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The Lost Wild vs Dying Light 2 Stay Human

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info General Information
Release Date
Oct 26, 2027 Feb 4, 2022
Developer
Great Ape Games Techland
Publisher
Annapurna Interactive Techland Publishing
Genre(s)
First-Person Survival Horror Action RPG, Open World, Survival Horror, Parkour, First-Person
Engine
Unreal Engine 5 C-Engine (Techland's in-house engine)
stars Ratings & Price
Content Rating
Mature 17+ Mature 17+
Avg. User Rating
4.6 / 5.0 4.0 / 5.0
Current Price (USD)
$49.99 $59.99
tune Key Specs
Quick Highlights
  • Audio Middleware: Audiokinetic Wwise (Full 3D Spatial Audio & Diffraction)
  • Combat Model: Non-Lethal Deterrence, Evasion, and Acoustic Stealth
  • Game Engine: Unreal Engine 5 (Nanite, Lumen, Virtual Shadow Maps)
  • Installation Footprint: 85 GB High-Speed Solid State Storage
  • Map Architecture: Interconnected Hub-and-Spoke Semi-Open World
  • Target Frame Rate: 60 FPS at 1440p / 4K with Upscaling
  • Target Platforms: PC (Steam, Epic Games Store), PlayStation 5
  • Perspective: First-Person
  • Multiplayer: Cooperative (4 players online for entire campaign)
  • Setting: Villedor ('The City'), Post-Apocalyptic Europe, 20+ years after Harran Virus outbreak
  • Platforms: PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch (Cloud Version)
  • Unique Feature: Advanced Parkour System, Day/Night Cycle Impacting Gameplay, Branching Narrative with Faction Choices, Melee-Focused Combat, Infection Management.
sports_esports Gameplay & Mechanics
Companions/Followers
  • Scavenged Two-Way Emergency Radio: Receives directional guidance and narrative context; risks acoustic detection if volume is unmanaged.
    Handheld Transceiver Hardware
  • Vintage Military Lensatic Compass: Provides true magnetic orientation without emitting noise, electronics, or battery drain.
    Analog Navigation Instrument
  • Dual-Channel Bio-Frequency Scanner: Visualizes low-frequency seismic vibrations, alerting the player to massive incoming predators.
    Experimental Prototype Sensor
  • Co-op Players (Online): Up to 3 other players can join the host's game in online co-op. They control their own Aiden characters with their respective progression. Teammates can revive each other, combine combat efforts, and assist in completing quests and exploring The City. Loot is generally instanced or shared fairly.
    Human (Other Players' Aidens)
  • Story-Specific AI Companions (Temporary): During certain main story missions or side quests, key NPC characters will temporarily accompany Aiden, providing combat support and unique dialogue. They are AI-controlled and their presence is scripted for those specific mission segments. They are not persistent, commandable companions.
    Human (Key NPCs like Lawan, Hakon)
Key Collectibles
  • Project Oversight Tape Cassettes: Administrative executive desks, secure observation bunkers, and communications relay desks.
  • Paleontological Field Journals: Overgrown botanical vivariums, field observation blinds, and abandoned specimen holding pens.
  • Corporate Clearance Keycards: Security checkpoints, skeletal remains in laboratory corridors, and maintenance workshop toolboards.
  • Inhibitors (GRE Crates): Found in GRE Quarantine Buildings, Military Convoys, Airdrops, and other high-risk locations. Essential for upgrading Aiden's maximum Health and Stamina, which in turn unlocks access to higher-tier Combat and Parkour skills.
  • Mementos (Notes, Recordings, Dog Tags, Newspapers, etc.): Lore items scattered throughout Villedor that provide backstory about the world, The Fall, key characters, and the daily struggles of survivors. Found in buildings, safe zones, and quest locations.
  • Graffiti Tags (Street Art): Collectible pieces of street art created by various artists in The City. Often found in hard-to-reach parkour locations, requiring skilled traversal to find and collect.
  • Tapes (Music & Story): Audio tapes that can be played on Aiden's cassette player. Some are music tracks, while others contain story segments, interviews, or personal logs providing more lore.
  • Blueprints: Recipes for crafting weapon mods, consumables (medkits, boosters), throwables, and arrows/bolts. Found in the world, as quest rewards, or purchased from Craftmasters.
Key Themes
  • Prehistoric Survival
  • Acoustic Stealth
  • Isolation
  • Psychological Horror
  • Systemic Ecology
  • Post-Apocalypse
  • Zombie Outbreak
  • Survival
  • Moral Choices & Consequences
  • Faction Warfare
  • Parkour & Freedom of Movement
  • Hope vs. Despair
  • Humanity's Struggle
  • Infection & Transformation
  • Scavenging & Crafting
colorize Combat & Gear
Weapons Overview
  • High-Intensity Magnesium Flare: Chemical Pyrotechnic Deterrent
    Ignites with intense heat and blinding light. Used to brandish against aggressive pack predators or illuminate pitch-black subterranean complexes, though heavily visible across long distances.
  • Industrial Acoustic Sonic Blaster: Directional Sound Weapon
    Emits a concussive shockwave of directional high-frequency sound designed to overwhelm dinosaur auditory senses, causing immediate recoil and disorientation.
  • Scavenged High-Voltage Cattle Prod: Electrical Contact Stunner
    Delivers an emergency close-quarters shock that forces striking predators to break their grapple, exhausting a significant portion of its replaceable battery charge.
  • Pressurized CO2 Fire Extinguisher: Environmental Obscuration Tool
    Discharges an opaque cloud of freezing gas that blinds predators, suppresses their olfactory tracking, and creates an instant visual barrier for rapid escapes.
  • Improvised Mechanical Noise Distractor: Throwable Acoustic Decoy
    A wind-up mechanical clatter device that can be tossed across terrain to generate localized acoustic signatures, baiting predators away from critical doorways.
  • Melee Weapons (One-Handed & Two-Handed): Various (Axes, Maces, Swords, Machetes, Hammers, Knives, Pipes, Bats, Knuckledusters)
    The primary combat tools. Weapons have rarity tiers (Common to Artifact), durability, and can be enhanced with craftable mods (e.g., adding elemental damage like fire/shock, increasing impact, critical chance, or durability). Different weapon types have varying attack speeds, damage, and special properties (e.g., blunt weapons good against armor, slashing against unarmored).
  • Bows & Crossbows: Ranged (Silent, Precision)
    Silent ranged weapons ideal for stealth and taking out enemies from a distance. Various arrow/bolt types can be crafted (standard, fire, shock, explosive, poison, UV). The PK Crossbow is a powerful late-game reward.
  • Throwables: Tactical/Explosive/Utility
    Craftable items like Molotov Cocktails, DIY Grenades, UV Bars (temporary UV light source), Decoys (to distract infected), Mines, C4, Throwing Knives.
  • Gear & Consumables (Boosters): Utility/Buffs
    Boosters provide temporary enhancements to combat, parkour, health regeneration, or resistances. Medkits are essential for healing. Craftable using herbs and other resources.
  • UV Flashlight: Defensive Tool
    An essential tool, especially at night. Its UV light weakens and repels Volatiles and other light-sensitive infected, creating temporary safe opportunities. Can be upgraded for intensity and duration.
  • Firearms (Limited): Ranged (Ballistic - Rare)
    While the game is primarily melee-focused due to ammo scarcity in The City, some limited firearms like makeshift pistols or shotguns (e.g., 'Boomstick') can be found or crafted, but ammo is extremely rare and they are generally less sustainable than melee or bows.
Armor / Gear Sets
  • Reinforced Canvas Field Jacket: Mild laceration resistance, silent movement across dry brush, baseline weather protection.
  • Padded Ballistic Security Vest: Moderate blunt trauma absorption against tail strikes and headbutts, increases acoustic noise profile by 15%.
  • Rubberized Hazardous Materials Suit: Total chemical and spore immunity in contaminated research sectors, limits sprint recovery rate by 20%.
  • Gear Pieces (Head, Chest, Gloves, Bracers, Pants, Shoes): Players equip six pieces of gear, each belonging to a specific class (Tank, Brawler, Medic, Ranger) that provides bonuses tailored to that playstyle (e.g., Tank gear offers more damage resistance, Brawler gear more melee damage). Gear has rarity tiers (Common to Artifact) and provides stats like armor, damage resistance, and specific perks (e.g., +% damage at night, reduced stamina cost for parkour). Gear can be found, bought, or earned as quest rewards.
  • Cosmetic Outfits (Transmog): A transmogrification system allows players to change the appearance of their equipped gear to look like any other gear piece they have collected, without altering its stats. Many full cosmetic outfits are also available through events, DLC, or store purchases.
Outfits/Customization
  • Expedition Field Apparel: Standard earth-tone canvas, Weathered Woodland Camouflage, High-Visibility Rescue Orange.
  • Tactical Scavenger Gear: Reinforced knee-padded trousers, muffled soft-soled boots, utilitarian equipment harness.
  • Gear Sets (Tank, Brawler, Medic, Ranger): Players equip six pieces of gear (Head, Torso, Gloves, Wrists, Legs, Feet). Each piece belongs to a class (Tank, Brawler, Medic, Ranger) providing specific gameplay bonuses (e.g., damage reduction, melee damage, healing effectiveness, ranged damage). Gear has visual variety based on its class, rarity, and faction origin (PK, Survivor, Renegade aesthetic). A transmog system allows players to change equipped gear's appearance to any owned style.
  • Cosmetic Outfits & Skins: Full cosmetic outfits that change Aiden's entire appearance without affecting stats are available through game progression, events, DLC, or store purchases (e.g., Nightrunner outfit, Peacekeeper outfit, various themed bundles).
  • Weapon Charms: Small cosmetic charms that can be attached to melee weapons for personalization.
trending_up Progression & Upgrades
Skills & Progression

In keeping with its grounded, anti-power-fantasy survival design, The Lost Wild features no gamified skill trees, magical perk progression, or arbitrary character stat increases. Saskia remains as physically vulnerable and human in the final moments of the journey as she is at the beginning. Player progression is driven entirely through environmental mastery, tactical intuition, and physical tool augmentation. By scavenging modular engineering components, replacement wiring, high-grade lenses, and discarded industrial hardware from abandoned workshops, players can modify their utility gear. Upgrades include extending the beam focus and battery resilience of handheld torches, enhancing the acoustic dampening sleeves on navigation equipment, rigging multi-frequency noise generators, and fabricating chemical compound mixtures to lengthen flare combustion times. Mastery is measured by the player's personal ability to decipher behavioral audio cues, recognize predator warning postures, gauge wind direction for scent dispersal, and manipulate the environment rather than unlocking artificial combat buffs.

Aiden has two main skill trees: Combat (unlocking new melee moves, weapon proficiency, and toughness) and Parkour (unlocking advanced traversal abilities like wall runs, slides, and improved jumps). Skill points are earned by performing combat actions and parkour maneuvers respectively. Inhibitors, found in GRE containers, are used to upgrade Health and Stamina, which also gate access to higher-tier skills. Crafting allows Aiden to create weapon mods, consumables (medkits, boosters), and throwable items using scavenged resources. Blueprints for crafting are found or earned.

public World & Exploration
World & Level Design

Rejecting the conventional, dilute checklist format of bloated open-world designs, The Lost Wild implements an intricately interconnected hub-and-spoke spatial layout. The game map encompasses several square kilometers of dense wilderness meticulously partitioned into distinct ecological and industrial sectors. At the center of each sector lie reinforced, partially operational safe facilities—such as the Subterranean Hydroelectric Dam, the Central Administrative Complex, and the Overgrown Vivarium Bunkers. Branching out from these temporary safe havens are claustrophobic wilderness spokes including mist-drenched redwood valleys, treacherous mangrove estuaries, jagged volcanic ridgelines, and crumbling transit tunnels. The environment deliberately restricts panoramic visibility; dense micro-foliage, towering ferns, dynamic weather, and industrial decay form claustrophobic barriers that obstruct sightlines and enforce auditory navigation. Traversing between sectors demands planning high-risk excursions into unmapped spokes to reactivate automated gates, scavenge fuel cells, and repair electrical transformers before retreating to the relative sanctuary of fortified hubs.

The City of Villedor is significantly larger than Harran from the first game, divided into two main districts: Old Villedor (a more classic European-style area with smaller buildings, easier for early parkour) and the Central Loop (a modern downtown area with skyscrapers, requiring advanced parkour tools like the grappling hook and paraglider). There are also surrounding areas, GRE Quarantines, and Dark Hollows. The map is dense with verticality, encouraging rooftop traversal.

Playable Vehicles
  • Derelict All-Terrain Safari Transport: Non-Drivable Environmental Cover / Loot Point
    Overturned 4x4 expedition utility trucks scattered throughout the wilderness that serve as crawlspaces to break predator line-of-sight and scavenge emergency supplies.
  • Automated Monorail Transit Car: Fixed-Path Story Transit Vehicle
    Industrial monorail train cars used to travel between major compound hubs once power grids and track switching stations have been restored.
  • Paraglider: Personal Traversal Gear (Aerial)
    An essential tool unlocked progression, allowing Aiden to glide from high places, cover large distances quickly, and navigate the verticality of the Central Loop. Can be upgraded for better maneuverability and features like a UV light attachment.
  • Grappling Hook: Personal Traversal Gear (Utility)
    A versatile tool used to swing across gaps, pull Aiden towards anchor points, and aid in climbing. It functions more like a physics-based swing rather than a point-and-zip line in some games. Upgradable for range and functionality.
  • Traversal on Foot (Parkour): Player Locomotion
    The primary mode of movement. Dying Light 2 features an advanced and fluid parkour system, allowing Aiden to run, jump, climb, slide, wall-run, and use various environmental elements to navigate The City's rooftops and streets with agility.
Notable Fauna/Mounts
  • Allosaurus: Allosaurus fragilis
    Apex Solitary Stalker (Territorial Megapredator behaving via unscripted systemic intelligence)
  • Dromaeosaur (Raptor): Velociraptorinae gen. sp.
    Coordinated Pack Hunter (Flanks through tall ferns and uses ambush tactics)
  • Stegosaurus: Stegosaurus stenops
    Territorial Mega-Herbivore (Non-aggressive unless startled; hazardous environmental obstacle)
  • Compsognathus: Compsognathus longipes
    Opportunistic Scavenger (Harasses player when injured; acts as an acoustic alert to larger predators)
  • Infected Humans (Various Stages & Types - Virals, Biters, Goons, Demolishers, Volatiles, etc.): Homo sapiens infectus (Harran Virus)
    Primary Antagonistic Force, Ranging from common fodder to elite/boss-level threats.
  • Dogs (Feral/Infected - Howlers): Canis familiaris (Infected)
    Hostile, Howlers alert other infected to Aiden's presence.
  • Rats & Crows: Rodentia / Corvidae
    Ambient wildlife, can sometimes indicate nearby loot or danger, generally non-hostile but can be startled.
  • Deer (Mentioned/Implied in hunting for resources, but not live interactive animals typically): Cervidae
    Primarily a source for crafting resources (leather, bones) through looting or specific contexts rather than live hunting encounters in the city.
book Story & Characters
Main Characters
  • Saskia: Protagonist / Investigative Reporter
    Marooned journalist driven by resourcefulness, sharp observational skills, and human vulnerability, lacking specialized military training.
  • The Voice on the Radio: Mysterious Guide / Facility Overseer
    An unidentified operative broadcasting over encrypted radio frequencies who guides Saskia with ambiguous motivations.
  • Dr. Evelyn Thorne: Chief Geneticist (Deceased/Archival)
    Visionary scientist whose discarded audio logs, personal journals, and recorded experiments chronicle the island's tragic collapse.
  • Aiden Caldwell: Protagonist (Pilgrim)
    An infected survivor with exceptional parkour and combat abilities. He travels to The City searching for his sister, Mia, from whom he was separated during GRE experiments as a child. Aiden is resourceful, determined, and his choices shape the fate of Villedor.
  • Lawan: Ally / Potential Romantic Interest
    A strong, independent, and cynical survivor in The City, driven by a desire for revenge against Colonel Waltz. She becomes a crucial ally to Aiden and is skilled in combat and parkour. Voiced and motion-captured by Rosario Dawson.
  • Hakon: Ally / Nightrunner
    An experienced Nightrunner who helps Aiden navigate The City early in his journey. He is knowledgeable about survival and the city's factions but has his own hidden agenda and complex allegiances.
  • Colonel Lucas Waltz: Main Antagonist (Former GRE Scientist / Renegade Leader)
    A brilliant but ruthless scientist formerly with the GRE, now the leader of the Renegades. He is obsessed with finding a cure for his own condition and is connected to Aiden and Mia's past experiments. He possesses superhuman abilities due to self-experimentation.
  • Frank Marwey: Supporting Character / Former Nightrunner Leader
    The former leader of the Nightrunners, now a disillusioned and alcoholic owner of the Fish Eye Canteen. He possesses valuable information and contacts within The City.
  • Major Jack Matt: Faction Leader (Peacekeepers)
    The stern and militaristic commander of the Peacekeepers in the Central Loop. He seeks to impose order and security through strict control and military might.
  • Sophie: Faction Figure (Survivors - Old Villedor)
    A key figure among the Survivors in the Bazaar in Old Villedor, trying to protect her community. Her brother, Barney, often causes trouble.
  • Carl: Faction Figure (Survivors - Central Loop)
    One of the leaders of the Survivors faction operating from the PK Floating Fortress in the Central Loop, advocating for a more communal and less authoritarian approach.
  • Various other supporting characters: Quest Givers, Faction Members, Survivors
    Numerous other characters populate The City, offering quests, information, and representing the diverse struggles of those living in the post-apocalypse.
Example Missions
  • Restoring Sector 4 Geothermal Grid: Main Story Infiltration / Engineering
    Navigate the flooded lower maintenance corridors of the geothermal plant to reset three circuit breakers while evading a patrolling Allosaurus.
  • Infiltrating the Cryo-Containment Vault: Main Story Stealth Retrieval
    Locate an intact genetic sample and authorization keycard inside a ruined laboratory without alerting the nesting pack of dromaeosaurs.
  • The Relay Tower Ascent: Main Story Environmental Traversal
    Scale an exposed communications spire atop a storm-swept jungle ridge to align the primary satellite dish and establish external radio contact.
  • Main Story Quests (Aiden's Search for Mia)
    A series of narrative-driven missions that follow Aiden Caldwell's journey to find his sister Mia, unravel his past with the GRE experiments, and navigate the faction conflicts within Villedor. These missions involve critical choices that shape the city and its inhabitants.
  • Side Quests (Citizen Requests & Stories)
    Numerous optional quests given by various NPCs throughout The City. These offer diverse scenarios, from helping survivors with personal problems and investigating mysteries to undertaking dangerous tasks for factions or individuals. They provide XP, rewards, and further insight into the world.
  • Facility Assignment Missions (Water Towers & Electrical Stations)
    Key missions where Aiden must secure and assign control of vital city infrastructure (Water Towers, Electrical Stations) to either the Peacekeepers or the Survivors. This choice permanently alters the zone, adding faction-specific parkour aids (e.g., PK traps, Survivor ziplines/airbags) and changing NPC presence.
  • GRE Anomaly Fights (Revenants)
    Night-time boss encounters against powerful, unique infected called Revenants found at specific GRE Anomaly sites. Defeating them rewards Combat XP, valuable loot, and often Inhibitors.
  • GRE Quarantine Buildings & Dark Hollows
    Daytime-infested or night-time high-risk indoor locations that contain valuable loot, crafting materials, and Inhibitors. GRE Quarantines are multi-level challenges, while Dark Hollows are smaller but often guarded by Volatiles at night.
  • Windmills & Metro Stations (Safe Zone Activation)
    Activate windmills by completing parkour challenges to power them up, creating new Survivor safe zones. Clear out infected and restore power to Metro Stations to unlock them as fast travel points and larger safe zones.
  • Airdrops & Military Convoys
    Locate and loot valuable supplies from GRE airdrops (often on rooftops or in dangerous areas) and abandoned military convoys. These contain high-tier gear, crafting parts, and Inhibitors.
  • Parkour Challenges & Combat Challenges
    Timed challenges that test Aiden's parkour skills (reaching checkpoints within a time limit) or combat abilities (defeating waves of enemies). Award medals and XP based on performance.
  • Story DLC Missions (e.g., 'Bloody Ties')
    Self-contained narrative expansions with new storylines, characters, locations, and rewards. 'Bloody Ties' focuses on a brutal arena tournament.
people Multiplayer
Multiplayer Details

There are zero multiplayer modes present in The Lost Wild. The design philosophy of Great Ape Games is anchored in unyielding isolation, psychological tension, and personal vulnerability—artistic pillars that would be fundamentally compromised by cooperative companions or competitive multiplayer dynamics. The systemic AI routines powering the predators are tuned specifically to stalk, test, and confront a lone human target. Introducing multiple players would disrupt the delicate balance of acoustic triangulation, sightline management, and scarce resource economy. By omitting multiplayer netcode and synchronized physics overhead, the engineering team has dedicated 100% of CPU and GPU processing cycles toward complex unscripted animal behaviors, dynamic spatial sound occlusion, and high-fidelity environmental rendering, guaranteeing a pure and uncompromising single-player survival horror experience.

Features a 4-player online cooperative mode, allowing players to experience the entire main story campaign and most side activities together. Players can join a host's game, and progression is largely tied to the host, though players retain their character progression and inventory. Co-op enhances combat and exploration with team tactics.

extension Editions & DLC
Available Editions

The Lost Wild is slated to launch across two primary retail configurations: the Standard Edition and the Expedition Deluxe Edition. The Standard Edition ($49.99) includes the full baseline survival horror experience alongside access to digital pre-order bonuses featuring an interactive digital survival handbook with biological field sketches and early survival tips. The Expedition Deluxe Edition ($69.99) is tailored for enthusiasts and collectors, bundling the base game with the Complete Spatial Soundtrack composed using bespoke binaural audio recordings, a high-resolution 120-page digital artbook detailing the anatomical and behavioral research behind the paleo-accurate dinosaurs, and the 'Field Researcher Supply Pack.' This in-game cosmetic package provides vintage field outerwear variations for Saskia, weathered visual skins for her scavenged compass and two-way radio, and exclusive pre-production developer commentary audio tracks accessible within completed compound hubs.

Available in Standard, Deluxe, and Ultimate Editions. Deluxe Edition included digital artbook, soundtrack, exclusive weapon charms, wallpapers, comic, and the first story DLC ('Bloody Ties'). Ultimate Edition included all Deluxe content, plus the second story DLC (yet to be released as of mid-2024), 2h Night XP Boost, crafting items, and two more outfit/weapon skin packs. A Collector's Edition with physical items was also available.

Post-Launch Content / DLC

In alignment with the traditional publishing ethos of Annapurna Interactive, The Lost Wild is planned as a complete, fully contained narrative horror campaign at launch, deliberately eschewing live-service season passes, predatory microtransactions, or segmented paid story cuts. Post-launch developer roadmaps focus primarily on technical optimization, driver-level stability updates, and community-requested quality-of-life enhancements. Anticipated post-launch content includes a dedicated 'Survival Simulation Mode' (Permadeath Ironman Mode), which reshuffles item scavenge placements, drastically decreases battery and flare availability, and heightens dinosaur sensory perception algorithms for extreme replayability. A free future update is also slated to introduce a virtual museum 'Paleontological Diorama Viewer,' allowing players to inspect the photogrammetric dinosaur models, observe their full procedural animation rigs, and listen to developer commentaries detailing the behavioral science that guided their creation.

Techland has committed to 5+ years of post-launch support. The first story DLC, 'Bloody Ties' (arena combat themed), has been released. A second major story DLC is planned. Numerous free updates have added new content, features (like transmog, new parkour challenges, graphics options), seasonal events, and cosmetic packs (Chapter Agents, skin bundles).

help_outline FAQ
Frequently Asked Questions
  • Q: Does The Lost Wild feature conventional firearms or lethal combat?
    A: No. The Lost Wild strictly eschews traditional firearms, shotguns, and ballistic weapons. In accordance with its grounded survival horror philosophy, the player cannot kill apex predators. Gameplay centers on evasion, hiding, acoustic management, and utilizing non-lethal deterrents like flares, stun batons, and sound distractors to momentarily disrupt attacks.
  • Q: What game engine powers The Lost Wild and what are its key technical features?
    A: The game is developed on Unreal Engine 5. It takes full advantage of Nanite virtualized micropolygon geometry for rendering dense prehistoric vegetation without level-of-detail pop-in, and Lumen dynamic global illumination for photorealistic real-time lighting and shadows that directly impact stealth mechanics.
  • Q: How does the dinosaur artificial intelligence work compared to other survival horror titles?
    A: Helmed by Gary Napper (former Lead Designer on Alien: Isolation), the AI treats dinosaurs as living, biological entities governed by instincts, hunger, curiosity, and territoriality rather than scripted horror monsters. They react dynamically to sounds, posture, and light, often demonstrating restraint and observation before deciding whether to attack or wander away.
  • Q: Which platforms will The Lost Wild release on, and is an Xbox or Switch version planned?
    A: The game is officially confirmed for release on PlayStation 5 and Windows PC via Steam and the Epic Games Store. To maintain uncompromising graphical standards utilizing Unreal Engine 5’s most demanding features, versions for Xbox Series X/S and Nintendo Switch are not part of the initial launch window.
  • Q: Is The Lost Wild an open-world game or a linear experience?
    A: It utilizes an interconnected 'hub-and-spoke' level structure. Players operate out of relatively secure, fortified indoor hubs (laboratories, bunkers) and venture outward on perilous sorties into sprawling, claustrophobic wilderness spoke regions to accomplish objectives before returning to safety.
  • Q: Is Dying Light 2 a direct sequel to the first Dying Light?
    A: Yes, Dying Light 2 Stay Human is set approximately 20 years after the events of the original Dying Light and its 'The Following' expansion. While it features a new protagonist (Aiden) and setting (The City of Villedor), it exists in the same universe and references past events and characters like Spike.
  • Q: How important are choices in Dying Light 2?
    A: Choices are a significant gameplay mechanic. Aiden's decisions during main quests and some side quests can have major consequences, affecting faction control over city districts (which changes the environment with faction-specific parkour tools or traps), the fate of characters, and the overall narrative outcome. The game features multiple ending variations.
  • Q: What is the Day/Night cycle like?
    A: The Day/Night cycle is a core feature. Daytime is generally safer for exploration and completing objectives, with fewer aggressive infected. Night-time is extremely dangerous, with more powerful infected like Volatiles roaming the streets. However, night offers increased XP gain and access to specific locations (like Dark Hollows and Forsaken Stores) that contain valuable loot but are heavily infested during the day.
  • Q: How does the infection mechanic work for Aiden?
    A: Aiden is infected with the Harran Virus. He wears a biomarker that tracks his immunity levels. When in darkness or away from UV light sources for too long, his immunity drops, and if it reaches zero, he will turn into a Viral. Players must manage this by using UV lamps, UV shrooms, inhibitors, or returning to safe zones before turning.
  • Q: Are there firearms in Dying Light 2?
    A: The base game is heavily focused on melee combat and bows due to a story premise that firearms and ammunition became extremely scarce after The Fall. While some makeshift firearms like the 'Boomstick' (a craftable shotgun) exist, and more traditional firearms were added in later updates (like the 'Firearms Update' in early 2024), melee remains the primary combat style.
build Technical Details
Graphics & Visual Fidelity

Visually, The Lost Wild represents an extraordinary showcase of Unreal Engine 5’s graphical suite, achieving photorealistic prehistoric environments. Nanite virtualized geometry enables hyper-detailed geological formations, crumbling concrete architecture, and dense prehistoric foliage without noticeable polygon pop-in or level-of-detail degradation. Lumen dynamic global illumination generates real-time bounce lighting that dramatically impacts stealth: as the player walks beneath towering ferns, sunlight dynamically filters through the canopy, while igniting a flare casts moving volumetric shadows that alter light and shadow hiding spots. The dinosaurs are modeled with meticulous paleo-biological accuracy, featuring photogrammetric epidermal texturing, dynamic muscle deformation, moisture mapping along reptilian snouts, and procedural eye tracking that realistically scans environments. Advanced volumetric fog, dynamic wetness shaders during tropical downpours, and physical wind simulations across tree lines combine to produce a living, breathing, and deeply menacing primeval world.

Powered by Techland's C-Engine, the game showcases a detailed and dilapidated urban environment. It features advanced lighting, dense geometry, volumetric fog, and detailed character/infected models. Ray tracing options (Global Illumination, Shadows, Reflections, Ambient Occlusion) are available on PC and current-gen consoles, significantly enhancing visual fidelity but also being very demanding.

Audio & Soundtrack

Sound design in The Lost Wild is not merely an aesthetic enhancement; it is the fundamental core of the gameplay mechanics. Built using Audiokinetic's Wwise audio engine integrated with custom acoustic propagation plugins, the soundscape operates as a living, two-way tactical system. Real-time binaural spatialization simulates the physical diffraction, environmental absorption, and reverberation of sound waves across concrete, mud, metal, and dense foliage. Players must actively listen for the heavy footfalls, territorial throat rumbles, snapping twigs, and distant vocalizations of approaching predators to determine their range and vector. Concurrently, every player action generates a calculated acoustic footprint: sprinting across metal catwalks or splashing through shallow water produces sharp sound waves that immediately attract stalking carnivores. The musical score, composed of discordant strings, subterranean bass drones, and primal organic percussion, emerges only during psychological breaking points, allowing natural environmental silence to carry the terror.

Original score composed by Olivier Deriviere, featuring a dynamic system that adapts the music to gameplay intensity and player actions (e.g., during parkour sequences or intense combat). Sound design emphasizes visceral melee impacts, distinct infected vocalizations, and the atmospheric tension of night-time exploration. The Biomarker's ticking sound adds to the infection mechanic's urgency.

User Interface (UI/UX)

The user interface in The Lost Wild embraces a radical diegetic and minimalist approach designed to maximize atmospheric immersion and eliminate screen-clutter distractions. Traditional floating heads-up display (HUD) elements—such as artificial health bars, digital mini-maps, objective markers, and on-screen crosshairs—are completely absent from the display. Saskia’s physical status is communicated organically through subtle audio-visual cues: ragged respiration indicates stamina depletion, blurred peripheral vision highlights panic, and crimson garment staining denotes severe physical trauma. Navigating the world requires opening a physical paper topographical map and consulting a real-time analog compass held in Saskia's hands. Battery levels, flare combustion, and radio frequencies are monitored directly via physical gauges, illuminated LEDs, and dials built onto the scavenged tools themselves, ensuring the player remains thoroughly grounded within the world.

First-person HUD displaying health, stamina, infection timer (biomarker), equipped weapon/tool, and objective markers. A compass aids navigation. Crafting and inventory menus are accessible. Skill trees are visually represented. The day-night cycle and infection status are prominent UI elements.

Accessibility Options

Great Ape Games has integrated an extensive suite of accessibility features to ensure that the intense survival horror experience can be customized to suit varied player needs. Visual accommodations include full high-contrast visual filters that distinguish predatory fauna from dense background foliage, customizable colorblind profiles (Deuteranopia, Protanopia, Tritanopia), scalable font sizes for all discovered research logs, and adjustable field-of-view (FOV) sliders to combat motion sickness. For deaf and hard-of-hearing players, the game includes a directional closed-captioning system that provides visual spatial indicators for critical environmental sounds, such as raptor vocalizations, breaking branches, and distant apex predator roars. Motor accessibility settings offer full gamepad button remapping, toggles for running and crouching instead of sustained button holds, adjustable camera sensitivity curves, and options to disable rapid button-mashing during physical struggle deterrent sequences.

Offers a range of accessibility options: customizable controls (key remapping on PC), subtitle customization (size, background, speaker names), colorblind modes, options to change QTEs from taps to holds, aim assist, adjustable FOV (PC), motion blur toggle, head bob toggle, and various audio/visual cues.

Gameplay Video
launchWatch launchWatch
Walkthrough/Guide
launchView launchView
settings_applications System Requirements
1080p (Full HD) - Recommended RT (1080p ~60 FPS, High RT Preset) (Ray Tracing High Preset (likely with DLSS/FSR Quality/Performance))
CPU: CPU for 1080p/60FPS with RT.
CPU (Laptop): High-end laptop CPUs.
GPU: Recommended desktop GPU for 1080p/60FPS with High RT.
GPU (Laptop): High-end RT capable laptop GPUs. 8GB+ VRAM crucial, upscaling vital.
RAM: 16GB RAM required.
Storage: NVMe SSD strongly recommended.
memoryCPU: Intel Core i7-9700K or AMD Ryzen 7 3700X
developer_boardGPU: NVIDIA GeForce RTX 3080 (10GB)
laptop_macCPU (L): Intel Core i7-11800H / AMD Ryzen 7 5800H or better
laptop_windowsGPU (L): NVIDIA GeForce RTX 3070 Ti Mobile (8GB, Max TGP) / RTX 4070 Mobile (8GB, Max TGP). **An RTX 3080 Mobile or RTX 4080 Mobile would provide a more stable high RT experience.**
layersRAM: 16 GB
saveStorage (Tier): 60 GB NVMe SSD
1080p (Full HD) - Minimum (1080p / 30 FPS / Low-Medium Settings) (Low Preset, TSR Balanced Upscaling, Dynamic Shadows Low)
CPU: Provides baseline 6-core processing to handle systemic AI territorial routines and baseline physics.
CPU (Laptop): Maintains adequate IPC across mobile form factors without dropping processing threads for background AI logic.
GPU: Baseline VRAM threshold required to hold Nanite meshes and lower-tier texture mipmaps without out-of-memory crashes.
GPU (Laptop): Sufficient to run 1080p low settings when utilizing DLSS Performance mode to ease the rendering pipeline.
RAM: Crucial to prevent severe memory paging pauses when entering unbuffered research facility sectors.
Storage: Minimum baseline to avoid asset pop-in during sprint-and-evasion player movements.
memoryCPU: Intel Core i5-8400 or AMD Ryzen 5 2600X
developer_boardGPU: NVIDIA GeForce GTX 1660 Super (6GB) or AMD Radeon RX 5600 XT (6GB)
laptop_macCPU (L): Intel Core i5-11400H or AMD Ryzen 5 5600H
laptop_windowsGPU (L): NVIDIA GeForce RTX 3050 Laptop GPU (6GB, 75W TGP)
layersRAM: 16 GB
saveStorage (Tier): 85 GB SATA SSD
1080p (Full HD) - Recommended (1080p / 60 FPS / High Settings) (High Preset, DLSS/FSR Quality Mode, Lumen Software GI)
CPU: 8 physical cores comfortably process multi-layered Wwise spatial acoustics alongside unscripted dinosaur behaviors.
CPU (Laptop): High single-thread performance ensures stable 60 FPS pacing through thick jungle canopies.
GPU: Generous 12GB frame buffer easily accommodates high-resolution textures and real-time screen-space reflections.
GPU (Laptop): Leverages Ada Lovelace architecture with DLSS 3 Frame Generation to sustain smooth 60 FPS benchmarks.
RAM: Standard configuration enabling optimal memory throughput for simultaneous sound diffraction calculations.
Storage: Drastically reduces loading screens and ensures zero texture streaming latency in high-speed encounters.
memoryCPU: Intel Core i7-10700K or AMD Ryzen 7 3700X
developer_boardGPU: NVIDIA GeForce RTX 3060 (12GB) or AMD Radeon RX 6700 XT (12GB)
laptop_macCPU (L): Intel Core i7-12700H or AMD Ryzen 7 6800H
laptop_windowsGPU (L): NVIDIA GeForce RTX 4060 Laptop GPU (8GB, 105W TGP)
layersRAM: 16 GB
saveStorage (Tier): 85 GB NVMe PCIe 3.0 SSD
1080p (Full HD) - Minimum RT (1080p ~30 FPS, Low RT Preset) (Ray Tracing Low Preset (likely with DLSS/FSR Quality/Balanced))
CPU: CPU for 1080p/30FPS with RT.
CPU (Laptop): Mid-to-high range laptop CPU.
GPU: Minimum desktop GPU for 1080p/30FPS with RT.
GPU (Laptop): Entry-level RT capable laptop GPUs. Upscaling essential.
RAM: 16GB RAM required.
Storage: SSD required.
memoryCPU: Intel Core i5-8600K or AMD Ryzen 5 3600X
developer_boardGPU: NVIDIA GeForce RTX 2070 (8GB)
laptop_macCPU (L): Intel Core i7-10750H / AMD Ryzen 7 4800H or better
laptop_windowsGPU (L): NVIDIA GeForce RTX 3060 Mobile (6GB, High TGP) / RTX 4050 Mobile (6GB, High TGP). **An RTX 3070 Mobile or RTX 4060 Mobile would be significantly better for RT.**
layersRAM: 16 GB
saveStorage (Tier): 60 GB SSD
1080p (Full HD) - Recommended (1080p ~60 FPS, High Preset, No Ray Tracing) (High Preset, Ray Tracing OFF)
CPU: Recommended desktop CPU for 1080p/60FPS without RT.
CPU (Laptop): Estimated mid-range to high-end laptop CPUs.
GPU: Recommended desktop GPU for 1080p/60FPS High without RT.
GPU (Laptop): Estimated performance-focused laptop GPUs. 6GB+ VRAM crucial.
RAM: 16GB RAM strongly recommended.
Storage: SSD strongly recommended.
memoryCPU: Intel Core i5-8600K or AMD Ryzen 5 3600X
developer_boardGPU: NVIDIA GeForce RTX 2060 (6GB) or AMD Radeon RX Vega 56 (8GB)
laptop_macCPU (L): Intel Core i7-9750H / AMD Ryzen 7 4800H equivalent or better
laptop_windowsGPU (L): NVIDIA GeForce RTX 2060 Mobile (6GB, High TGP) / RTX 3060 Mobile (6GB, High TGP) or AMD Radeon RX 6600M. **An RTX 3060 Mobile (High TGP) or RTX 4060 Mobile is a good target for 1080p High 60FPS.**
layersRAM: 16 GB
saveStorage (Tier): 60 GB SSD
1080p (Full HD) - Minimum (1080p ~30 FPS, Low Preset, No Ray Tracing) (Low Preset, Ray Tracing OFF)
CPU: Minimum desktop CPU for 1080p at lower settings without RT.
CPU (Laptop): Estimated laptop CPU equivalent. Newer i5/Ryzen 5 H-series recommended.
GPU: Minimum desktop GPU for 1080p at lower settings without RT.
GPU (Laptop): Estimated laptop GPUs. 4GB VRAM is absolute minimum.
RAM: Minimum RAM requirement.
Storage: HDD is absolute minimum, expect long load times.
memoryCPU: Intel Core i3-9100 or AMD Ryzen 3 2300X
developer_boardGPU: NVIDIA GeForce GTX 1050 Ti (4GB) or AMD Radeon RX 560 (4GB)
laptop_macCPU (L): Intel Core i5-9300H / AMD Ryzen 5 3550H equivalent or better
laptop_windowsGPU (L): NVIDIA GeForce GTX 1650 Mobile (4GB) or AMD Radeon RX 5500M. **An RTX 3050 Mobile or RTX 4050 Mobile would be a much better entry point for stable 1080p Low/Medium.**
layersRAM: 8 GB
saveStorage (Tier): 60 GB HDD
1440p (QHD/2K) - High RT (1440p ~60 FPS, High RT Preset with DLSS/FSR Performance) (Ray Tracing High Preset, DLSS/FSR Performance)
CPU: Desktop CPU for 1440p/60FPS with RT.
CPU (Laptop): Top-tier laptop CPUs.
GPU: Desktop GPU for 1440p/60FPS with High RT.
GPU (Laptop): Flagship laptop GPUs needed. 12GB+ VRAM essential.
RAM: 32GB RAM strongly recommended.
Storage: NVMe SSD required.
memoryCPU: Intel Core i7-11700K or AMD Ryzen 9 5900X
developer_boardGPU: NVIDIA GeForce RTX 3080 Ti (12GB) / RTX 4070 Ti (12GB)
laptop_macCPU (L): Intel Core i9-12900H / AMD Ryzen 9 6900HX or better
laptop_windowsGPU (L): NVIDIA GeForce RTX 4080 Mobile (12GB, Max TGP). **An RTX 4090 Mobile would be better. Even then, fine-tuning settings and upscaling will be essential.**
layersRAM: 16 GB
saveStorage (Tier): 60 GB NVMe SSD
1440p (QHD/2K) - High Performance (1440p / 60 FPS / Ultra Settings) (Ultra Preset, Hardware Lumen Enabled, DLSS Quality)
CPU: Robust modern architectural IPC ensures zero CPU-bound frame time spikes in complex indoor-outdoor transition corridors.
CPU (Laptop): Desktop-replacement class silicon supporting sustained boost clocks under simultaneous physics and audio compute loads.
GPU: Delivers the necessary compute muscle to calculate real-time hardware ray-traced reflections and bounce lighting.
GPU (Laptop): Provides uncompromised desktop-grade 1440p performance with DLSS 3 enabled across all dense forest biomes.
RAM: Eliminates overhead constraints when running resource-intensive audio middleware and dynamic lighting routines.
Storage: Ensures near-instantaneous streaming of dense Nanite micropolygon clusters without frame stutters.
memoryCPU: Intel Core i5-13600K or AMD Ryzen 7 7700X
developer_boardGPU: NVIDIA GeForce RTX 4070 (12GB) or AMD Radeon RX 7800 XT (16GB)
laptop_macCPU (L): Intel Core i7-13700HX or AMD Ryzen 9 7845HX
laptop_windowsGPU (L): NVIDIA GeForce RTX 4080 Laptop GPU (12GB, 140W TGP)
layersRAM: 32 GB
saveStorage (Tier): 85 GB NVMe PCIe 4.0 SSD
2160p (UHD/4K) - Enthusiast / Cinematic (4K / 60+ FPS / Max Settings) (Epic/Cinematic Preset, Native 4K with DLSS Balanced / Frame Gen, Full Lumen Hardware Ray Tracing)
CPU: The large L3 3D V-Cache of the 7800X3D maximizes 1% low frame rates, mitigating stuttering during chaotic multi-predator encounters.
CPU (Laptop): Flagship mobile computing power required to synchronize spatial audio threads and top-tier geometry rendering.
GPU: Extreme rasterization and tensor hardware capable of processing massive 4K foliage layers and dynamic volumetric lighting grids.
GPU (Laptop): The apex mobile GPU configured at peak wattage to achieve authentic 4K resolution using DLSS Frame Generation.
RAM: Provides maximum operational headroom for high-resolution 4K asset caches, background operating system processes, and telemetry.
Storage: Guarantees instantaneous asset delivery for high-fidelity photogrammetric foliage and macro-detail surface textures.
memoryCPU: Intel Core i7-14700K or AMD Ryzen 7 7800X3D
developer_boardGPU: NVIDIA GeForce RTX 4080 Super (16GB) or RTX 4090 (24GB)
laptop_macCPU (L): Intel Core i9-14900HX or AMD Ryzen 9 7945HX3D
laptop_windowsGPU (L): NVIDIA GeForce RTX 4090 Laptop GPU (16GB, 175W Max TGP)
layersRAM: 32 GB
saveStorage (Tier): 85 GB NVMe PCIe 4.0 / 5.0 SSD (Read speeds 5000+ MB/s)
2160p (UHD/4K) - Ultra RT (2160p/4K ~60 FPS, Medium/High RT Preset with DLSS/FSR Ultra Performance) (Ray Tracing Medium/High, DLSS/FSR Ultra Performance)
CPU: Desktop CPU for 4K/60FPS with RT.
CPU (Laptop): Flagship laptop CPUs absolute necessity.
GPU: Top-tier desktop GPU for attempting 4K/60FPS with RT, heavily reliant on upscaling.
GPU (Laptop): The absolute best laptop GPU available, and will still struggle without aggressive upscaling and optimized RT settings.
RAM: 32GB RAM essential.
Storage: NVMe SSD required.
memoryCPU: Intel Core i9-12900K or AMD Ryzen 9 7900X
developer_boardGPU: NVIDIA GeForce RTX 4090 (24GB)
laptop_macCPU (L): Intel Core i9-13900HX / AMD Ryzen 9 7945HX or better
laptop_windowsGPU (L): NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Achieving stable 4K/60FPS with high ray tracing settings on a laptop is extremely challenging. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be required for a more comfortable experience at this level. (Highly Speculative)**
layersRAM: 32 GB
saveStorage (Tier): 60 GB NVMe SSD
save Overall Storage
Spec: 85 GB available space (NVMe PCIe 3.0 or 4.0 SSD strongly recommended)
Note: Mechanical HDDs are unsupported due to asset thrashing during rapid predator pursuit sequences and seamless map sector transitions.
Type: NVMe
Spec: 60 GB available space (SSD Recommended).
Note: An NVMe SSD is recommended for the best experience due to asset streaming and fast loading.
Type: SSD
desktop_windows Operating System
Spec: Windows 11 (64-bit, Version 22H2 or newer) / Windows 10 64-bit
Explanation: Requires modern DirectStorage APIs and WDDM 3.0 graphics scheduling to maintain stable streaming over high-density forest biomes.
Spec: Windows 7 (No longer officially supported post-launch updates), Windows 10, Windows 11 (64-bit versions only)
Explanation: 64-bit Windows 10 or Windows 11 is recommended for ongoing support and best performance.
gamepad DirectX Version
Spec: DirectX 12 Ultimate (Feature Level 12_2)
Explanation: Demanded by Unreal Engine 5 hardware Lumen global illumination and virtualized shadow maps.
Spec: DirectX 11 (DirectX 12 recommended for ray tracing and potentially better performance on compatible hardware)
Explanation: DX11 is minimum, DX12 offers advanced features.
info_outline Other Game Notes
  • Target specifications reflect Unreal Engine 5 implementation incorporating Nanite geometry streaming and Lumen real-time illumination. High-speed NVMe SSD storage and modern multi-threaded processors are mandatory.
  • Laptop Performance Note: Laptop systems must feature discrete GPUs with full TGP thermal allocations (100W or higher). Running Unreal Engine 5 dynamically lit environments causes significant thermal load, necessitating conservative power limits and aggressive fan curves.
  • Laptop Consideration: G P U T G P: Sub-85W budget TGP laptop GPUs will struggle with dynamic Lumen lighting calculations; aim for 100W to 140W models.
  • Laptop Consideration: Cooling Thermals: Thermal throttling on laptop CPUs will create hitching during rapid Nanite asset streaming; elevated chassis stands or cooling pads are advised.
  • Laptop Consideration: C P U Power Limits: Sustained PL1 power limits below 45W will cause micro-stutters during high-density vegetation traversals.
  • Laptop Consideration: M U X Switch Optimus: Direct dGPU routing via dedicated MUX switch or Advanced Optimus provides a 12-18% frame pacing improvement over hybrid routing.
  • Optimization Detail: Upscaling Tech: Full integration of NVIDIA DLSS 3.5 (Super Resolution, Frame Generation, Ray Reconstruction), AMD FSR 3.1, and Intel XeSS.
  • Optimization Detail: Key Settings Impact: Volumetric Fog, Foliage Shadow Density, and Global Illumination Quality exhibit the highest raster performance penalties.
  • Game Name: The Lost Wild
  • Official system requirements from Techland. Performance can vary significantly depending on specific hardware, settings, areas in-game (especially dense city areas), and background applications. An SSD is strongly recommended.
  • Laptop Performance Note: Laptop models of listed desktop GPUs may work if their performance is comparable, but TGP (Total Graphics Power) and cooling are extremely critical. **Dying Light 2 is a demanding title, especially with ray tracing enabled. High-end laptop hardware is necessary for higher settings and resolutions.**
  • Laptop Consideration: G P U T G P: Maximum TGP is crucial for performance.
  • Laptop Consideration: Cooling Thermals: Excellent cooling is essential to prevent severe thermal throttling.
  • Laptop Consideration: C P U Power Limits: Laptops with sustained high CPU power limits will perform better.
  • Laptop Consideration: R A M Speed Dual Channel: Fast dual-channel RAM benefits performance.
  • Laptop Consideration: M U X Switch Optimus: Using a MUX switch or NVIDIA Advanced Optimus is highly recommended for optimal framerates.
  • Optimization Detail: Upscaling Tech: Supports NVIDIA DLSS, AMD FSR (1.0 and 2.0), and Intel XeSS.
  • Optimization Detail: Key Settings Impact: Ray Tracing Quality (Global Illumination, Shadows, Reflections, Ambient Occlusion), Shadow Quality, Contact Shadows, Fog Quality, Particle Quality, and Texture Quality heavily impact performance. Using upscaling is highly recommended for higher settings/resolutions, especially with ray tracing.
  • Game Name: Dying Light 2 Stay Human
build Optimization Details
  • Upscaling Tech: Full integration of NVIDIA DLSS 3.5 (Super Resolution, Frame Generation, Ray Reconstruction), AMD FSR 3.1, and Intel XeSS.
  • Key Settings Impact: Volumetric Fog, Foliage Shadow Density, and Global Illumination Quality exhibit the highest raster performance penalties.
  • Upscaling Tech: Supports NVIDIA DLSS, AMD FSR (1.0 and 2.0), and Intel XeSS.
  • Key Settings Impact: Ray Tracing Quality (Global Illumination, Shadows, Reflections, Ambient Occlusion), Shadow Quality, Contact Shadows, Fog Quality, Particle Quality, and Texture Quality heavily impact performance. Using upscaling is highly recommended for higher settings/resolutions, especially with ray tracing.
laptop Laptop Considerations
  • G P U T G P: Sub-85W budget TGP laptop GPUs will struggle with dynamic Lumen lighting calculations; aim for 100W to 140W models.
  • Cooling Thermals: Thermal throttling on laptop CPUs will create hitching during rapid Nanite asset streaming; elevated chassis stands or cooling pads are advised.
  • C P U Power Limits: Sustained PL1 power limits below 45W will cause micro-stutters during high-density vegetation traversals.
  • M U X Switch Optimus: Direct dGPU routing via dedicated MUX switch or Advanced Optimus provides a 12-18% frame pacing improvement over hybrid routing.
  • G P U T G P: Maximum TGP is crucial for performance.
  • Cooling Thermals: Excellent cooling is essential to prevent severe thermal throttling.
  • C P U Power Limits: Laptops with sustained high CPU power limits will perform better.
  • R A M Speed Dual Channel: Fast dual-channel RAM benefits performance.
  • M U X Switch Optimus: Using a MUX switch or NVIDIA Advanced Optimus is highly recommended for optimal framerates.

info_outline Feature details based on available data. System requirements and performance estimates may vary.

laptop_chromebook Laptop Recommendations

Common Recommendations (Handles All Compared Games)

check_circle_outline Recommended based on listed requirements for Full HD (1080p).
ASUS TUF A15 with RTX 3050 and Ryzen 7
ASUS TUF A15 with RTX 3050 and Ryzen 7
  • memory AMD Ryzen 7 7435HS
  • developer_board NVIDIA GeForce RTX 3050
  • layers 32GB DDR5-4800MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 3050 Laptop GPU (6GB, 75W TGP)
ASUS ROG Strix G15 with RTX 3060 and Ryzen 7
ASUS ROG Strix G15 with RTX 3060 and Ryzen 7
  • memory AMD Ryzen 7 6800H
  • developer_board NVIDIA GeForce RTX 3060
  • layers 16GB DDR5-4800MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 3050 Laptop GPU (6GB, 75W TGP)
ASUS ROG Zephyrus G15 Ultra with RTX 3080 and Ryzen 9
ASUS ROG Zephyrus G15 Ultra with RTX 3080 and Ryzen 9
  • memory AMD Ryzen 9 5900HS
  • developer_board NVIDIA GeForce RTX 3080
  • layers 16GB DDR4-3200MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 3050 Laptop GPU (6GB, 75W TGP)
MSI Pulse GL66 with RTX 3070 and i7 12th Gen
MSI Pulse GL66 with RTX 3070 and i7 12th Gen
  • memory Intel Core i7-12700H
  • developer_board NVIDIA GeForce RTX 3070
  • layers 32GB DDR4-3200MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 4060 Laptop GPU (8GB, 105W TGP)
Acer Nitro V with RTX 4060 and i9 13th Gen
Acer Nitro V with RTX 4060 and i9 13th Gen
  • memory Intel Core i9-13900H
  • developer_board NVIDIA GeForce RTX 4060
  • layers 16GB DDR5-5200MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 4060 Laptop GPU (8GB, 105W TGP)
Lenovo Legion Pro 5i (i9-14900HX, RTX 4060)
Lenovo Legion Pro 5i (i9-14900HX, RTX 4060)
  • memory Intel Core i9-14900HX
  • developer_board NVIDIA GeForce RTX 4060
  • layers 32GB DDR5-5600MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 4060 Laptop GPU (8GB, 105W TGP)
check_circle_outline Recommended based on listed requirements for QHD (1440p).
HP OMEN 16 with RTX 4080 and intel i9 14th Gen
HP OMEN 16 with RTX 4080 and intel i9 14th Gen
  • memory Intel Core i9-14900HX
  • developer_board NVIDIA GeForce RTX 4080 Laptop GPU
  • layers 64 GB DDR5-5600MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 4080 Laptop GPU (12GB, 140W TGP)
GIGABYTE AORUS Elite 16 (RTX 5070 & Intel Core Ultra 9 275HX)
GIGABYTE AORUS Elite 16 (RTX 5070 & Intel Core Ultra 9 275HX)
  • memory Intel Core Ultra 9 Processor 275HX (Series 2)
  • developer_board NVIDIA GeForce RTX 5070 Laptop GPU
  • layers 32GB DDR5-5600MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 4080 Laptop GPU (12GB, 140W TGP)
MSI Katana 15 HX (RTX 5070 & Intel i7 14th Gen)
MSI Katana 15 HX (RTX 5070 & Intel i7 14th Gen)
  • memory Intel Core i9-14900HX Processor
  • developer_board NVIDIA GeForce RTX 5070 Laptop GPU
  • layers 32GB DDR5-5600MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 4080 Laptop GPU (12GB, 140W TGP)

For The Lost Wild Specifically

check_circle_outline Recommended based on listed requirements for Full HD (1080p).
ASUS TUF A15 with RTX 3050 and Ryzen 7
ASUS TUF A15 with RTX 3050 and Ryzen 7
  • memory AMD Ryzen 7 7435HS
  • developer_board NVIDIA GeForce RTX 3050
  • layers 32GB DDR5-4800MHz
  • track_changes Target GPU: NVIDIA GeForce GTX 1660 Super (6GB) or AMD Radeon RX 5600 XT (6GB)
ASUS ROG Strix G15 with RTX 3060 and Ryzen 7
ASUS ROG Strix G15 with RTX 3060 and Ryzen 7
  • memory AMD Ryzen 7 6800H
  • developer_board NVIDIA GeForce RTX 3060
  • layers 16GB DDR5-4800MHz
  • track_changes Target GPU: NVIDIA GeForce GTX 1660 Super (6GB) or AMD Radeon RX 5600 XT (6GB)
ASUS ROG Zephyrus G15 Ultra with RTX 3080 and Ryzen 9
ASUS ROG Zephyrus G15 Ultra with RTX 3080 and Ryzen 9
  • memory AMD Ryzen 9 5900HS
  • developer_board NVIDIA GeForce RTX 3080
  • layers 16GB DDR4-3200MHz
  • track_changes Target GPU: NVIDIA GeForce GTX 1660 Super (6GB) or AMD Radeon RX 5600 XT (6GB)
MSI Katana 15 with RTX 4070
MSI Katana 15 with RTX 4070
  • memory Intel Core i7-13620H
  • developer_board NVIDIA GeForce RTX 4070
  • layers 16GB DDR5-4800MHz
  • track_changes Target GPU: NVIDIA GeForce GTX 1660 Super (6GB) or AMD Radeon RX 5600 XT (6GB)
Alienware M18 with RTX 4070
Alienware M18 with RTX 4070
  • memory Intel Core i7-14700HX
  • developer_board NVIDIA GeForce RTX 4070
  • layers 16GB DDR5-5600MHz
  • track_changes Target GPU: NVIDIA GeForce GTX 1660 Super (6GB) or AMD Radeon RX 5600 XT (6GB)
MSI Creator M16 HX with RTX 4070
MSI Creator M16 HX with RTX 4070
  • memory Intel Core i9-14900HX
  • developer_board NVIDIA GeForce RTX 4070
  • layers 32GB DDR5-5600MHz
  • track_changes Target GPU: NVIDIA GeForce GTX 1660 Super (6GB) or AMD Radeon RX 5600 XT (6GB)
ASUS ROG Strix G16 with RTX 4070
ASUS ROG Strix G16 with RTX 4070
  • memory Intel Core i9-14900HX
  • developer_board NVIDIA GeForce RTX 4070
  • layers 16GB DDR5-5600MHz
  • track_changes Target GPU: NVIDIA GeForce GTX 1660 Super (6GB) or AMD Radeon RX 5600 XT (6GB)
MSI Cyborg 15 (RTX 5050 & Intel 7)
MSI Cyborg 15 (RTX 5050 & Intel 7)
  • memory Intel Core Ultra 7 255H
  • developer_board NVIDIA GeForce RTX 5060 Laptop GPU
  • layers 16GB DDR5-5600MHz (Dual-Channel)
  • track_changes Target GPU: NVIDIA GeForce GTX 1660 Super (6GB) or AMD Radeon RX 5600 XT (6GB)
HP Omen 16 (RTX 5060 & Ryzen 9 8940HX)
HP Omen 16 (RTX 5060 & Ryzen 9 8940HX)
  • memory AMD Ryzen 9 8940HX Processor
  • developer_board NVIDIA GeForce RTX 5060 Laptop GPU
  • layers 32GB DDR5-5200MHz
  • track_changes Target GPU: NVIDIA GeForce GTX 1660 Super (6GB) or AMD Radeon RX 5600 XT (6GB)
ASUS ROG Strix Scar 17 Se with RTX 3080 Ti  and i9
ASUS ROG Strix Scar 17 Se with RTX 3080 Ti and i9
  • memory Intel Core i9-12950HX
  • developer_board NVIDIA GeForce RTX 3080 Ti
  • layers 32GB DDR5-4800MHz
  • track_changes Target GPU: NVIDIA GeForce GTX 1660 Super (6GB) or AMD Radeon RX 5600 XT (6GB)
MSI Pulse GL66 with RTX 3070 and i7 12th Gen
MSI Pulse GL66 with RTX 3070 and i7 12th Gen
  • memory Intel Core i7-12700H
  • developer_board NVIDIA GeForce RTX 3070
  • layers 32GB DDR4-3200MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 3060 (12GB) or AMD Radeon RX 6700 XT (12GB)
Acer Nitro V with RTX 4060 and i9 13th Gen
Acer Nitro V with RTX 4060 and i9 13th Gen
  • memory Intel Core i9-13900H
  • developer_board NVIDIA GeForce RTX 4060
  • layers 16GB DDR5-5200MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 3060 (12GB) or AMD Radeon RX 6700 XT (12GB)
Lenovo Legion Pro 5i (i9-14900HX, RTX 4060)
Lenovo Legion Pro 5i (i9-14900HX, RTX 4060)
  • memory Intel Core i9-14900HX
  • developer_board NVIDIA GeForce RTX 4060
  • layers 32GB DDR5-5600MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 3060 (12GB) or AMD Radeon RX 6700 XT (12GB)
Asus Rog Strix Scar 15 with RTX 3070 Ti and i9 12th Gen
Asus Rog Strix Scar 15 with RTX 3070 Ti and i9 12th Gen
  • memory Intel Core i9-12900H
  • developer_board NVIDIA GeForce RTX 3070 Ti
  • layers 16GB DDR5-4800MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 3060 (12GB) or AMD Radeon RX 6700 XT (12GB)
check_circle_outline Recommended based on listed requirements for QHD (1440p).
HP OMEN 16 with RTX 4080 and intel i9 14th Gen
HP OMEN 16 with RTX 4080 and intel i9 14th Gen
  • memory Intel Core i9-14900HX
  • developer_board NVIDIA GeForce RTX 4080 Laptop GPU
  • layers 64 GB DDR5-5600MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 4070 (12GB) or AMD Radeon RX 7800 XT (16GB)
GIGABYTE AORUS Elite 16 (RTX 5070 & Intel Core Ultra 9 275HX)
GIGABYTE AORUS Elite 16 (RTX 5070 & Intel Core Ultra 9 275HX)
  • memory Intel Core Ultra 9 Processor 275HX (Series 2)
  • developer_board NVIDIA GeForce RTX 5070 Laptop GPU
  • layers 32GB DDR5-5600MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 4070 (12GB) or AMD Radeon RX 7800 XT (16GB)
MSI Katana 15 HX (RTX 5070 & Intel i7 14th Gen)
MSI Katana 15 HX (RTX 5070 & Intel i7 14th Gen)
  • memory Intel Core i9-14900HX Processor
  • developer_board NVIDIA GeForce RTX 5070 Laptop GPU
  • layers 32GB DDR5-5600MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 4070 (12GB) or AMD Radeon RX 7800 XT (16GB)
Dell Alienware 16X Aurora (RTX 5070 & Intel Core Ultra 9 275HX)
Dell Alienware 16X Aurora (RTX 5070 & Intel Core Ultra 9 275HX)
  • memory Intel Core i9-14900HX Processor
  • developer_board NVIDIA GeForce RTX 5070 Laptop GPU
  • layers 32GB DDR5-5600MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 4070 (12GB) or AMD Radeon RX 7800 XT (16GB)
Lenovo Thinkpad T1G Gen 8 (RTX 5070 & Ultra 9)
Lenovo Thinkpad T1G Gen 8 (RTX 5070 & Ultra 9)
  • memory Intel Core Ultra 9 285H (Arrow Lake-H)
  • developer_board NVIDIA GeForce RTX 5070 Laptop GPU
  • layers 64GB LPDDR5x-8533MT/s (LPCAMM2)
  • track_changes Target GPU: NVIDIA GeForce RTX 4070 (12GB) or AMD Radeon RX 7800 XT (16GB)
Acer Predator Helios Neo 18 2024 With Rtx 4080
Acer Predator Helios Neo 18 2024 With Rtx 4080
  • memory Intel Core i9-14900HX
  • developer_board NVIDIA GeForce RTX 4080
  • layers 64GB DDR5-5600MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 4070 (12GB) or AMD Radeon RX 7800 XT (16GB)
ASUS ROG Strix G18 with RTX 4080 and intel i9 14th Gen
ASUS ROG Strix G18 with RTX 4080 and intel i9 14th Gen
  • memory Intel Core i9-14900HX
  • developer_board NVIDIA GeForce RTX 4080
  • layers 32GB DDR5-5600MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 4070 (12GB) or AMD Radeon RX 7800 XT (16GB)
MSI Vector 17 HX with RTX 4080 in 2025
MSI Vector 17 HX with RTX 4080 in 2025
  • memory Intel Core i9-14900HX
  • developer_board NVIDIA GeForce RTX 4080
  • layers 32GB DDR5-5600MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 4070 (12GB) or AMD Radeon RX 7800 XT (16GB)
ASUS ROG Strix Scar 18 Gaming Laptop with RTX 4080
ASUS ROG Strix Scar 18 Gaming Laptop with RTX 4080
  • memory Intel Core i9-14900HX
  • developer_board NVIDIA GeForce RTX 4080
  • layers 32GB DDR5-5600MHz
  • track_changes Target GPU: NVIDIA GeForce RTX 4070 (12GB) or AMD Radeon RX 7800 XT (16GB)
Dell Alienware M16 Gaming Laptop with RTX 4080
Dell Alienware M16 Gaming Laptop with RTX 4080
  • memory AMD Ryzen 9 7845HX
  • developer_board NVIDIA GeForce RTX 4080
  • layers Up to 64GB DDR5
  • track_changes Target GPU: NVIDIA GeForce RTX 4070 (12GB) or AMD Radeon RX 7800 XT (16GB)

info_outline Laptop recommendations are estimates based on available component benchmarks and game requirements. Actual performance may vary depending on settings, drivers, cooling, power limits, etc. Prices and availability subject to change. As an Amazon Associate, we earn from qualifying purchases.

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