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Dead by Daylight reveals modern tech-driven chapter, Tools of Torment

An all-new chapter is arriving in Dead by Daylight, bringing with it tactical killer, The Skull Merchant, and sibling survivors, Thalito and Renato Lyra. This particular chapter, Tools of Torment, marks Dead by Daylight’s 27th Chapter.

Of course, with a new killer and two new survivors coming on board, that means there’s new perks for players to grind for.

The Skull Merchant is the “first original modern female slasher”, as stated in a Behaviour Interactive press release. She’s a wealthy tech executive, eating up smaller companies publicly, while literally going on killing sprees in her spare time. Her power, Eyes in the Sky, allows her to position four drones around the map to watch over survivors and ultimately hunt them.

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6.6.0 | PTB

Important

Progress & save data information has been copied from the Live game to our PTB servers on February 6th. Please note that players will be able to progress for the duration of the PTB, but none of that progress will make it back to the Live version of the game.

Release Schedule
  • PTB goes live: 11AM ET
Content

[h2]New Killer: The Skull Merchant[/h2]
[h3]Perks:[/h3]
Game Afoot: While you are chasing the Obsession, this perk activates. Damaging Generators and destroying Breakable Walls and Pallets gives you a 5% Haste Status for 8/9/10 seconds. Whenever you hit the Survivor with the total most time in chase with a Basic Attack, they become the Obsession. The Killer can only be Obsessed with one Survivor at a time.

THWACK!: After hooking a Survivor, performing the break action on the next Breakable Wall or Pallet will make Survivors within 32 meters scream and reveal their Aura for 4 seconds. THWACK! is active for 45/60/75 seconds after the Survivor is Hooked.

Leverage: Each time you Hook a Survivor, gain 1 token, up to 10. When you Hook a Survivor, this perk activates. For each token, reduces the speed at which Survivors heal by 3/4/5% for 30 seconds.

[h2]New Survivor: Thalita Lyra[/h2]
[h3]Perks:[/h3]
Cut Loose: After performing a rushed vault in a chase, this Perk activates. While active, your rushed vaults are silent for up to 4/5/6 seconds, and successfully performing a rushed vault during that time resets the timer. This perk goes on cool-down for 45 seconds.

Friendly Competition: Whenever you finish Repairing a Generator with at least one other Survivor, this Perk activates. You and other Survivors who finished Repairing the Generator with you get 5% increased Repair progress speed for 45/60/75 seconds. Survivors can only have one instance of this Perk's ability active at once.

Teamwork: Power of Two: Whenever you finish healing another Survivor, you both move 5% faster as long as you stay within 12 meters of the Survivor you healed or until one of you loses a Health State. Teamwork: Power of Two can only trigger once every 180/160/140 seconds. Survivors can only be affected by one Teamwork: Power of Two effect at a time.

[h2]New Survivor: Renato Lyra[/h2]
[h3]Perks:[/h3]
Background Player: After you unhook another Survivor, break into a sprint at 150% of your normal running speed for 6 seconds and gain Exhaustion for 60/50/40 seconds. This Perk cannot be used while suffering from Exhaustion. Exhaustion prevents Survivors from activating other Perks that cause Exhaustion.

Blood Rush: This Perk activates once you are one Hook away from instant death. While healthy, running, and suffering from Exhaustion, press the Active Ability Button 1 to lose a Health State and recover from Exhaustion instantly and gain the Broken status effect for 28/24/20 seconds. You are automatically healed from injured to healthy after 28/24/20 seconds. Being put into the Dying State will cancel the healing effect. Activating Blood Rush will disable it for the remainder of the trial. Exhaustion prevents Survivors from activating other Perks that cause Exhaustion. Broken prevents Survivors from being healed.

Teamwork: Collective Stealth: Whenever another Survivor finishes healing you, you both leave no scratch marks as long as you stay within 12 meters of the Survivor who healed you or until one of you loses a health state. Teamwork: Collective Stealth can only trigger once every 180/160/140 seconds. Survivors can only be affected by one Teamwork: Collective Stealth effect at a time.

[h2]Map Changes: Shelter Woods[/h2]
A makeshift command center was erected here, its rigid walls and sharp angles standing in stark contrast to the twisted wood and soil. For those who chance upon this crude structure, the realization that this complex belongs to an apex hunter—a hunter whose prey is human—usually comes too late.

[h2]Visual Update: Red Forest[/h2]
We’ve taken a lengthy visit to the Red Forest Realm, which includes the Maps Temple of Purgation and Mother’s Dwelling. How about a nice, long walk in the woods?

[h2]Visual Update: Haddie Kaur[/h2]
  • Visual improvement to eyes and hair.
  • Hair shape and color adjusted to be more reflective of her lore.
  • Added blood to Prestige hair.
  • Visual update to her uncommon skin makeup.
  • Icons and portrait updated.
Quality of Life

[h2]Map Repeat Prevention[/h2]
This update improves the Map selection process. Now, the possibility that players in a Trial will see the same Map as their previous Trial has been reduced to near-zero. It’s also unlikely that they will be sent to a recently visited Map, though the likelihood will be a little higher than near-zero. This will not impact the efficacy of Map Offerings, nor will it affect Custom Games.

[h2]Loading Timeout[/h2]
After analyzing the data on our side, we have established a set of expected loading times for each of the steps while loading into a Trial. As a result, if any player crashes or hangs while loading, we will now be able to return everyone to the Tally much earlier.

[h2]Reporting Players[/h2]
We know that sometimes you may face unsportsmanlike behaviour even before a match. We have now added the option to report a player from the online lobby.

[h2]Perk Changes[/h2]
  • Any Means Necessary: removed cooldown.
  • Eruption: After kicking a Generator, its aura is highlighted in yellow. Whenever a Survivor enters the Dying State, every affected Generator explodes, losing 10% worth of current progress and starts to regress. Any Survivor repairing a Generator when it explodes will scream and reveal their aura 8/10/12 seconds. Eruption has a cooldown of 30 seconds.
Bots in Custom Games

[h2]Pre-game Improvements[/h2]
  • Bots are now assigned to specific slots in the Custom Match party lobby.
  • Bots can now use a selection of Perks in Custom Games. Up to 4 Bot Perk loadouts can be saved.
  • Dev Note: Not all options for loadout are currently supported by Bots. You may notice that some options of Perks, Items, Add-ons or Offerings are missing; these exclusions are intentional.

[h2]In-game Improvements[/h2]
  • Bots respond better while in the Terror Radius on multi-floor Maps.
  • Bots are more likely to pick up dropped Items.
  • Bots will use the Haste Effect more effectively after being hit by the Killer.
  • Bots are no longer overcome with existential dread when Broken and holding a Medkit.
  • Bots no longer automatically know where their rekindled Hex: Pentimento Totem is located.
  • Bots no longer automatically know the Perk associated with a Hex Totem.
  • Bots should now make more strategically sound rescues in the Killer’s presence.
  • Improved Bot decision-making while dodging ranged attacks and looping.
  • Improved Bot pathing while obstructed by a teammate.
  • Bots now prioritize gaining distance from the Killer over seeking a nearby loop.
  • Bots react more accurately to sound, especially from Killer Powers.
  • Injured Bots are now more effective at healing one another.
  • When searching for the closest Locker, Bots are no longer confused by Lockers on a floor below or above.

[h2]Killer-specific Improvements[/h2]
  • Bots are more willing to solve The Lament Configuration when playing against Pinhead.
  • Bots no longer automatically know which Generator Freddy Krueger will emerge from while using the Class Photo Add-On.
  • Bots no longer automatically know which Portal The Demogorgon will emerge from while using the Red Moss Add-On.
  • Bots no longer fear approaching Charlotte while Victor is active.
  • Bots now know to crouch to avoid triggering The Hag’s Phantasm Traps.
  • Bots no longer attempt to blind The Demogorgon while it’s travelling in the Upside Down.
  • Bots no longer automatically know which Pallets are fake when playing against Freddy Krueger or The Doctor.
  • Bots more accurately react to the Terror Radius when the Obsession is affected by Dark Devotion.
  • Bots are far more willing to disarm The Trapper’s Bear Traps when required.
Bug Fixes

[h2]Audio[/h2]
  • Generator sounds are no longer muffled to those Repairing it.
  • Reworked how Survivors scream when getting Hooked to make it sound more natural.
  • Fixed an issue where, if ending a Trial as The Cenobite while in the Gateway, playing the next Trial as The Cenobite would cause the Killer's sounds to be muffled.

[h2]Characters[/h2]
  • Updated The Nurse's Power description.
  • The Dredge no longer becomes invisible when teleporting into a Locker at the same time a Survivor enters it.
  • The Dredge no longer retains Bloodlust when teleporting to Lockers.
  • The Dredge's Power, The Gloaming, can no longer be incorrectly cancelled while charging.
  • Killer Instinct is no longer revealed on Survivors in Lockers from which The Dredge had previously teleported.
  • Fixed an issue that cause injured female Survivor body to clips through The Wraith when being grabbed from a locker while he's cloaked.
  • Fixed a rare crash after teleporting to a Portal as the Demogorgon.
  • The Trickster can no longer see the impact effects of thrown blades when Blinded.
  • The Oni's Demon Dash progress bar no longer remains white when the Scalped Topknot Add-On is equipped.
  • The Torment Trail is no longer applied to Survivors grabbed by The Executioner while doing another action.
  • After vaulting but without moving as The Knight, Guardia Compagnia is no longer disabled until the Killer moves.
  • After Summoning a Guard for an Order, The Knight's Guardia Compagnia Patrol Path now fades out in its entirety.
  • The Knight's Guards are no longer spawning in mid-air in certain areas, such as near door frames
  • During The Knight's Guardia Compagnia, it is no longer possible to see the Killer's Red Stain or Idle Crows spawned while in Guard Summon mode
  • The Knight's Guards no longer trigger the hidden corpse jumpscare event when patrolling in the Midwich Locker Room.

[h2]Perks[/h2]
  • The perk Deja Vu is no longer activated after the last Generator is completed.
  • The perk Coup de Grace now correctly extends the distance of the first lunge when a token has been gained.
  • The Knight's Guardia Compagnia can now be cancelled by the perk Head-On.
  • Maps
  • The Killer shack loop in the Garden of Joy Map is no longer disrupted by debris.
  • The Haddonfield Porch Lights will now operate as intended when the Generator is complete.
  • The Killer will no longer be able to climb on top of (or get trapped in) the Eyrie of Crows Killer Shack Pallet.
  • Pallets in the Decimated Borgo no longer fail to shake when kicked.
  • Killers can no longer become desynched when standing in certain tiles in the Eyrie of Crows Killer Shack.

[h2]UI[/h2]
  • Killer can now consistently open the character info menu while in the lobby.
  • Corrected wrong character swap button prompts in the Lobby and the Store.

[h2]Misc[/h2]
  • Players affected by a disconnection penalty should now see it correctly when returning to the lobby after a Match.
  • Fixed a few cases where subtitles for voiceover lines would linger longer than the audio itself.
  • Players are no longer stuck in an infinite loop when matchmaking fails while queueing for a Custom Match.
  • The wiggle Skill Check check no longer becomes partly incompletable when picked up from a Generator.
  • A Survivor self-Unhooking and running away no longer experiences a small rubber-banding issue.
  • Generators blocked by the Entity no longer continue regressing and losing progress.
  • The Exposed status effect no longer incorrectly displays a timed icon when the player is permanently Exposed.
  • All Perks can now be bound to, and triggered by a mouse scroll.
  • Input bindings changed while being displayed by a button prompt no longer stay permanently displayed.
Known Issues
  • The Drone's scan lines can be seen through some Breakable Walls.
  • The Autohaven Wreckers Azarov's Resting Place is Kill Switched due to a placeholder bug.
  • The Perk "Blood Warden" is Kill Switched due to a bug.

Dead by Daylight Red Forest map is getting a makeover

Another one of the maps in Dead by Daylight is getting the Realm Beyond treatment in the next major update. The Red Forest, which is home to the Plague and the Huntress, is getting its big facelift in the horror game's next update, and developer Behaviour Interactive has shared some nice-looking screenshots of the rework. The update will also include some changes to perks and will prevent maps from repeating several times in a row.


Read the rest of the story...


RELATED LINKS:

Dead by Daylight codes February 2023

New DBD killer could be the Terminator - Hasta la vista, baby

Dead by Daylight killers tier list: all 30 deadly characters ranked

New DBD killer could be the Terminator - Hasta la vista, baby

A new Dead By Daylight killer arrives in the horror game some time in March, and a new teaser trailer has suggested that you might just be able to go around killing people after all as, well, the Terminator. After all, there's little else to assume when you're shown a robotic skull with a red, glowing eye, right?


Read the rest of the story...


RELATED LINKS:

Dead by Daylight codes February 2023

Dead by Daylight Red Forest map is getting a makeover

Dead by Daylight killers tier list: all 30 deadly characters ranked

Developer Update | February 2023

It’s about that time for another Developer Update, the series of posts where we discuss upcoming changes making their way to Dead by Daylight. This time, we’ll go through some notable changes happening in the next update alongside a brand-new Chapter and beyond!


[h2]Red Forest Visual Update[/h2]
Over the past few years, various realms have gradually received facelifts. This process- which we named The Realm Beyond- has us revisit older maps and bring their visuals up to modern standards. We’ve already updated the majority of maps, and today, we turn our focus to the classic Red Forest.

Home to both The Huntress and The Plague, the Red Forest debuted nearly six years ago. This visual update maintains the iconic rainy climate of the original maps as well as the small details and nods to their respective Killers’ lore.

They say a picture’s worth a thousand words, so rather than having you read a few thousand words, take a look at these previews!




[h2]Map Repeat Prevention[/h2]

Speaking of maps, many of you can probably single out a favourite; a map that you’re always excited to see. But with so many maps to choose from, you probably don’t want to play the same map several times in a row even if it happens to be your favourite. Variety is the spice of life, and variety in Dead by Daylight is no exception.

No longer will you need to resort to map Offerings in a plea to The Entity to stop sending you to Fractured Cowshed: Map Repeat Prevention is here!

This new feature eliminates the possibility of playing the same map twice so long as a map Offering is not used. The same goes for any other players in your trial: If each person played a different map in their last match, none of those maps will be chosen. Furthermore, the chance for these maps to be chosen will also be reduced for the next few matches, steadily returning to their usual odds.

We hope you enjoy seeing a wider variety of maps as you play!


[h2]Bot Loadouts & Improvements[/h2]

We recently introduced Survivor bots to custom matches, allowing you and your friends to fill the remaining spots with robot allies, or just practice a new Killer against an entire lobby of bots. We were thrilled to see such an enthusiastic response to this feature from the community. Since then, we’ve been working hard on improvements to the Survivor bots and their AI, and as such, you’ll notice a few changes in the next update.

First, we’ve added the ability to customize a Survivor bot’s loadout. Once you’ve added a bot to the lobby, simply click their name and you’ll find a new edit button. Here, you can customize the bot’s Perks, Item, Offering, and even which Survivor you’d like them to be. We’ve also taught the bots to use most –but not all– of the perks, so go wild and test out various combinations!

Second, we’ve made a large number of improvements to the Survivor AI. Some of these improvements are smaller than others, but here are just some of the more noteworthy tweaks:
  • Improved navigation in some areas, preventing bots from getting stuck in some places or attempting to loop something that they shouldn’t.
  • Bots are now more bold when it comes to unhooking their fellow Survivors. Though they prefer to go for the save when it’s safe, they will now attempt an unsafe rescue as a last resort.
  • Bots will now actively attempt to seek out Totems when using Totem hunting perks such as Small Game or Counterforce.
  • Bots will now react to some audio queues (e.g. The Wraith’s bell). Previously, they would only respond to the Terror Radius.
  • Bots have learned to better respond to certain Killer powers. For example, they will now crouch near The Hag’s Traps and disarm Bear Traps.
  • Bots will now attempt to break line of sights in a loop while a ranged Killer is aiming at them.
  • And many, many more!

Bots are by no means meant to replace a real person, but we hope these improvements will make them a slightly more realistic practice buddy.


[h2]Perk Changes[/h2]

Although we typically save perk changes for our Mid-Chapter Updates, we had a little room in this Chapter to squeeze in a few perk changes. We are in the midst of planning another package of perk changes for the next major update.

[h3]Eruption[/h3]

Eruption has been a hot topic as of late, and for good reason. This perk was updated in our meta shake up last year and has steadily grown in usage ever since. These days, it has solidified its spot in the new meta.

Many of you have raised concerns surrounding how the perk disproportionally affects solo players. Since solo players cannot warn their teammates when they are about to go down, their teammates cannot stop working on the generator to avoid the Incapacitated effect. This made Eruption very powerful: Not only would it immediately lose 10% of its progress, but it would continue to regress until the Incapacitated effect wore off.

This made Eruption a very clear choice for any loadout, not only regressing generators, but also preventing further repairs from being done. To bring Eruption more in line with other generator perks, we have made a few changes.

First, Eruption will now cause the generator to lose 10% of its current progress, not total. This means the effect will be less severe on generators with less progress, but more impactful on generators that are nearly completed.

Second, Eruption will no longer apply the Incapacitated effect to Survivors who were repairing the generator when it exploded. Instead, Survivors who are actively working on the generator will scream and reveal their aura to the Killer for 10 seconds. Not only will this make the perk less frustrating for solo players, but it will also give the Killer crucial information on the other Survivors’ whereabouts so they can attempt to interrupt them.

We hope you’ll find this new version of Eruption to be much more comparable to other generator related perks!

[h3]Any Means Necessary[/h3]

This perk makes it possible for a Survivor to pick up a dropped pallet, allowing it to be used again later in the match. Back when this perk launched, many people (us included!) were worried that it may be too powerful, so it had a fairly long cooldown. Over time, it became clear that the biggest obstacle to using this perk was not in the fact the cooldown, but rather finding a pallet that had not yet been destroyed. Since the perk requires a fairly lengthy interaction and can be interrupted by the Killer, Any Means Necessary cannot be used aggressively.

To give this perk a slight boost, we have removed its cooldown entirely. Survivors running this perk can now reset a dropped –yet unbroken– pallet whenever they have the chance! Killers will want to keep an eye out for pallets mysteriously resetting and be extra vigilant when it comes to breaking them.


While Chapter releases like this one tend not to come with many balance changes, you can expect a larger package of perk changes in the following Mid-Chapter.


[h2]New Outfit Plans[/h2]

In recent weeks we have noted a passionate conversation amongst the community in regard to who in the game is, and is not, getting cosmetics.

Over the years, the roster has grown to an astonishing count of 64. With such a wide variety, producing new Outfits for each of them has become a tall task. Each new cosmetic takes a good amount of time and careful planning to bring to life, and there’s only so much time in between updates. We have to be very conscious about the Outfits we release, balancing both character and style variety, but also content which we know players will love.

This can result in some characters receiving a new Outfit less frequently that we, or you, would like. We try our best to include a vast array of Survivors and Killers so everyone can find one that resonates with them, and it can be upsetting when it feels like that character was forgotten. That feeling is mutual; we love everyone who has been brought into the Fog and want the best for each of them.

But there’s good news on this front which we wanted to share today! We have recently expanded our production capacity to increase the number of cosmetics we can produce for each update, and you should start seeing the results over the coming months. With this, we hope to increase both the quantity and variety of Outfits we release without sacrificing quality.

To illustrate with an example, here’s a look at how we’re planning content around one beloved Survivor, Haddie Kaur, in the upcoming releases:



While the example above will not always be possible across all Killers and Survivors, it’s the type of release scope we’d like to see for the whole cast, especially newer ones who have joined The Fog.

We are all looking forward to this increased output capacity in our Outfits, and will be happy to share more as we progress.


[h2]An Update on Cheating[/h2]

Wrapping things up, we have a quick update to our ongoing plan to combat cheating. Not only have we continued to detect and patch out various cheats since our last update, but we’ve also expanded our team! We’ve recently welcomed a new Team Lead to our growing security team who will help coordinate our efforts moving forward.
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And with that, we’ve once again reached the end of the Developer Update. Most of the changes we’ve talked about today will be available to try during the Public Test Build starting (later this week / next week). As always, we’ll be keeping a watchful eye out for your feedback once you’ve had a chance to try them out!

Until next time…

The Dead by Daylight team