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News | Update on Cheating

Cheating is an ongoing battle in any online game, and Dead by Daylight is no exception: There is a never-ending arms race between game developers and cheat makers to find and fix new vulnerabilities. Tackling these vulnerabilities has always been and will remain a top priority to us.

Lately, many of you have shared your experiences playing against cheaters, and we have no intention to leave you in the dark. First and foremost, we are abundantly aware of the ongoing situation, and we have been treating it very seriously. To put it bluntly, cheating sucks, and while we have made many measures to prevent it, it frustrates us just as much as you to hear that someone ruined your experience.

We tend to stay quiet when it comes to cheating to avoid giving cheat developers vital information, but given recent events, we’ve decided to pull back the curtain and shed some light on what we’ve been doing to combat cheating and what we’ll be working on moving forward. Please forgive any vague language in this post; we cannot share any information which could be used to make it easier to cheat.

[h2]How We Deal With Cheaters[/h2]


In Dead by Daylight, we have zero tolerance for cheaters. Once we detect someone has cheated (or is trying to cheat), their account is permanently banned from the game. There are a few ways we address cheats:

  1. Automated bans: We work with our anti-cheat partner, Easy Anti-Cheat, to report and track new cheats. If the anti-cheat detects one of these being used, they are automatically banned.
  2. In-game countermeasures: We make changes to both the game client and dedicated servers to prevent cheaters from doing certain things. This lessens the impact of cheats and reduces the amount of damage they can do.
  3. Manual bans: We investigate your reports and manually block cheaters. This is crucial when a new cheat has not yet been tracked by the anti-cheat.

In the last 7 days alone, we have banned over 2,000 cheaters, contributing to a total of over 200,000 banned over the lifetime of the game. Additionally, we have continued to expand our team and processes to deal with cheaters more efficiently.

There is still work to be done, but our team has made considerable efforts to strengthen various aspects of the game, such as preventing modification to certain game files, to block specific avenues for cheaters to exploit and lessen the impact of the cheats that surface.

[h2]Future Improvements[/h2]


Going forward, we plan to further bolster the game against cheaters. This will be done in various ways.

First, we will continue to identify & fix vulnerabilities to limit the effects of cheats. This includes additional measures to prevent player sniping (forcefully joining a specific player’s lobby). The first version of this fix is currently slated for this fall, and we’ll continue to monitor the situation to ensure that it does not resurface. Fixes like these will be an ongoing process.

Second, we will be adding failsafes to commonly exploited portions of the game. For example, should a match ever continue beyond the end game collapse for longer than 5 minutes, the game will forcibly end. Additionally, the max game time will be reduced from 2 hours to 1 hour or less. This particular change is planned for this Q4 2022, and further measures are being explored.

Third, we will continue to implement server-side validation where possible. This takes authority away from a cheater’s game client and puts it on a dedicated server, making cheating much more difficult. This is an ongoing process.

Fourth, we have improvements in the works for both our player support tools to better deal with cheats internally, and in-game report system to give you feedback on when a player you’ve reported was banned. Player reports are a keystone of our cheat prevention measures and providing this feedback is essential to letting you know that your reports are being dealt with seriously. These improvements are scheduled for Q1 2023.

Beyond in-game improvements, we will be communicating on our progress against cheats more regularly as part of our Developer Updates and beyond. We want to keep you in the loop and share as much information as we safely can. Last but not least, we want to stress that these are by no means the only measures we are working on, but rather the ones we can safely share with you at this time.

[h2]How You Can Help[/h2]
While cheating will always be dealt with as swiftly as possible, your help is invaluable. There are a few ways you can help is in the fight against cheating.

The best way to help is to use the in-game report system. These reports are critical and help us identify possible cheaters. If you have a video of someone cheating, you can also send it to our support team through this link: https://support.deadbydaylight.com/hc/en-us

Beyond reporting cheating you encounter, our support team is always available should you have any information on potential exploits or cheats.

[hr][/hr]
Fostering a safe, cheat-free experience in Dead by Daylight is and will always be a top priority for the team. As with any online game, cheating is an ongoing battle, and we remain committed to making cheating as difficult as possible. We have been working diligently to limit the number and impact of cheats, and we hope that this post shared some insight into the work we’ve been doing behind the scenes. Going forward, we hope to keep you in the loop with regular communications regarding cheating and share as much info as we safely can.

Until next time…

The Dead by Daylight team

DEVELOPER UPDATE | FINISHING MORI

Bring the trial to a gruesome end with a Finishing Mori.

A hint of each Killer’s character shines through with their Mori, whether that’s The Trickster’s showmanship or The Hag’s… questionable diet. The only way to see these animations currently is to use a Memento Mori offering or equip one of only a few select Perks, leading to them rarely being seen. Moreover, Moris have garnered a somewhat negative reputation over the years, being used out of spite against a particular Survivor.

This upcoming Public Test Build (PTB) will feature an early version of the new Finishing Mori system. Unlike most PTBs, this feature will not be going live in the following update. There’s still some work to be done before it’s ready to be released, but we wanted to give you an opportunity to try it out and share your thoughts in advance!

[h2]LAST STANDING[/h2]
When all other Survivors are dead, dying, hooked, or have escaped, you become the Last Standing. Both your and the Killer’s senses are heightened, granting you a wider field of view. Rescuing a Survivor will end the Last Standing phase. But being downed as the final Survivor, on the other hand, will trigger the Finishing Mori.

When the last Survivor is downed, the trial will draw to a climactic end. Both the Survivor and Killer will be moved to a preset point on the map, free of any obstructions that may get in the way, and the Killer’s Mori animation will begin. Any Survivors still in the trial will be killed by The Entity and treated like a sacrifice.

[h2]HOPE IS NOT LOST[/h2]
With this new system in place, leaving Survivors on the ground (A.K.A. ‘Slugging’) may seem more appealing, opening the possibility of ending the match early. But the Survivors aren’t going to give up without a fight: After being left on the ground for 45 seconds, Survivors will now gain the ability to pick themselves up without the need of any Perks. This time is affected by recovery speed effects.

[h2]PERK UPDATES[/h2]
With both the Mori and the ability to pick yourself up now part of the base kit, a handful of Perks that grant these abilities will need adjustments. Therefore:
  • The ability to pick yourself up has been removed from Unbreakable, Soul Guard, No Mither, and Boon: Exponential, as this is now part of the base kit
  • The ability to Mori Survivors has been removed from Rancor and Hex: Devour Hope, as this is now part of the base kit

In addition, some of these perks will have changes made for the PTB. However, since this is an early preview, the in-game descriptions have not yet been updated. These are:
  • Unbreakable: Now increases dying self-recovery speed by 80/90/100%
  • Rancor: Once all generators are powered, the Obsession’s aura is revealed for 5 seconds, and they are permanently inflicted with the Exposed Status Effect
  • Hex: Devour Hope: Once 5 tokens have been earned, any Survivor placed on a hook is instantly sacrificed

As always, we’ll be keeping a close eye on your feedback for any of the affected perks.

[h2]MEMENTO MORI OFFERINGS[/h2]
With the Finishing Mori being triggered automatically when the last Survivor is downed, Memento Mori Offerings no longer have any use and will also receive an update. These offerings will now award a bounty of Bloodpoints based on the number of Survivors killed if you earn a Finishing Mori.
  • Cypress Memento Mori: Gain 8,000 Bloodpoints if at least 2 Survivors are killed and the match ends in a Finishing Mori
  • Ivory Memento Mori: Gain 12,000 Bloodpoints if at least 3 Survivors are killed and the match ends in a Finishing Mori
  • Ebony Memento Mori: Gain 20,000 Bloodpoints if at least 4 Survivors are killed and the match ends in a Finishing Mori

Much like the Perk changes listed above, please keep in mind that these Offering changes will not be released without the Finishing Mori system.

[hr][/hr]
The Finishing Mori system, anti-slugging mechanic, and other changes mentioned in this post will be available for testing during next week’s Public Test Build. As a reminder, these new features will not be a part of the 6.3.0 update: This is an early preview that is not yet ready for release. We would like to gather your feedback early as we continue developing these features to make their eventual release as smooth as possible.

Until next time…

The Dead by Daylight team

Bugfix Patch | 6.2.2

[h2]Features[/h2]
  • Anonymous Mode Removed from multiple platforms
    • Removed from PS4, PS5, Xbox, Windows Store and Stadia builds
  • Dev Note: The Anonymous Mode was never intended to be released on these platforms, but due to a data deployment issue on our end they slipped into the build. To ensure players are still able to use the platform-level features to block or report players we will not be able to support Anonymous Mode on these platforms for the time being. However, we have left in the other options to hide your name to help anyone who wants to stream their game from one of these platforms.
    The ability to report players has not been removed, as ever an in-game report is still required, however when completing the Support Form you no longer need to put the ID/Name of the player that you are reporting, this is found from the in-game report that you submitted

[h2]Content[/h2]
  • Updated Wiretap Perk description for clarity
  • Updated Bite the Bullet Perk description for clarity
  • Blast Mine: Requires 50% of a generator to activate (was 66%); trap stays active for 40/45/50 seconds (was 35/40/45)
    • Dev note: Blast Mine no longer returns to you if the Killer does not kick the generator. Now that this has been fixed, we've given it some small buffs to compensate
  • Blast Mine: Updated description to clarify deactivation conditions

[h2]Bug Fixes[/h2]
  • Tentatively fixed an issue that sometimes caused levelling up in the bloodweb to fail.
  • Fixed an issue that caused temporary ban pop-ups to not display the ban end date.
  • Fixed an issue that occasionally caused the game to crash when one survivor is left in a trial with The Mastermind.
  • Fixed an issue that sometimes caused the Player's Name tags to be partially cut in the Lobby.
  • Fixed an issue that caused the tentacle SFX not to be played during the animation at the start of the trial with The Mastermind.
  • Fixed an issue that caused voice lines to be played as The Mastermind when hitting a survivor who used Endurance.
  • Fixed an issue that caused the The Mastermind's Uroboros Tentacle to become misaligned during the Mori of some female characters.
  • Fixed an issue that caused the Anti-Haemorrhagic Syringe Add-on to not trigger the Better Than New perk.
  • Fixed an issue that caused Virulent Bound to immediately let go of a Survivor caught from a behind an obstacle.
  • Fixed an issue that caused exit gate entity spikes to appear incorrectly when The Mastermind slammed a survivor near to the exit gate.
  • Fixed an issue that caused The Mastermind to incorrectly play a Hit animation when performing a Virulent Bound across a window or vault towards a downed survivor.
  • Fixed an issue that caused the Forced Penance perk to fail to activate when performing a Virulent Bound.
  • Fixed an issue that caused the Renewal perk to be activated while being Broken.
  • Fixed an issue that caused the Renewal perk UI not to update while healing.
  • Fixed an issue that caused the Trapper's Power Icon to indicate the incorrect amount of Bear Traps being carried.
  • Fixed an issue that caused survivors to sometimes become stuck when attacked by The Mastermind's Virulent Bound.
  • Fixed an issue that allowed Reassurance to be activated multiple times at once on a single survivor.
  • Fixed an issue that caused the Reassurance prompt to incorrectly be available on a Survivor being hooked a third time.
  • Fixed an issue that caused no sounds to play when activating the Reassurance perk.
  • Fixed an issue that caused the survivor's body to clip through the camera of the Mastermind when been carry.
  • Fixed an issue that caused the females survivors to be improperly displayed for split frame when being hook.
  • Fixed an issue that caused a hook that the killer can prevent rescue if standing in the doorway in East Wing of Racoon City Police Station map.
  • Fixed an issue that caused Glyphs to spawn in unreachable location in Garden of Joy map.
  • Fixed an issue that caused the Active Ability 1 & 2 buttons in the settings menu to be unlocalized. Note: The text will appear in English for all languages and will be properly translated in the next update.
  • Fixed an issue that caused incorrect animations on a survivor, only from the survivor perspective, if The Mastermind initiates a Virulent Bound on them at a distance of 12.5m from a wall.
  • Fixed an issue that caused The Mastermind's vault to become cancelled by looking away before reaching it.
  • Fixed an issue that caused the Reassurance translation is be missing in Turkish and Latin American Spanish.
  • Fixed an issue that caused the game to sometimes crash when using the Reassurance perk.
  • Fixed an issue that caused the skybox in the Lampkin Lane, Eyrie of Crows and Garden of Joy maps to become completely white after waking up from the Nightmare's Dream World.
  • Fixed an issue that caused a survivor to be unable to heal for the rest of the match if they activate the Terminus perk when 99% healed.
  • Fixed an issue that caused the Mastermind's out of tokens vignette to take up a large portion of the screen. Note: This vignette was forgotten in the 6.2.1 patch notes. We reduced the out of tokens vignette, as well as the in between tokens vignette.
  • Fixed an issue that caused the Tome 12 level 4 challenge Looking Out for Number One to be missing the perk in the description.
  • Fixed an issue that caused the Reactive Healing perk to sometimes not trigger if the player was running.

6.2.1 | Bugfix Patch


[h2]Features[/h2]
[h3]The Mastermind[/h3]
  • Increased the size of Survivor detection for triggering grabs with Virulent Bound
  • Damage done with Virulent Bound now counts towards the Chaser emblem

[h2]Content[/h2]
[h3]Archives[/h3]
  • Visual feedback has been updated for the "Glyph Massacre" orange glyph challenge

[h2]Bug Fixes[/h2]
  • Fixed an issue that caused a subtle camera offset in-game which lead to motion sickness in some players
  • Fixed an issue that caused the face of survivor Carlos's to be contorted after being Mori'd by some Killers
  • Fixed an issue that caused the Mastermind to be able to grab survivors through thin walls when using Virulent Bound
  • Fixed an issue that may cause the Mastermind to be unable to grab survivors with his Virulent Bound near some stairs
  • Fixed an issue that may cause survivors to clip inside assets when slammed into them by the Mastermind’s Virulent Bound
  • Fixed an issue that caused fully infected survivors to play the dying scream SFX when another survivor is slammed into them by the Mastermind’s Virulent Bound
  • Fixed an issue that caused fully infected survivors to play the injured grunt SFX when hit by the Mastermind’s tentacle
  • Fixed an issue that may cause the Trigger Bound prompt to be visible in situations where Virulent Bound cannot be used
  • Fixed an issue that caused the pulse VFX to stay until the end of the trial after the Mastermind is stunned while using Virulent Bound
  • Fixed an issue that caused survivors not to be thrown down when the Virulent Bound ends close to the ledge
  • Fixed an issue that caused the Mastermind to be unable to grab survivors interacting with a chest when using Virulent Bound
  • Fixed an issue that caused the Mastermind to push back survivors exiting lockers into the locker when using Virulent Bound to rush at it
  • Fixed an issue that may cause the Mastermind to block unhooking by rushing at the hooked survivor with Virulent Bound
  • Fixed an issue that caused the Mastermind’s Virulent Bound not to trigger Decisive Strike.
  • Fixed an issue that caused the Alert perk not to trigger when the Mastermind destroys a breakable wall with Virulent Bound
  • Fixed an issue that caused the icon to be missing when picking up a First Aid Spray from a supply crate
  • Fixed an issue that caused the Hyperfocus perk not to apply its effects on healing actions
  • Fixed an issue that caused the generator’s aura to remain shown for the rest of the trial if a survivor leaves the trial after installing a trap using the Wiretap perk
  • Fixed an issue that may cause survivors to be stuck after being interrupted by the Doctor’s Shock Therapy while unhooking
  • Fixed an issue that sometimes caused the HUD's Player Statuses to be constantly displayed in their brightened state
  • Fixed an issue that sometimes caused the Player's Name tags to be partially cut in the Lobby.
  • Fixed an issue that caused the Pig's Ambush Dash attack prompt to erroneously display the Prove Thyself perk description in non-English languages

The Resident Evil: PROJECT W Chapter is now available on Steam.

Dead by Daylight: Resident Evil: PROJECT W features a new Killer – Albert Wesker, The Mastermind – and new Survivors Ada Wong and Rebecca Chambers. Purchasing this add-on unlocks an exclusive charm: Green Vial.

[previewyoutube][/previewyoutube]

[h3]The new Killer is Albert Wesker.[/h3]
A visionary as brilliant as he is ruthless. Albert Wesker – The Mastermind– was a high-ranking official before ambition drove him to betrayal. He exposed himself to the Prototype virus. As his cells change, a strange black Fog seeped into the hanger and filled his vision.

[h3]The new Survivors are Ada Wong and Rebecca Chambers.[/h3]
Dexterous and enigmatic, Ada’s survival skills make her a valuable ally, provided interests remain aligned. A S.T.A.R.S. Field Medic, Rebecca leads by example to assist those in need – even if it means facing grave danger.


[h3]The Resident Evil: PROJECT W Chapter includes: [/h3]
  • New Killer: Albert Wesker (The Mastermind)
  • New Survivors: Ada Wong, Rebecca Chambers
  • An exclusive charm: Green Vial


https://store.steampowered.com/app/2102730

Available via in-game store: Carlos Oliveira, Sheva Alomar and Hunk.
The Resident Evil Collection, available via the in-game store, includes three Legendary Sets for Leon, Jill and Legion that brings Carlos Oliveira, Sheva Alomar and Hunk into the Fog.

Only those deemed worthy of Uroboros can achieve true potential.

To fully enjoy the Resident Evil experience, be sure to take advantage of our new Resident Evil Collaboration Bundle. It includes the Resident Evil chapter, the Resident Evil: PROJECT W chapter, as well as the base game of Dead by Daylight.

See you in the Fog,

The Dead by Daylight team.