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Developer Update | March 2024



Spring has sprung, and so has a new Developer Update! In this post, we’ll share everything we’ve been working on for our next update. As always, these changes will first head to the Public Test Build on Steam. We encourage you to give them a try if you can and let us know what you think!


[h2]The Twins[/h2]
  • [CHANGE] Reduced the time it takes to switch back to Charlotte to 1.5 seconds (was 3 seconds).
  • [CHANGE] Reduced the time it takes to unbind Victor to 0.75 seconds (was 1 second).
  • [CHANGE] Reduced the time it takes to charge Victor’s Pounce to 0.85 seconds (was 1 second).
  • [NEW] Added the ability to recall Victor at any point while he is unbound.
  • [NEW] Added the ability to change between Victor & Charlotte near a hooked Survivor.

Dev note: We have made switching between Charlotte and Victor more responsive and given the Killer the ability to recall Victor at any time so they feel better to play.

* Be warned: The anti-face camp meter will still fill if you’re too close!


  • [CHANGE] Updated 7 Add-Ons.
  • [CHANGE] Victor’s Pounce no longer latches onto healthy Survivors.
  • [CHANGE] Victor can no longer be kicked after successful pounces which do not latch onto a Survivor.
  • [NEW] Victor’s Pounce now latches onto Survivors when they are put into the dying state. Other Survivors can crush Victor during this to help the dying Survivor. Victor will automatically return to Charlotte after 20 seconds.
  • [NEW] While Victor is attached to a Survivor or holding a Survivor in a locker, Charlotte gains a 10% Haste effect. This effect will be lost prematurely if Charlotte hits a Survivor.
  • [REMOVED] Survivors near Victor while he is latched onto another Survivor are no longer revealed by Killer Instinct.
Dev note: Previously, The Twins’ Power heavily encouraged ‘slugging’ (leaving Survivors in the dying state) since Victor could chain together pounces on multiple injured Survivors, but only pounce a single healthy one. Furthermore, Survivors could often save each other before Charlotte could make it to them.

We have flipped this around: Victor will now be much more effective at injuring multiple Survivors and instead assist Charlotte – who now moves faster while Victor is latched on – in picking up the Survivor. This makes it possible for Victor to both injure and down a Survivor without being forced to switch back to Charlotte in between.


  • [NEW] The Visual Terror Radius accessibility setting will now include Victor’s grunts.
  • [NEW] Victor will now glow red whenever he is vulnerable to being crushed.
Dev note: We have updated the Visual Terror Radius to include Victor’s grunts to improve accessibility, and added a red glow to Victor whenever he is vulnerable to being crushed to improve visual feedback.


[h2]The Blight[/h2]
  • [CHANGE] Improved collision detection to reduce cases where The Blight slides off objects.
Dev note: It could be frustrating to slide off an object you were trying to bump into and end your Rush prematurely. We have improved the collision detection to make The Blight’s Rush more consistent. This also fixes an issue which allowed The Blight to incorrectly slide along obstacles and lunge around tighter corners than intended.


[h2]Haddonfield[/h2]
  • [CHANGE] Updated map layout and reduced the overall size.
  • [CHANGE] Reduced the length of hedges and fences to create more openings.
Dev note: The map’s long & narrow shape and rows of unbroken fences and/or hedges made getting around very time consuming. We have reduced the overall size and added more openings to make it easier to traverse.
  • [CHANGE] Adjusted various houses to reduce the strength of strong loops.
  • [CHANGE] Reduced the number of houses in the map. All remaining houses can be entered.
Dev note: Many houses were closed off, making the map larger without any room for gameplay. We have reduced the number of houses that spawn, though each one that remains will now be open and playable. We’ve also reduced the strength of some of the strongest window loops to be fairer and more interesting to play.

  • [NEW] Added pallets and lockers along the edge of the map.
  • [CHANGE] Updated street tiles to feature more pallet loops.
  • [CHANGE] Adjust pallet loops in park tiles.
Dev note: The outdoor areas were fairly empty before, encouraging Survivors to make a run for the nearest house when they were chased. Since we’ve reduced the strength of houses, we have added some additional loops to the street & edges of the map to spread out chases and reduce deadzones.




[h2]Decisive Strike[/h2]
  • [CHANGE] Increased stun duration to 5 seconds (was 3 seconds).
  • [NEW] Added a new stabbing animation when Decisive Strike is used successfully.
Dev note: The Survivor is locked in place for part of the stun while they are being dropped by the Killer, so it didn’t leave them with much time to run away once they hit the ground. We have increased the duration of the stun to give the Survivor a fair chance to create some distance.

While we were at it, we added a new animation which plays when a Survivor successfully uses Decisive Strike to break free to give some visual flair to the Perk.



[h2]Adrenaline[/h2]
  • [CHANGE] Adrenaline no longer activates if you are hooked when the gates are powered.
  • [CHANGE] Reduced speed boost duration to 3 seconds (was 5 seconds).
  • [CHANGE] Adrenaline no longer causes you to wake up when facing The Nightmare.
Dev note: Adrenaline had a lot of exceptions which made it difficult to play around. If a Survivor was hooked while the exit gates were powered, they would be healthy and receive a substantial speed boost upon being unhooked, making it very difficult for the Killer to catch them before they could escape. We have made it so Adrenaline no longer pauses when you are on the hook.

Finally, we’ve removed the wake-up effect when facing The Nightmare to clean up the Perk as we’ve moved away from Perks that affect specific Killer Powers over the years.



[h2]Ultimate Weapon[/h2]
  • [CHANGE] Now reveals Survivors aura instead of causing them to scream.
  • [CHANGE] Reduced activation time to 15 seconds (was 30 seconds).
  • [CHANGE] Increased cooldown to 80/70/60 seconds (was 40/35/30 seconds).
Dev note: Ultimate Weapon was a jack of all trades, providing both information and a consistent way to interrupt Survivor actions (allowing it to synergize too well with other Perks). Rather than screaming, Survivors will instead have their aura revealed. This means it will no longer interrupt Survivor’s interactions, though Survivors won’t know that they are being revealed to the Killer.

Since Ultimate Weapon is easy to activate, it was possible to keep its effect active throughout the entire match. We have increased the cooldown and decreased its activation window to ensure some downtime between uses.



[h2]Emblems[/h2]
  • [CHANGE] Removed the ability to lose a pip.
Dev note: With Emblems being used solely for monthly rewards these days, it felt needlessly punishing to lose a pip after a rough match. This quality-of-life change will make the Emblem system less stressful. This also applies to Modifiers – you can enjoy these limited time modes without worrying about your grade!


[h2]Store Improvements[/h2]
  • [CHANGE] Visual overhaul to the entire store menu.
  • [NEW] Added “Specials” tab to highlight items that are on sale.
  • [NEW] Added “Collections” tab to find cosmetics from a specific collection.
  • [NEW] Added bundles, containing multiple items at a discounted price.
  • [NEW] Killer mori animations can now be viewed in the store.
  • [NEW] Added a weekly gift that can be claimed for free.
Dev note: The store hasn’t changed much since it was introduced in 2018. This update makes it easier to find what you’re looking for and allows us to bundle content together at a reduced price. For example, it’s now possible to purchase an entire DLC pack through the in-game store rather than purchasing each character separately.




[h2]The Archives[/h2]
  • [CHANGE] New Tomes & their respective Rifts will now open at the same time as the update.
  • [NEW] New Rift Bundle option, which grants the Premium Rift rewards & a 20 tier head start at a discounted price.
Dev note: Rifts have historically opened the day after our Mid-Chapter updates, but no more! You can now get cracking on those challenges right away. We have also introduced a new Rift bundle which includes the Premium Rift Pass and 20 Tiers at a discounted price. (The Premium Rift Pass can still be purchased separately if you prefer!)

Until next time…
The Dead by Daylight team

Update 7.6.1 | Bugfix Patch


[h2]Content[/h2]
  • Re-enabled The Twins.

[h2]Killer Updates[/h2]
[h3]The Hag[/h3]
Add-Ons
  • Cracked Turtle Egg:
    • Increases triggered Phantasm Trap duration by 30% (was 20%).
  • Half Eggshell:
    • Increases triggered Phantasm Trap duration by 25% (was 15%).
  • Powdered Eggshell:
    • Increases triggered Phantasm Trap duration by 20% (was 10%).

[h3]Survivor Bots[/h3]
Reaction Time
  • In order to ease the learning of how to play Killers in Custom Matches, we have updated our Survivor Bots:
    • Base reaction times are now randomized and slower on average.
    • Reaction time versus Powers now increases according to distance between Survivor Bot and Killer.
    • Reaction time versus Powers now increases when Survivor Bot does not see the Killer.

[h2]Bug Fixes[/h2]
  • The Unknown's DLC exclusive cosmetic is granted when purchasing the All Things Wicked Chapter (works retroactively).
  • The correct loadout is now displayed in the tutorial tally screens.
  • Fixed a rare issue where returning players might get stuck on game boot.
  • Fixed an issue that could cause a crash in the lobby when having any Remix Archive Challenge selected.

[h3]Audio[/h3]
  • Fixed an issue that caused some wheat plants to not trigger any SFX on Coldwind Farm's Fractured Cowshed map.

[h3]Environment/Maps[/h3]
  • Fixed an issue in Crotus Prenn Asylum where The Trapper's Bear Traps would float above the ground in the Shack.
  • The Demogorgon is now correctly able to traverse the Upside Down when a Portal is placed in various parts of the theater in Greenville Square map.
  • Fixed an issue in Mother's Dwelling where collision would prevent a proper navigation for both roles.
  • Fixed an issue that caused a placeholder tile to spawn in Mother's Dwelling.
  • Fixed an issue in Treatment Theater where The Singularity's Biopods would not correctly attach to the walls.
  • Fixed an issue where Victor could walk along stairs on Badham PreSchool.
  • Fixed an issue in Eyrie of Crows where a The Trapper could set his Trap under an object.
  • Fixed an issue in Toba Landing where Killers could land on top of objects.
  • Fixed an issue that caused the Fragile Blood Basins to sometimes float in the air in multiple maps.

[h3]Characters[/h3]
  • Fixed an issue that caused Charlotte's movement to rubberband after unbinding and recalling Victor.
  • Fixed an issue that caused Charlotte's movement to be Hindered for the rest of the Trial after unbinding Victor two or more times.
  • Fixed an issue that caused The Oni to lunge attack while carrying a Survivor.
  • Fixed an issue that caused The Unknown's hair to clip into the camera when hitting an object with the Rare and Very Rare heads equipped.

[h3]Perks[/h3]
  • Endurance status effect no longer remains active when performing the Invocation: Weaving Spiders interaction.
  • A Score Event is no longer missing upon completion of the Invocation: Weaving Spiders interaction.
  • The Perk Scourge Hook: Floods of Rage no longer fails to reveal the other Survivor auras when a Survivor self-unhooks on the Scourge Hook.

[h3]UI[/h3]
  • Fixed an issue where the player could select another button behind the invitation widget while accepting or declining an invitation.
  • Fixed the Archive Rift Pass Details text formatting.

[h3]Platforms[/h3]
  • Fixed an issue that caused The Skull Merchant's Scarlet Vengeance Outfit to be missing arms on Nintendo Switch.

[h2]Known Issues[/h2]
  • The Doctor's Blood Shock Outfit head has stretched textures during his lobby menu animation.

Dead by Daylight’s Blood Moon Event | Everything To Know

Raise a cup of red and stare into the scarlet depths. The essence of life, the draught of death. In its reflection, the blood moon hangs.

Dead by Daylight’s Blood Moon Event is here. From March 18th 11AM ET – March 31st 11 AM ET, step beneath the scarlet sky and experience an event that’s certain to get your heart pumping.

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[h3]UPDATE (MARCH 20) [/h3]

Upon collecting your feedback, we realized we fell short on delivering enough Bloodpoints. To make the Blood Moon live up to its name, we’re DOUBLING the Blood Seeker Community Challenge multipliers (up to a max of 400%). Not only that, but we’re giving 1 Million Bloodpoints to every player who logs in during the Event.

[h3] SCARLET TAPESTRY [/h3]

The Blood Moon looms overhead, a herald of carnage yet to come. Behold its full splendour in the Event-exclusive lobby screen, though a word of caution – you may find yourself so transfixed you forget to load into a Trial. Upon doing so, you’ll notice that many familiar assets have been altered by the strange lunar phenomenon.


[h3]READ THE BLOODY RULES [/h3]

The basic goal of this Event is to collect Droplets and deposit them into Blood Basins. When that happens, a Blood Zone is created, granting all players within its radius an Area-wide buff. Survivors can carry a maximum of 1 Droplet, while Killers can carry 2 (and start a Trial with 1).

3 Fragile Blood Basins spawn across the Map at the start of a Trial, allowing players to obtain additional Droplets. Once you have one in your possession, you’ll be able to create a Blood Zone at various locations throughout the Map. Note that there will only ever be a total of 4 Droplets in play during a match.

The area-wide effects are different for Killer and Survivor. For Killer, your Lunge Attack duration is longer, but your blade wipe animation is extended. For Survivor, your grunts of pain are quieter and your Pools of Blood dissipate faster. Both sides will receive a Bloodpoint bonus for time spent in the Blood Zone, so it’s in your best interest to create them.

Upon creation, a Blood Zone will be protected for a duration, during which time the player that created it will benefit from the effects – even if they’re outside the Blood Zone’s area. Once that protection fades, players from either side can remove the Blood Zone and reclaim the Droplets.



[h3]BLOODSENSE MAP [/h3]

Speaking of Map, the Blood Moon Event introduces a new Survivor Item, Bloodsense Map, into the Bloodweb. When you use it in a Trial, you’ll instantly see the Auras of any injured Survivor no matter where they are. Only thing is, using the Map will leave Pools of Blood, allowing the Killer to pick up your trial.



[h3]A TOME WELL RED [/h3]

This Event will bring forth a new Event Tome, featuring 2 Levels of Challenges to complete. In addition, we’re also introducing the Blood Seekers Community Challenge.

How does one become a Blood Seeker? Simply by creating Blood Zones in-game, which contributes to a collective track filled by the entire Dead by Daylight community. The higher the track, the more Bloodpoints players will receive at the end of a game.



[h3]RED REWARDS [/h3]

As per tradition, the Blood Moon Event arrives with an Event Tome loaded with new challenges to complete and rewards to reap. The more Challenges you do, the more Blood Trinkets you earn to spend on Outfits, Charms, and Player Cards.

An explorer delving deep over her head. A formidable warrior spurred by insatiable bloodlust. Use your Event Currency to unlock Élodie Rakoto’s Catacombs Exploration Outfit and The Oni’s Red Mist Outfit.



Beyond Outfits, Charms are an exciting way to add a dash of personality to your characters. Whether you’re looking to express your own individuality, or perhaps deck your Survivors out with Charms that feels lore-accurate, the Droplets, Blood Basin, and Dripping Skulls will be an elegant addition to your collection.


Our latest addition to the Cosmetic family are Player Cards, so if you’re the type who enjoys a classy dash of the macabre, we’ve got you covered with several Blood Moon-themed Badges and Banners.


[h3]BLOODY THREADS [/h3]

A young witch dabbling with the dark arts. A gambler that always bets on red. An inventor at her most primal. A doctor hellbent on pushing medical boundaries.

The Blood Moon Collection features elegantly sanguine Outfits for Survivor and Killer alike, with each one painting a macabre portrait of the past – or is it the present?

Head to the in-game store and check out these new Very Rare Outfits for Mikaela Reid, Ace Visconti, The Skull Merchant, and The Doctor.



[h3]MAKE IT RAIN [/h3]

There’s not a cloud in the sky, and yet…we’re going to make it rain Bloodpoints. For the duration of the Blood Moon Event, we’re offering daily login rewards of in-game currency, with each gift period starting at 11 AM ET and running for 24 hours.

The daily login rewards include various forms of in-game currency, with a total of 500,000 Bloodpoints, and 50 Rift Fragments. For more information, check out our complete schedule of Blood Moon giveaways:

March 18: 50K Bloodpoints
March 19: 10 Rift Fragments
March 20: 50K Bloodpoints
March 21: 15 Rift Fragments
March 22: 50K Bloodpoints
March 23: 50K Bloodpoints
March 24: 50K Bloodpoints
March 25: 50K Bloodpoints
March 26: 10 Rift Fragments
March 27: 50K Bloodpoints
March 28: 15 Rift Fragments
March 29: 50K Bloodpoints
March 30: 50K Bloodpoints
March 31: 50K Bloodpoints


May your cup runneth over with Bloodpoints, to the point where you’re bursting at the seams. We hope you enjoy the Blood Moon, and we look forward to seeing you in The Fog.



Best of luck,

The blood-spattered Dead by Daylight Team