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Dead by Daylight News

Developer Update | May 2025



The 9.0.0 Update will be here before we know it, so it's time once again to take a look at the notable gameplay changes you can expect from tomorrow’s Public Test Build. As with last time, stay tuned for the PTB Patch Notes where we’ll share the precise values that are changing for each of the topics below!
Read on for all the details:

NEW FEATURES


  • Added a system to identify whether a Survivor’s sacrifice is an intentional attempt at “going next”.
  • If a player is identified as intentionally “going next”, they will receive a Disconnection Penalty Point.
  • Removed the option to self-unhook on first hook stage unless they have one of the following equipped:
    o Slippery Meat perk
    o Up the Ante perk
    o A Luck offering
  • Added “unlocks the ability to attempt to unhook yourself” effect to Luck offerings.
  • Survivors are no longer instantly killed after two struggle skill checks pass without any input.
Please note: The Disconnection Penalty system is not active on the PTB, so certain facets of the “going next” penalization will not be available to test.

DEV NOTE: We’ve made the above changes in order to tackle “going next” from two directions: penalizing repeat offenses and limiting exploitability of self-unhooks. By restricting early-match self-unhooks to specific perks and offerings, this still allows players to work it into their strategy while limiting cases where it’s used in bad faith.

  • Updated AFK detection system.
  • Reminder: If a player is considered AFK crows will gradually begin spawning above the Survivor, beginning with 1 and capping at 3.
  • Once a Survivor has 3 crows following them, they lose collision with other players.
DEV NOTE: With this updated system, we’ve adjusted how the game identifies players who have stopped contributing to a match. While the crow system largely functions as before, an additional effect at 3 crows prevents Survivors from intentionally griefing teammates with body blocking, while also preventing the Killer from holding Survivors hostage.

  • Added an Auto Bloodweb button which allows you to set how many levels you want to automatically progress through, Bloodpoints permitting.
DEV NOTE: It’s no secret this is one of the most common community requests, so we’re excited to put this in your hands! Even better, we’ve removed some recurring pop-ups after you see them once to make your time in the Bloodweb even more snappy.

  • Updated the Mori system so that it can now also be activated when 2 or more Survivors are dead, and the following occurs:
    o The second-last Survivor is Hooked and on Struggle Phase
    o The final Survivor is in one of the following states (Healthy, Injured or Dying)
DEV NOTE: With this change, Killers will be able to activate their Mori earlier – so long as victory is assured – removing the need to wait for any hooked Survivors to be Sacrificed. This will let players on both sides get back into the action sooner.

  • Map offerings grant a flat percentage chance of being sent to the associated Realm. This chance is no longer a guarantee.
  • Map offerings no longer stack their effects.
  • Map and gameplay-affecting offerings are treated as secret during the loading screen reveal.
DEV NOTE: By making map and gameplay-affecting offerings secret on loading screens, our intention is to preserve the element of surprise, preventing the opposing role from starting the match with knowledge of your strategy.

  • Adjusted the following spawn rules:
    o Survivors spawn as close together as possible
    o Survivors spawn on the same floor (where applicable)
    o The Killer will not spawn at the center of small maps
  • Changed the name of Shroud of Separation to Shroud of Vanishing and changed its effect to nullify offerings that change Survivor spawn locations.
  • Changed the name of Shroud of Binding to Shroud of Separation and changed its effect to spawn Survivors apart from one another.
DEV NOTE: With these changes to spawn rules, players will find their spawn locations to be more consistent when not affected by offerings.

We also know certain Shroud offerings have historically worked counter to what each role might want, so we’ve adjusted them to better line up with these expectations.

  • Added a Video category to the Graphics Settings menu.
  • Added a Brightness setting to the Video category to adjust Gamma.
DEV NOTE: Dead by Daylight is a game that relies heavily on the play between light and dark, which can be difficult to strike a balance between when playing on console, given the more limited options available. To help alleviate this, we’ve added a setting for adjusting Gamma, which gives players more control over how light and dark elements are displayed.

Lowest Setting

Highest Setting

  • Increased spectator slots in Custom Game to 5.
  • Added hotkey inputs to Custom Game spectating to quickly switch the view to a specific character and cycle through character views one-by-one.
  • Added controller support for the above improvements.
DEV NOTE: Not only is Custom Match a way to easily play with friends, it’s also a valuable tool for coordinating tournament play. To help streamline its use in these environments, we’ve added hotkey support to various methods of view-switching to make casting on-the-fly even easier. Plus, with increased spectator slots, tournament organizers have the option to give viewers visibility of all players in a match at once.

Even better, we have more improvements coming to Custom Match in a future update. Stay tuned for more on this!

KILLER UPDATES


  • Adjusted several Add-Ons.
DEV NOTE: Overall, The Artist is in a solid place balance-wise and boasts useful add-ons that meaningfully change how her kit works. To encourage even more pick variety among these, we’ve adjusted her top and bottom-performing add-ons to bring their usefulness more in line with her other options.

Stay tuned for the patch notes for specific details on these changes.

  • All of The Lich’s Spells are available at the start of a Trial.
  • Reduced cooldowns of all Spells.
  • Dispelling Sphere's projectile moves quickly when first cast and slows down over time.
  • Increased the Killer Instinct duration once Survivors exit Dispelling Sphere.
  • Increased the attack cooldown period after Fly ends.
  • Increased the duration and movement speed of Fly.
  • Adjusted Mage Hand hold time to make it consistent for both Killers and Survivors, resolving a known bug.
  • Increased the effects of Magic Items when casting the associated Spells.
  • Adjusted several Add-Ons.
DEV NOTE: For The Lich, much of his power focuses on providing utility over reliably injuring Survivors. We’ve adjusted his four Spells to increase the frequency with which they can be used to ensure there’s more spell-slinging, while quality-of-life adjustments help make these Spells feel smoother to use.

On the Survivor side of things, we also wanted to ensure Magic Items feel like more viable options for countering each Spell, so we’ve buffed them slightly.

PERK UPDATES


  • Updated Call of Brine
  • Updated Dark Devotion
  • Updated Hex: Retribution
  • Updated Machine Learning
  • Updated Superior Anatomy
  • Updated Terminus
  • Updated Thrilling Tremors
  • Updated THWACK!
DEV NOTE: We’ve adjusted values on the above perks which boasted lower pick and kill rates to introduce small buffs to increase their viability. Stay tuned for the patch notes for specific details on these value changes.

  • Updated Botany Knowledge
  • Updated Champion of Light
  • Updated Counterforce
  • Updated Desperate Measures
  • Updated Empathic Connection
  • Updated Exultation
  • Updated Light-Footed
DEV NOTE: Similar to the above, we updated values on some perks with lower performance, introducing small buffs. We’ll share the exact values in the coming patch notes.

Until next time...
The Dead by Daylight Team

Sure, why not, the next Dead by Daylight crossover is with Assassin's Creed Shadows




Dead by Daylight has a new collaboration coming up, but probably not one you'd have guessed: It's Assassin's Creed Shadows. The collaboration was announced, along with a date of May 27 for Shadows' next big update, via Assassin's Creed social media accounts...
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8.7.1 | Bugfix Patch



[h3]Content[/h3]
  • The Nemesis Killer has been re-enabled.

[h3]Quests & Events[/h3]
  • Game Mode: 2V8 returns May 15 at 11:00am Eastern.
    This iteration introduces The Ghost Face and The Oni into the fray.
    Game Mode: 2V8 features a set of limited time Quests to unlock The Ghost Face related customizations.

[h3]Bot improvements[/h3]
  • Killer Bots have learned to sometimes take indirect paths to corner or to sneak up on Survivors.
  • Killer Bots are now more consistent at keeping the chase going around loops with tall walls.
  • Wraith Bot no longer becomes obsessed with a Zombie that body-blocked him.
  • Survivor Bots will look for another hatch when a Player Survivor is nearby.
  • Killer Bots no longer focus and attack a Survivor that has just been unhooked.

[h3]Bug Fixes[/h3]

Audio
  • Fixed an issue that caused the Rift Pass progress bar to not have any audio if User has unlocked multiple tiers but has not purchased the premium track.
  • Fixed an issue that caused Killers with the ''Stridor'' Perk to not hear grunts of pain from recently unhooked Survivors with the ''Off the Record'' perk.
  • Fixed an issue that caused Orela's hook screams to sometimes be too loud or too low. A mix pass has been done on her hook screams.
Bots
  • Fixed an issue with Killer Bots being stuck at vaults locations when a Survivor is in the dying state behind the vault.
  • Fixed multiple issues with Killer Bots standing still for long periods of time.
  • Fixed issues with Killer Bots being unable to correctly pick up a Survivor.
  • Fixed an issue causing Killer Bots to repeatedly miss their basic attacks by standing a specific distance away from them.
  • Fixed multiple issues with Nurse Bot getting stuck using her power.
Characters
  • Fixed an issue that caused The Ghoul's tentacles to angle upwards during the Kagune leap.
  • Fixed an issue that caused the tentacles of The Ghoul's legendary outfit to clip into her shoulders during the Mori.
  • Fixed an issue that was allowing The Ghoul to lose the wrong number of Tokens when breaking a pallet and cooldown no longer resets when Power is in cooldown under a 2 or 3 Tokens timer.
  • Fixed an issue where the Become Enraged score event did not trigger when activating Enraged mode while The Ghoul is enraged or in cooldown.
  • Fixed an issue where The Ghoul's QTE could appear when the damage from a grab attack did not occur.
  • Fixed an issue where The Nurse's Blink charges were hidden by the Deadly Harvest outfit sleeve.
  • Fixed an issue that caused The Legion's legs to appear stationary during a Frenzy run in first-person view.
  • Fixed an issue where The Trickster could trigger the Main Event vignette without gaining the power.
  • Fixed an issue that caused the Demogorgon's screen to stay stuck in the black Traverse Upside Down screen when spamming the attack button during the teleport.
  • Fixed an issue where The Pig was unable to perform actions while a Reverse Bear Trap was being triggered.
  • Fixed an issue where The Nemesis' basic attack no longer worked with any M1 perk (Save The Best For Last, Play With Your Food, etc).
  • Fixed an issue where The Unknown's hallucinations were sometimes invisible/transparent.
  • Fixed an issue where The Singularity and The Lich's projectiles stuttered while traveling.
  • Fixed an issue that could cause attack delays with The Artist's Crows.
  • Fixed an issue where The Deathslinger's aim animation did not always play from Survivor POV.
  • Fixed an issue where The Doctor's Shock Therapy prevented Survivors from vaulting.
  • Fixed an issue where the incorrect portrait effect was displayed when affected by the Doctor's Tier II Madness for the second time.
  • Fixed an issue where several animations did not play when being out of line of sight when they were initiated.
Environment/Maps
  • Fixed an issue on Coldwind Farm where Killers could be blocked.
  • Fixed multiple issues with the Basements in all realms.
  • Fixed an issue in the 2v8 version of Wretched Shop where a pallet was floating.
  • Fixed an issue on Ormond Lake Mine where players would clip through the top of lockers when escaping it.
  • Fixed an issue on Mount Ormond Resort tile that had a visible seam on the basement floor of the main building.
Perks
  • Fixed an issue when Survivors with no hook states get the healing effect from Do No Harm after using Shoulder the Burden.
  • Fixed an issue where Survivors still made a grunt when falling when Balanced Landing was active.
  • Fixed an issue where the duration timer was not displayed in the HUD when using Reassurance.
Platforms
  • (Steam) Fixed an issue where resizing the window while the Killer is about to perform an action breaks the Tutorial flow.
Quests
  • Fixed an issue where perks for revealing Survivor auras give inconsistent amount of progress towards Quests.
UI
  • Fixed an issue in the lobby where the matchmaking text and icon could overlap in some languages.
  • Fixed a crash that would occur when transitioning to the Archives after opening the Credits.
  • Fixed an issue where selecting a challenge for a specific role would change the tab in the compendium when using a controller.
  • Fixed an issue in Rift where 2D item previews would reappear and overlap after selecting unbreakable outfits.
Misc
  • Fixed an issue that caused the End Game Collapse not to end when a Survivor held the Run/Rushed key/button while in a locker.

Characters from The Witcher and Five Nights at Freddy's are joining Dead by Daylight, with a hint of The Walking Dead to follow




symmetric multiplayer horror game Dead by Daylight celebrated its ninth anniversary with a chonky livestream broadcast from PAX East where a screaming crowd of Dead-heads reacted to the announcements of upcoming additions and collaborations...
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Dead by Daylight's next collabs include Five Nights at Freddy's and, for some reason, The Witcher


Horror asymmetric multiplayer game Dead by Daylight is celebrating its ninth anniversary later this year, an amount of time so large it really makes you think "man, most live service devs should have had the foresight to make their game a decade ago, huh?" With that anniversary approaching imminently, developer Behaviour Interactive held a year nine anniversary broadcast where there was one reveal that'll have you going "yeah that makes sense" and another where you'll say "ok, sure."


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