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Dead by Daylight system requirements

What are the Dead by Daylight system requirements? As you might expect, having been released back in 2016, the Dead by Daylight PC system requirements are somewhat dated. This means that you should have no issue playing the game on an old or budget gaming PC, but the better your hardware, the better your game will look and run.


You have never needed the best graphics card to run Dead by Daylight and it's unlikely you ever will unless a massive graphical overhaul is released. That's not to say that this asymmetrical horror game looks bad. Instead, DbD uses dark environments to take a focus away from the general level of detail and keep players focused firmly on the task at hand, whether that be escaping a map or chasing down survivors as a killers.


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New DBD Chapters are delayed so BHVR can fix the community's biggest problems

DBD codes February 2025

Resident Evil DBD 2v8 mode release time and details

Dead by Daylight Quality of Life Initiative 2025: Phase 1

Dead by Daylight will be undergoing a substantial Quality of Life Initiative, which should address many longstanding concerns and frustrations our players have been experiencing.
This Initiative will take place over the course of two phases. The first runs from April to June, while the second runs from July to December. For a full look at what’s scheduled, check out the roadmap below.



To accommodate for the scope of this Initiative, we have decided to delay several of our upcoming releases – including Chapters, Rifts, Events Modifiers, and Collections. That means there will not be a PTB tomorrow, but rest assured that we did not make this decision lightly.
We feel confident that delaying our upcoming releases to prioritize this Quality-of-Life Initiative will ultimately make Dead by Daylight stronger than ever. We’re always listening to our players, and this has been a long time coming.
Looking for a more comprehensive breakdown of everything lined up in Phase 1? We’ve got you covered.

[h3]Surrender State[/h3]
The team has been working on a Surrender feature, which should limit player frustration on both sides. To get it right, we first needed to identify the situations where its use would be most appropriate, leading us to two scenarios:
- All remaining Survivors have been slugged (Survivor)
- All remaining Survivors are bots (Killer)
Once these instances occur, players will be able to use the Surrender option, ending the Trial while retaining the Bloodpoints they’ve earned and escaping the Disconnect Penalty.

[h3]Gamma Adjustments[/h3]
Dead by Daylight can get a little dark – not just thematically -- and sometimes excessive darkness can hinder playability. We’re introducing the ability to adjust Gamma settings on all platforms, allowing you to find a sweet spot without sacrificing the intended artistic direction.

[h3]“Go-Next" Prevention[/h3]
The “Go-Next” expression refers to instances where a Survivor deliberately does everything in their power to quickly go to their next game – including walking up to the Killer and standing still, running to a Hook and repeatedly pointing at it, or most commonly, intentionally failing Skill Checks while on Hook.
To disincentivize and properly penalize this behavior, we’ll be implementing measures that will help us identify when a player is attempting to “Go Next.” Once identified, they’ll receive a Disconnection Penalty Point and lose an entire Grade. We’ll be keeping a close eye on this system to ensure its accuracy, but we’re confident that that this will help alleviate the issue.
On the other hand, we’d like to reward players who stick it out through those challenging matches, even when things take a dire turn. We’ll be moving forward with a new Emblem-based multiplier that grants additional Bloodpoints during your following match, with the bonus stacking over consecutive Trials.

[h3]Extreme Hiding & Body Blocking Prevention[/h3]
“Extreme Hiding” refers to Survivors drawing out an unwinnable match by ignoring their objective and waiting out the clock.
To combat this, we’re changing the way AFK Crows operate, so they can more accurately identify when a player is deliberately avoiding engagement with their gameplay objective. Once a player receives Crows, their location will be immediately revealed to the Killer.
We’ll also be incorporating a feature that allows players to lose collision after receiving a third AFK Crow, which should prevent instances of Body-Block related griefing.

[h3]Map Offerings[/h3]
We recognize that Map Offerings are a bit divisive; some players enjoy them, while others feel they can grant an unfair advantage. The fact that they automatically bypass both the Map and Realm repetition system can also add to that frustration.
Moving forward, Map Offerings will no longer guarantee the appearance of a given Map, but rather increase its chances by 20%. Note that they will not stack. We’re also looking to make it so Map Offerings, as well as several other types of Offerings, will remain a secret during load-in – that way, your decision to remain in the match will not be swayed by external factors.

[h3]Spawn Rules[/h3]
Survivor spawn placements can have a significant impact on a Trial’s outcome, an observation that has been repeatedly recognized by our community. It’s become clear that Survivors spawning separately, and thereby covering more ground, allows them to gain a notable advantage in completing their objective.
We’re changing the default Survivor Spawn rules to ensure that each Survivor will spawn within 12 meters of one another, on the same floor (if applicable). To accomodate for this change, Shroud Offerings will be adjusted accordingly.

[h3]Improved AFK Bot Detection[/h3]
Players that use AFK Bots can be frustrating to have in your Trial, and we’re working on improvements to our detection systems so that we can quickly identify and penalize them accordingly.

[h3]Bulk Bloodpoint Spending[/h3]
To speed up general Bloodweb activity, we’re adding a button that will allow you to spend Bloodpoints in bulk.

[h3]Quest System[/h3]
Previously announced last year, the Quest system is part of a larger update to The Archives and Rifts, so expect more information in an article specifically dedicated to that. For now, know that we will be reworking the Challenge system (as well as Daily Rituals) to reduce the grind, make it easier to earn rewards, and increase the overall level of fun.

[h3]Perk Loadouts & Preview[/h3]
After a successful round of A/B testing, we’ll be allowing players to see their own Perk loadouts while in a lobby, as well as adding additional Perk loadout slots.

We believe these changes will be an overall benefit to Dead by Daylight’s health, further establishing a positive gaming environment for all our players. We’d also like to thank you for your patience and understanding during this time.
We’ll be back at our Anniversary Broadcast in May to recap Part 1 and provide deeper insight into Part 2 of our Roadmap, so keep an eye out for that announcement. In the meantime, we’re looking forward to hearing your thoughts and feedback.
Thanks for spending time in The Fog,
The Dead by Daylight Team.

New DBD Chapters are delayed so BHVR can fix the community's biggest problems

Behaviour Interactive is delaying Dead by Daylight Chapters and other content such as Rifts and Collections so it will have room to address the community's biggest complaints with the game. This is part of the DBD quality-of-life initiative for 2025, which takes aim at long-standing issues and will be split into two phases. So, while new Chapters are being pushed back, Behaviour is using this extra time to finally make the core experience much better.


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Dead by Daylight system requirements

DBD codes February 2025

Resident Evil DBD 2v8 mode release time and details

8.5.2 | Bugfix Patch

Bug Fixes

[h2]2V8[/h2]
  • Reduced the Survivor's Herb interaction snap time.
  • Fixed an issue that could cause Killers to become stuck in the trial after the End Game Collapse when a bot became stuck in a cage state.
  • Fixed an issue that caused the Survivor to lose their struggle animation when interrupted by the Deathslinger's harpoon while getting vaccinated or sprayed by another Survivor.
  • Fixed an issue that caused Survivors to briefly float in the air before going to a cage when picked up by Naughty Bear.
  • Fixed an issue in Raccoon City Police Station where killers and Survivors could land on top of crates in the main hall.
  • Fixed an issue that caused the Event Entry Screen Overview tab to incorrectly refer to the Raccoon City Police Station as the Raccoon City Police Department.

[h2]Audio[/h2]
  • Fixed an issue where the chains and leather clothe from the Tortured Souls outfit would not make any sound while moving in the menu and in game for The Huntress, The Plague, The Blight and The Knight.
  • Fixed an issue where killers would play the wrong material SFX for their footsteps in the Dead Dawg Saloon map.
  • Fixed an issue where the Slice & Dice charge scream would fail to resume after a Scamper Vault or Pallet is performed.
  • Fixed an issue that caused the Spirit's Husk SFX to be heard while phase walking.
  • Fixed an issue that caused the Legion's grunt to play twice at the end of Feral Frenzy.

[h2]Characters[/h2]
  • Fixed an issue that caused the 'Rose Marigold' outfit's skirt to clip through the Survivor's legs.
  • Fixed an issue that caused the Knight's Rift weapon and Deep Rift variant to appear the same.
  • Fixed an issue that caused empty nodes to appear in the Dark Lord's Bloodweb.
  • Fixed an issue that caused the Nightmare to teleport beyond the Exit Gate when teleporting with the Class Photo add-on in Greenville Square map.
  • Fixed an issue that caused the Nightmare's Dream Pallet shimmer to default to the maximum intensity when the pallet is placed outside the intended visible Survivor range.
  • Fixed an issue that caused the Executioner's Wax Doll and Black Strap add-ons to give the same range increase to Punishment of the Damned.
  • Fixed an issue that caused the Onryo's Reiko's Watch add-on to have no effect.
  • Fixed an issue that caused the Nemesis' zombies to become invulnerable to basic attacks after being hit right after spawning.
  • Fixed an issue where the Twins Charlotte could recall Victor instantly when latched onto a Survivor after Killer Instinct is applied.
  • Fixed an issue that caused the Houndmaster's Dog to float in the air briefly when vaulting the pallet on the second floor that leads to a fall in the Game map.
  • Fixed an issue that caused the Mastermind's Iridescent Uroboros Vial add-on to increase Survivors infection very rapidly at the start of the match.
  • Fixed an issue that caused Survivors window vault animation to stutter.

[h2]Environment/Maps[/h2]
  • Fixed an issue in the realm of Coldwind Farm where the camera clipped through the survivor when spawning close to the Tree tile.
  • Fixed an issue in Mother's Dwelling map where the killer could land inside a tree when lunge attack from the balcony of the house.
  • Fixed an issue in Raccoon City Police Station where the Dream Snares of the Nightmare would not go through walls in the West Wing of the building.
  • Fixed an issue in multiple maps where the Vile Purge of the Plague would hit an invisible collision near exit gates.
  • Fixed an issue in the realm of Decimated Borgo where a pallet was missing from a Maze Tile.
  • Fixed an issue in Treatment Theatre where the Dream Snare of the Nightmare would not go through walls.

[h2]UI[/h2]
  • Fixed an issue with the player names and/or the "invite" buttons to be invisible in a Lobby after coming back from the Archives.
  • Fixed an issue with the Beginner Mode Tooltips being invisible when hovering any Loadout slots.

8.5.1 | Bugfix Patch

Content

[h2]Killer Rework - The Nightmare[/h2]
[h3]Base Changes[/h3]
  • Added VFX when The Nightmare is teleporting to a Survivor being healed.
[h3]Addons[/h3]
  • Black Box:
    - Exit Gates are blocked for Sleeping Survivors for 15 seconds after they are opened.
    - This effect lingers for 3 seconds after they Wake Up. (NEW)

[h2]Archives & Events[/h2]
  • Game Mode: 2V8 returns February 10th at 11:00am Eastern.
    - This two-week event features an event tome with new Resident Evil-themed rewards.

[h2]Features[/h2]
  • Clairvoyance has been updated to use a progress bar.
  • Updated the "Memento Mori" entry in the Game Manual / Killers section, renamed to "Kill By Your Hand", with updated information on different ways to execute the Kill action.
    - Included in English and French, with other languages to be updated later.
  • General Perks can now be searched for using "Generic", "Universal", "General", and "Global".
Bug Fixes

[h2]Audio[/h2]
  • Fixed an issue that caused the Spirit's "Tomie" Legendary outfit to be quieter than the default outfit when performing Phase Walk.
  • Fixed an issue that caused the breathing SFX of the Spirit to be heard from the Husk during the Phase Walk.
  • Fixed an issue that caused the audio of the left and right trigger inputs of a controller to be heard in the Collections tab without having a visible effect.
  • Fixed an issue that caused the audio of the left and right trigger inputs of a controller to be heard in Lobbies without being useable.
  • Fixed an issue that caused Survivors not to scream when injured or downed by the Knight's Guards.

[h2]Bots[/h2]
  • Improved Survivor bot healing and pathing against ranged Killers.

[h2]Characters[/h2]
  • Fixed an issue that caused Yui "Murder Mill" torso customization to change her idle animations to the "Forest Guide" outfit animations.
  • Fixed an issue that caused the hair on the Pig's "Pig Mask" and "Stretched Muzzle" cosmetics to disappear.
  • Fixed an issue that caused Survivors to not be able to complete the Snap Out when in Madness Tier 3.
  • Fixed an issue that caused Survivors to soft-lock when dropping the First Aid Spray immediately after the Spray Self interaction has been completed with network lag.
  • Fixed an issue that caused Killers to be able to pick up downed Survivors while searching a locker.
  • Fixed an issue that enabled the Houndmaster's Chase Command ability to stop a Survivor from leaving through the Exit Gate by repeatedly starting a grab.
  • Fixed an issue that caused the Dog to sometimes not fall off ledges when following the Houndmaster.
  • Fixed multiple instances where the Houndmaster's Dog could get stuck or not be able to pass through places where the Killer could.
  • Fixed multiple navigation issues with the Houndmaster's Dog across multiple maps, elevations and vault areas.

[h2]The Nightmare[/h2]
  • Fixed an issue that caused the Nightmare to jitter when touching a Dream Pallet.
  • Fixed an issue that caused the Nightmare's Teleport Channeling audio to keep playing, even if it had been canceled with a basic attack.
  • Fixed an issue that caused the Nightmare's Dream Snare to continue moving off the balcony in the Raccoon City Police Station map.
  • Fixed an issue that caused the Nightmare to teleport beyond the Exit Gate when teleporting with the Class Photo add-on in The Game map.
  • Fixed an issue that made it possible for the Nightmare to place a total of 9 Dream Pallets instead of 8.
  • Fixed an issue that caused the Nightmare to not see the aura of completed generators when the End Game Collapse triggered.
  • Fixed an issue that caused Rupturing a Dream Pallet on the floor directly above or below a Survivor to hit said Survivor.
  • Fixed an issue that allowed Dream Pallets to be placed out of bounds.
  • Fixed an issue that caused the Nightmare's Husk to be briefly visibility at the initial teleport location when finishing a teleport.
  • Fixed an issue that caused the Nightmare to teleport directly onto healing Survivors instead of at a distance.
  • Fixed an issue that caused all Survivors in the trial to hear the Nightmare's laugh when he hit an awake Survivor with his Dream Snare.
  • Fixed an issue that caused Survivors' auras to not be revealed when triggering a static Dream Snare with the "Z" Block and Blue Dress add-ons.

[h2]Environment/Maps[/h2]
  • Fixed an issue in the Forgotten Ruins map, in which Zombies could get stuck in certain areas of the dungeon.
  • Fixed an issue in the Coal Tower map, in which the intro camera clips into the Houndmaster.
  • Fixed issues in The Underground Complex map, in which the intro camera clips into the Houndmaster.
  • Fixed an issue in the Dead Dawg Saloon map, in which the Nurse could Blink into the prison cells behind the Exit Gates.
  • Fixed an issue in the Raccoon City Police Station map, in which the Nurse could Blink out of bounds.
  • Fixed an issue in the Raccoon City Police Station map, in which the Survivor's body could clip through locker doors.
  • Fixed an issue in the Realm of Coldwind Farm, in which the Nurse could Blink on top of the shack.
  • Fixed an issue in the Realm of Yamaoka's Estate, in which the Tanuki's orientation did not match the Tanuki Statue.
  • Fixed an issue in the Mother's Dwelling map to prevent the player getting stuck on the top of the spinning wheel inside the main building.
  • Fixed an issue in the Torment Creek map to prevent the Nightmare's Dream Snare from clipping under the floor inside the main building.
  • Fixed an issue in the Torment Creek map to enable smoother navigation up the slope near the Killer Basement's entrance.
  • Fixed an issue in the Badham Preschool map, in which the Nightmare's Dream Snares would fail to go through the walls of the closed classrooms.
  • Fixed an issue in the Dead Dawg Saloon map, in which the skybox was missing galaxy star clusters.

[h2]Perks[/h2]
  • Fixed an issue that caused Vigil's status effect recovery to display the old values in-game.

[h2]UI[/h2]
  • Fixed an issue in which the inventory arrow buttons in the bot loadout were non-interactive.
  • Fixed an issue in which the event popup would sometimes display incorrect info if it was opened through an event item in the Store menu.
  • Fixed an issue in which The Huntress' "Ohmwrecker" mask customization item would use the default mask model.

[h2]Misc[/h2]
  • Fixed an issue that caused some players to be unable to matchmake as Survivors.
  • Optimized the logic used to handle status effects during gameplay to improve general performance.