Where Players Quit Dying Light: The Beast
50.01% finish the story of Dying Light: The Beast, but only 15.98% get the platinum. We analysed all 43 trophies across 13,726 players to pinpoint exactly where a run falls apart: a 14.09-point drop that is not in the campaign.
The sample
Exophase (PS5) · snapshot from 21/08/2026
The wall is a progression trophy, not a story one
The biggest drop in the whole game runs from 68.16% to 54.07%: 14.09 points in one go. It is the third biggest wall of every one we have measured at EveryTrophy.
And it does not land where you would expect. Before the wall sits "Less Obedient", a story bronze held by 68.16%. Right behind it sits "Ultimate Beast", a progression gold that asks you to fully unleash your inner beast, and only 54.07% get that far.
In other words: the game does not throw anyone out over a boss or an impossible mission. It throws them out the moment advancing stops being enough and you have to max out an entire skill tree. One in five of everyone who had made it that far is left behind at exactly that point.
The opening, by contrast, loses nobody: "Free at Last" is held by 100.00% and the first drop worthy of the name goes from 99.07% to 93.52%, barely 5.55 points. Dying Light: The Beast retains perfectly for hours and then breaks all at once.
If you are going for the platinum, level the beast up while you play the campaign. It is the point where more people fall away than anywhere else in the game, and arriving there with a half-finished tree is what turns the platinum into a separate chore.
Finishing the story is not the filter: what comes after is
The story block retains best by a wide margin: an average of 70.99% across its seven trophies, and the worst of them is 50.01%, the one for completing the campaign ("Glimpse into the Future").
Exactly half of everyone who starts Dying Light: The Beast finishes it. For an open-world zombie action game, that is a very high completion rate.
But right after the credits comes the game's second biggest drop: from 50.01% to 43.09% on "And Then There Was Light", switching on every power station. 6.92 points in a single step. And further down the pattern repeats: from 35.19% ("Crane on a Monument") to 29.46% ("Good Samaritan", every side quest), another 5.73 points.
The open world does not kill the run outright, it bleeds it. The world block sits at an average of 44.05% with a minimum of 23.51%, and progression, despite its 44.95% average, falls to 16.77% on its worst trophy. That is where the people who had already seen the ending are lost.
The campaign throws nobody out: what throws them out is the to-do list that appears once the campaign ends. There is not a single missable trophy in the whole game, so none of it is lost by leaving it for later.
Whoever finishes the collectibles, platinums
The five collectible trophies average 18.55% and the rarest of them stops at 17.44%. The platinum is held by 15.98%.
Between the worst collectible and the platinum itself there is barely more than a point. Translated: practically everyone who finishes combing Castor Woods for things ends up with the platinum on their account. There is no intermediate trophy left to take anyone down afterwards.
Compare it with the other blocks and it speaks for itself: combat averages 51.14% and world 44.05%. Collectibles are the only group that lives in the platinum's band, and that is why they are the real border between finishing the game and completing it.
From there a different game begins. The Restored Land block runs from 3.66% down to the 1.10% of "Unbeatable", and the hardest update additions — 6.59% on "I am The Alpha now" and 5.86% on "Second Ascent" — sit below the platinum itself. The reading is clear: almost nobody keeps playing after getting it.
All 43 trophies ranked by unlock rate
The full table you can reproduce any calculation on this page from. The «drop» column is the difference in points against the previous trophy that counts towards the platinum: the big steps are where people stop playing. Trophies marked separate are from DLC or from side modes that are not needed for the platinum, so they do not chain a drop — mixing them in would compare steps from different playthroughs.
| # | Trophy | Rank | % | Drop |
|---|---|---|---|---|
| 1 | Free at Last | Bronze | 100.00% | — |
| 2 | Experiment on the Loose | Bronze | 99.07% | −0.93 |
| 3 | New Friends | Bronze | 93.52% | −5.55 |
| 4 | Sunday Morning Run | Bronze | 90.35% | −3.17 |
| 5 | Craftsman's Apprentice | Bronze | 88.63% | −1.72 |
| 6 | Apex Predator | Bronze | 83.46% | −5.17 |
| 7 | Largo Embargo | Bronze | 79.46% | −4.00 |
| 8 | Iconic | Bronze | 74.09% | −5.37 |
| 9 | Less Obedient | Bronze | 68.16% | −5.93 |
| 10 | Ultimate Beast | Gold | 54.07% | −14.09 |
| 11 | Enhanced Telepathy | Bronze | 53.35% | −0.72 |
| 12 | There You Are! | Bronze | 52.43% | −0.92 |
| 13 | Glimpse into the Future | Gold | 50.01% | −2.42 |
| 14 | And Then There Was Light | Silver | 43.09% | −6.92 |
| 15 | We're Safe Here! | Silver | 42.67% | −0.42 |
| 16 | Ultimate Survivor | Gold | 39.01% | −3.66 |
| 17 | I Still Don't Approve of Mindless Fun | Bronze | 36.30% | −2.71 |
| 18 | Crane on a Monument | Silver | 35.19% | −1.11 |
| 19 | Good Samaritan | Gold | 29.46% | −5.73 |
| 20 | Blacksmith | Bronze | 26.28% | −3.18 |
| 21 | Gunslinger | Silver | 25.14% | −1.14 |
| 22 | Kylin McCrane | Silver | 23.51% | −1.63 |
| 23 | Beast's Dowryseparate | Bronze | 23.36% | — |
| 24 | The Legend Dawnsseparate | Bronze | 22.99% | — |
| 25 | Firefighter | Bronze | 20.47% | −3.04 |
| 26 | Hexakosioihexekontahexa | Bronze | 19.44% | −1.03 |
| 27 | Know What 'Castor' Means? | Silver | 19.33% | −0.11 |
| 28 | What Happened at the Asylum | Silver | 19.12% | −0.21 |
| 29 | Family Picture | Silver | 18.44% | −0.68 |
| 30 | And Don't Forget to Wash Your Hands | Silver | 18.40% | −0.04 |
| 31 | Cabinet of Curiosities | Gold | 17.44% | −0.96 |
| 32 | Craftsman | Gold | 16.77% | −0.67 |
| 33 | The Beast Unleashed | Platinum | 15.98% | −0.79 |
| 34 | I am The Alpha nowseparate | Bronze | 6.59% | — |
| 35 | Second Ascentseparate | Bronze | 5.86% | — |
| 36 | Better Be Safeseparate | Bronze | 3.66% | — |
| 37 | The Nightmare is overseparate | Silver | 3.58% | — |
| 38 | Pushing Throughseparate | Bronze | 2.26% | — |
| 39 | True Survivorseparate | Bronze | 1.55% | — |
| 40 | The Fearless Samaritanseparate | Bronze | 1.27% | — |
| 41 | Hoarderseparate | Bronze | 1.17% | — |
| 42 | Peace Bringerseparate | Silver | 1.11% | — |
| 43 | Unbeatableseparate | Gold | 1.10% | — |
Where these numbers come from
Unlock rate for the 43 trophies in the PS5 version, measured across 13,726 tracked players. Snapshot source: Exophase, consulted on 21 August 2026. The drops are calculated by sorting the trophies that count towards the platinum from most common to rarest and subtracting each one from the one before it.
Two warnings about the sample. The first is the usual one: these are players who use a trophy tracker, more motivated than average, so the real percentages across all of PS5 are probably lower. The proportions between trophies, which is what is analysed here, are unaffected.
The second is specific to this game: the trophies that arrived in later updates — New Game+, Nightmare difficulty and Restored Land Mode — do not count towards the platinum, and their percentage is measured against every owner, including those who left the game before those modes existed. That is why they are excluded from the drop calculation and only quoted for reference.
What this snapshot still cannot tell you
The word "curve" is convenient but slightly misleading: this is not a timeline. It is a list sorted by rarity, and the order in which people earn trophies does not have to match it. That "Ultimate Beast" sits behind the wall means fewer people have it, not necessarily that it is the chronological moment when they stop playing. In an open world with no missable and no hidden trophies — 0 of each here — the room to reorder your route is enormous.
And it is a snapshot of a single moment, almost a year after release. From today we store a weekly snapshot of all 43 trophies, and with that we will be able to say how fast the platinum grows and finally separate the hard from the merely long.
That history cannot be recovered after the fact: if you do not start storing it, it does not exist.