swinging a pipe that breaks after a few good hits. Zombies you should be able to shove aside will stagger you into a wall. Climbing feels sticky. Night falls and the game basically tells you to go home. If you bounce off it here I understand, but you would be quitting during the tutorial of a systems game that does not really start until you have banked a few skill points and unlocked the grappling hook. Give it four hours. The curve from helpless to superhuman is the entire point, and very few games pace that transformation this well. What you are actually playing is a first-person parkour survival game with an RPG spine. Three skill trees (Survivor, Agility, Power) level independently based on what you do, so sprinting across rooftops makes you a better climber and caving in skulls makes you hit harder. Crafting runs on scavenged junk and blueprints, and the good ones turn a plain machete into something that sets a horde on fire or electrocutes an entire alley. The day and night cycle is the real design centerpiece: daylight is for scavenging and traversal, nightfall brings Volatiles that hunt in packs and turn a two-block walk into a chase with your heart in your throat. All of it runs in four-player co-op, and Be the Zombie lets another player invade your night as a Night Hunter, which is either the best or the worst thing that will happen to your session. Now the part I care most about, and where I will be less generous. The writing is competent action-movie material and not much more. Crane's arc from company man to reluctant local hero hits the beats you expect in the order you expect them, the supporting cast back at the Tower is likeable but thin, and the villain is a cartoon. Meaningful choice does not exist here, so if you want branching consequence, look elsewhere. Harran does the heavy lifting instead. The worldbuilding lives in room detail: barricaded apartments, notes from people who did not make it, a school gym converted into something awful. That is real environmental storytelling, and it is undercut by an indefensible volume of side content that boils down to fetching three of something from a circle on your map for XP. The Hellraid content is the strangest thing in the package and deserves calibrated expectations. It starts as an arcade cabinet in the Tower that yanks you into a dark fantasy dungeon, trading rebar and machetes for swords, maces and torchlit corridors. At launch it was barely more than a wave-clearing score attack with a leaderboard attached. Techland kept building on it, eventually adding an actual story path with a boss encounter and new weapon sets, which is more post-release care than most side modes ever get. The medieval melee feels satisfyingly heavy next to the modern arsenal, and the tonal swerve is genuinely fun. Treat it as a side mode, not a campaign. Corridors repeat, enemy variety is limited, and the loop rewards grinding runs more than it rewards curiosity. Fellow dragon people, temper yourselves. There are no dragons. Who should play it: anyone who wants movement to be the power fantasy rather than the shooting, anyone with three friends and a free weekend, and anyone curious how a game this old earned years of continuous support, a level editor and a Workshop full of community maps. Who should skip it: players who need their RPGs to have writing worth re-reading, and anyone allergic to open-world checklists. I have replayed Harran more often than games with far better scripts, which tells you exactly where the value sits. Play on hard. Go out at night on purpose.

Monika
Monika · Scout Team

RPGs

Tags

auto-admittedFirst-Person ParkourDay/Night CycleWeapon CraftingDrop-In Co-opAsymmetric PvPSkill Tree ProgressionDark Fantasy Dungeon CrawlHeavy Melee CombatLong-Term Post-Launch Support

System Requirements

Minimum

Processor
Intel® Core™ i5-2500 @3.3 GHz / AMD FX-8320 @3.5 GHz
Memory
4 GB RAM DDR3 Hard Drive: 40 GB free space
Graphics
NVIDIA® GeForce…

Recommended

Processor
Intel® Core™ i5-4670K @3.4 GHz / AMD FX-8350 @4.0 GHz
Memory
8 GB RAM DDR3 Hard Drive: 40 GB free space
Graphics
NVIDIA® Ge…

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Reviews & Ratings

Metacritic
87
Steam
95%(494,129)

Game Info

Developer
Techland
Publisher
Techland
Release Date
Jan 26, 2015

Features

Single-playerMultiplayerPvPOnline PvPCo-opOnline Co OpSteam AchievementsFull controller support+10 more

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Frequently asked questions about Dying Light - Hellraid

How much does Dying Light - Hellraid cost?

As of 24 August 2026, the cheapest in-stock offer for Dying Light - Hellraid is €9.99 at GameBillet, out of 2 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Dying Light - Hellraid cheapest?

The lowest in-stock price we track for Dying Light - Hellraid is €9.99 at GameBillet (24 August 2026). We compare 2 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Dying Light - Hellraid available on?

Dying Light - Hellraid is available on PC.

When was Dying Light - Hellraid released?

Dying Light - Hellraid was released on 26 January 2015.

Who developed Dying Light - Hellraid?

Dying Light - Hellraid was developed by Techland.

Is Dying Light - Hellraid worth buying?

Dying Light - Hellraid holds a Metacritic score of 87/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.