It’s been a little over a week since the Tools of Torment Mid-Chapter hit the Public Test Build (PTB), the server where we test out and fine tune upcoming changes before pushing them live. As always, our team has been combing through your feedback and identifying room for improvement before the update debuts on live servers.
We want to start by giving a huge thank you to everyone who took the time to leave detailed and constructive feedback. Thank you! Your feedback has helped shape this update’s release. In this month’s Developer Update, we’ll reveal all of the changes we’ve made to the Mid-Chapter between the PTB and live releases.
Healing
Possibly the hottest topic since it was announced, the PTB raised the base healing time to 24 seconds from the usual 16 seconds. Some tweaks were made to Med-Kits with this in mind. Changing such a fundamental part of the game is a very touchy subject, so we kept an extra close eye on this change to see how it would play out.
After reviewing player feedback, we found that many of you agreed that the speed which you heal others was already in a good spot prior to the update. This change also had knock-on effects elsewhere in the game, making effects like Mangled and Hemorrhage stronger and making ‘slugging’ (leaving Survivors in the dying state) even more effective.
Therefore, we have reverted the base healing time to 16 seconds.
On the other hand, we found there was a lot of support for tuning down Med-Kits in particular. Med-Kits allowed Survivors to heal themselves multiple times whenever it was convenient to them, leaving their teammates free to work on Generators while they do so. We have decided to shift our focus to Med-Kits with a series of changes.
First and foremost, all Med-Kits will have a total of 24 charges (the same as the PTB).
Second, we’ve increased the healing speed bonus when healing others across all Med-Kits. The new bonus is as follows:
Camping Aid Kit: Increases the speed that you heal others by 35%,
First Aid Kit: Increases the speed that you heal others by 40%.
Emergency Med-Kit: Increases the speed that you heal others by 45%.
Ranger Med-Kit: Increases the speed that you heal others by 50%.
Third, all Med-Kits will now have a 33% speed and efficiency penalty when used for self healing. This will reduce the number of times a Med-Kit can be used to heal yourself and make it take longer to do so. This means that a Med-Kit will by default grant one self heal over the span of 24 seconds (before factoring in Add-ons).
Combined, these changes will decrease the power of Med-Kits when used for self healing, but increase their power when used for healing teammates in return. (We all know you’ll probably continue using them for self heals, but at least the choice is there!)
Last but not least, in light of the tweaks above, we’ve made some adjustments to various Med-Kit Add-ons:
Rubber Gloves: New effect – Increases the Great Skill Check success zone by 10%.
Butterfly Tape: Increases healing speed by 5% (was 3%).
Sponge: New effect – Increases the Great Skill Check success zone by 20%.
Needle & Thread:
Added effect – Increases progression bonus for succeeding a Great Skill Check by 5%.
Removed effect – No longer provides bonus Bloodpoints for hitting Great Skill Checks.
Medical Scissors: Increases healing speed by 10% (was 12%).
Surgical Suture:
Added effect – Increases progression bonus for succeeding a Great Skill Check by 10%.
Removed effect – No longer provides bonus Bloodpoints for hitting Great Skill Checks.
Abdominal Dressing:
Increases healing speed by 15% (was 20%).
Rarity increased to Very Rare (was Rare).
Gel Dressings:
Adds 16 charges to the Med-Kit (was 14).
Rarity increased to Ultra Rare (was Rare).
Anti-Hemorrhagic Syringe: While this Add-on is unchanged, please note that its healing speed will be reduced by the Med-Kit self healing penalty (resulting in a 24 second heal by default).
We hope these changes will tone down Med-Kits when used for self healing while making them more appealing for altruistic heals.
The Hillbilly
On the PTB, we tested out some changes for The Hillbilly, both toning down the overheat mechanic and adjusting two of his top performing Add-ons. While the overheat mechanic felt less oppressive, many of you raised concerns with the changes to the Engraving Add-ons, reminding us that these Add-ons allowed The Hillbilly’s power to be used in more situations. This overshadowed the overheat adjustments and made the whole package feel like a downgrade.
For the release, we have reverted the changes to the Death Engravings and Doom Engravings Add-ons.
We have kept the tweaks to the overheat mechanic to make it less limiting than before, making The Hillbilly feel better to play.
Perks
The PTB featured updates to various Perks, including some meta options for both Killer and Survivor. When it comes to toning down a powerful Perk, some level of contention is expected. But with that said, we’ve heard some very convincing arguments for a few of these perks, so we have done some fine tuning before the changes go live.
Dead Hard
Since reducing the Endurance effect any further would make Dead Hard too finnicky to use, we instead opted to limit the number of times it could be used by requiring a safe unhook to activate the Perk. While this had the intended result of limiting the number of times it appeared in the match (and prevented it from being used in the first chase of the match), some of you pointed out that this new design indirectly encouraged the Killer to chase the unhooked Survivor. This makes a lot of sense; the unhooker may have activated their Dead Hard, but you can be sure that the unhooked Survivor does not have it.
For the update’s release, we have changed Dead Hard to instead activate when you are unhooked or unhook yourself. This way, the unhooked Survivor becomes less of a clear target for the Killer.
Scourge Hook: Pain Resonance
On the PTB, Pain Resonance was changed to only activate the first time each Survivor is placed on a Scourge Hook. This change was specifically made to reduce the number of times Pain Resonance could activate in a given match, especially later in the match when one or more Survivors were likely to be sacrificed. While this did have the intended result, many pointed out that this left the Perk in a fairly weak state, not quite stacking up to other regression Perks.
Considering Scourge Hook: Pain Resonance can now only activate four times in a match and requires the Killer to target different Survivors, we feel comfortable making it more rewarding for Killers who choose to take on the added challenge.
Therefore, we have increased the regression amount of Scourge Hook: Pain Resonance to 15/20/25% (was 11/13/15%).
We hope those who choose not to chase the unhooked Survivor will find this perk much more rewarding.
Boon: Circle of Healing
Since this Perk no longer grants the self-heal ability, Circle of Healing found itself in an awkward spot. The altruistic heal speed bonus was nice, but when you crunched the numbers, Circle of Healing rarely provided any benefit. A 50% healing speed bonus would only shave roughly 5 seconds off of a heal, but it’s easy to spend that much time running over to the Boon’s area of effect- and that doesn’t even begin to factor in the time it takes to set up.
With this in mind, we have increased the healing speed bonus on Circle of Healing to 50/75/100% (was 40/45/50%).
While this won’t make setting up or running to the Boon the optimal choice in every situation, we expect this to make it more impactful if the Boon is nearby.
Autohaven Wreckers
Last but not least, we managed to sneak one more change into the Autohaven Wreckers map updates. A while back, we added some new tiles to the realm. One of these new tiles- which featured a window and pallet- ended up being fairly unsafe. We rebalanced this tile, but it unfortunately didn’t make it into the PTB in time. However, an updated version of this tile will be available upon release. Take a look!
With that, we’ve reached the end of the Developer Update. We want to once again thank everyone who gave the changes a try and left detailed and constructive feedback. Our team will continue to keep a close eye on things once the update goes live to ensure that everything goes smoothly.
With the launch of Meet Your Maker, the Behaviour family of games just got a lot bigger.
To celebrate, we’re offering up some amazing free rewards for players of both Dead by Daylight and Meet Your Maker, and they couldn’t be easier to come by.
Any player who has purchased both Dead by Daylight and Meet Your Maker on the same platform will automatically be granted exclusive rewards to enjoy in each game.
For any Dead by Daylight fan not in the know, Meet Your Maker is Behaviour’s latest unique take on multiplayer action; a first-person building-and-raiding game set in a dark post-apocalyptic world. Every level you see in the game has been built by another player.
Gameplay revolves around the creation and infiltration of trap-filled stand-alone levels called Outposts, as players seek to protect or steal the world’s most precious remaining resource from each other.
Here are the rewards you’ll receive in each game:
Dead by Daylight:
There’s no better way to bring your time with Meet Your Maker into The Fog than with these post-apocalyptic cosmetics. A mix of items for both Killers and Survivors, these rewards can be enjoyed by players in either role.
The Meet Your Maker Collection includes:
Meg Thomas – Pentekath’s Suit – Very Rare A highly developed technological suit with unknown components from her favorite game.
The Huntress – Toothed Axe – Very Rare An axe with a serrated blade for maximum damage.
The Trapper – Crunching Blade – Very Rare A weapon made from unfamiliar scrap that inflicts severe flesh injuries.
The Wraith – Biomechanical Spine – Very Rare This bizarre sub-clone results from an unknown technology combined with organic material.
Meet Your Maker:
Deco Packs are some of the most fun, creative content for Builders in Meet Your Maker. They offer uniquely themed blocks, props, and decals that let you bring a completely different feel to your Outposts.
The Dead by Daylight Deco Pack is the perfect way to bring a taste of The Entity’s Realm to the wasteland. Crumbling brick walls, boarded up windows with eerie light seeping through, and blood trail decals are just a few of the horror hallmarks at your disposal. Build the deadliest haunted house you can and watch the Raider skulls pile up.
The Dead by Daylight Deco Pack includes:
2 Blocks (each available in 3 shapes): DbD Brick, DbD Metal
2 Props: Roped Pallet, Boarded Window
1 Animated Prop: Generator
8 Decals
All these rewards will be yours to keep and enjoy for as long as you own both games.
Progress & save data information has been copied from the Live game to our PTB servers on March 20. 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
Map Rework: Autohaven Wreckers - Blood Lodge and Gas Heaven
Updated the layout to reduce the concentration of low line-of-sight tiles.
Updated the placement of the main buildings.
Updated the Maps' layouts.
Updated the Car Piles tiles to be able to navigate through them.
Added a variation of the Bus tile.
Updated the maze tiles that had unsafe loops.
Updated empty fence tiles with blockers and gameplay.
Updated the Gas Station tiles to have a door open in the garage section.
Updated loops inside the Gas Station.
Light-Killer Interactions
We are removing Killer-specific light interactions.
The Nurse can no longer be lightburned out of her Blinks.
The Hag's Phantasm Traps are no longer removed by lights.
Survivors can now remove them by approaching them carefully and wiping them away.
The Wraith can no longer be lightburned when cloaked.
The Artist's crows are no longer affected by light.
Crow swarms cannot be removed by light.
Dire Crows cannot be removed by light.
The Spirit
Can no longer burn The Spirits Husk
Features
Killer Tweaks
The Hillbilly Power
Less heat added on starting to rev the Chainsaw
Less heat added while revving the Chainsaw
More heat added during Chainsaw Sprint
Addons Death Engravings
Sprint speed +10% (was +15%)
Chainsaw charge time +15% (was +12%)
Heat generated while charging the Chainsaw -10% (was -14%)
Doom Engravings
Sprint speed +15% (was +20%)
Chainsaw charge time +15% (was +12%)
Heat generated while charging the Chainsaw -10% (was -14%)
The Pig John's Medical File Addon
Increase crouched move speed by 10% (was 6%)
The Oni Addons
Blackened Toenail: Increases movement speed while absorbing Blood Orbs by 0.4 m/s (was 0.3 m/s)
Bloody Sash: Increases movement speed while absorbing Blood Orbs by 0.7 m/s (was 0.6 m/s)
The Nightmare Addons
Sheep Block: Triggering Dream Snares or Dream Pallets inflicts Blindness for 60 seconds (was 30 seconds)
Unicorn Block: Triggering Dream Snares or Dream Pallets inflicts Blindness for 90 seconds (was 60 seconds)
The Clown Redhead's Pinky Finger Addon
Start with 3 fewer bottles, and maximum bottles is decreased by 3 (was 2 and 2, respectively)
The Cenobite
The Lament Configuration will now teleport if the Cenobite stands on it for 5 seconds.
Perk Updates
Scourge Hook: Pain Resonance
You start the Trial with 4 tokens. The first time each Survivor is hooked on a scourge hook, lose 1 token and the generator with the most progress explodes, instantly losing 11/13/15% progress, and will start to regress. Once you have no tokens, Pain Resonance deactivates for the rest of the Trial.
Gearhead
After a survivor loses a health state by any means, Gearhead activates for 30 seconds. While Gearhead is active, the every time a Survivor performs a good Skill Check while repairing, their aura is revealed to you for 6/7/8 seconds.
Boon: Circle of Healing
Any Survivors within the Boon Totem’s range gain a 40/45/50% healing speed bonus to healing others. Medkits do not stack with Boon CoH. Injured Survivors have their auras revealed to all other Survivors when inside the Boon Totem’s range.
Dead Hard
Dead hard activates after you have unhooked a Survivor safely or unhooked yourself. Press the Active Ability button 1 while running to gain the Endurance status effect for the next 0.5 seconds. Causes the Exhausted Status Effect for 60/50/40 seconds. Dead Hard then deactivates.
Overzealous
After cleansing or blessing any totem, this perk activates. Your generator repair speed is increased by 8%/9%/10%. This bonus is doubled if you cleanse/bless a Hex totem. This Perk deactivates when you lose a health state by any means.
Call of Brine
After kicking a generator this perk becomes active for 60 seconds. The generator regresses at 115%/120%/125% of the normal regression speed and you can see its aura in yellow. Each time a Survivor completes a good Skill Check on a generator affected by this perk, you receive a loud noise notification.
Overcharge
Overcharge a generator by performing the Damage Generator action. The next survivor interacting with that generator is faced with a difficult Skill Check. Failing the Skill Check results in an additional 2%/3%/4% loss of progress. Succeeding the Skill Check grants no progress but prevents the generator explosion. After Overcharge is applied to a generator, its regression speed increases from 85% of normal to 130% of normal over the next 30 seconds.
General Healing
Increase Survivor heal interaction seconds to charge from 16 to 24 seconds.
Decrease the bonus on successful Healing skill checks from 5% to 3%.
Med-kit Update
Camping Aid Kit: 24 charges. (was 16) Increases the speed that you heal others by 20%. (was 25%) Unlocks the self-healing action.
First Aid Kit: 24 charges. (was 24) Increases the speed that you heal others by 25%. (was 35%) Unlocks the self-healing action.
Emergency Med-kit: 24 charges. (was 16) Increases the speed that you heal others by 30%. (was 50%) Unlocks the self-healing action. (Self-healing buff removed)
Ranger Med-kit: 24 charges. (was 32) Increases the speed that you heal others by 35%. (was 50%) Increases Skill Check success zone size by 10%. (was 14%) Increases Great Skill Check zones size by 10%. (was 15%) Unlocks the self-healing action.
All Hallows' Eve Lunchbox: 24 charges. (was 24) Increases the speed that you heal others by 25%. (was 35%) Unlocks the self-healing action. Makes you considerably more visible.
Anniversary Med-kit: 24 charges. (was 24) Increases the speed that you heal others by 25%. (was 35%) Unlocks the self-healing action.
Masquerade Med-kit: 24 charges. (was 24) Increases the speed that you heal others by 25%. (was 35%) Unlocks the self-healing action.
Med-kit Addons
Rubber Gloves: Increases progression bonus for succeeding Great Skill Checks by 2%. (was 3%)
Butterfly Tape: Increases healing speed by 3%. (was 5%)
Sponge: Increases progression bonus for succeeding Great Skill Checks by 3%. (was 5%)
Needle & Thread: Increases the chances of triggering a Skill Check by 10%. 100% Bonus Bloodpoints granted for succeeding Great Skill Checks. Increases healing speed by 10%. (was 15%)
Medical Scissors: Increases healing speed by 12%. (was 15%)
Gauze Roll: Adds 10 charges to the Med-kit. (was 12 charges)
Surgical Suture: Increases the chances of triggering a Skill Check by 15%. 150% Bonus Bloodpoints granted for succeeding Great Skill Checks. Increases healing speed by 10%. (was 15%)
Gel Dressings: Adds 14 charges to the Med-kit. (was 16 charges)
Abdominal Dressing: Increases healing speed by 20%. (was 25%) Decreases Med-kit charges by 12. (was 8 charges)
Styptic Agent: Press the Secondary Action button while healing with the Med-kit to use the Styptic Agent. When the Styptic Agent is used on an injured Survivor, they gain Endurance for 5 seconds. (was 8 seconds) Consumes the Med-kit on use.
Anti-hemorrhagic Syringe: Press the Secondary Action button while healing with the Med-kit to use the Anti-Hemorrhagic Syringe. The affected Survivor will passively gain a health state 24 seconds after use. (was 16 seconds) The time required is modified by perks, items and add-ons that affect Healing Speeds. This effect is canceled when the affected Survivor changes health state or is picked up. Consumes the Med-kit on use.
Refined Serum: Increases your Movement speed by +5% for 15 seconds. (was 20 seconds) Creates a Blight trail behind the affected Survivor. Can be used on other Survivors or yourself. Consumes the Med-Kit on use.
Bloodweb Improvements
You asked for it for a long time, and it's finally here: using the Bloodweb has been made much simpler!
By default, nodes can now be claimed by pressing on them rather than holding. If you want to revert to the old behaviour, a setting in the Accessibility tab allows you to toggle between Press and Hold behaviour.
Hovering the cursor over any node in the Bloodweb that is not currently purchaseable shows a red outline of a path of nodes leading up to it and displays the total Bloodpoints needed to buy all those nodes.
Pressing/holding on any such node automatically purchases all the nodes one-by-one on the hovered path. This may not complete if purchasing all nodes becomes limited by your Bloodpoint total or the Entity consuming nodes on the way.
After reaching Prestige 1 with a character, the Bloodweb for that character will contain a new center node. Pressing/holding on it will automatically claim as much as possible of the whole Bloodweb level. The automation will prioritize Perks first and attempt to spend the minimum amount of Bloodpoints second. This will stop if you run out of Bloodpoints, but will continue with Entity consuming nodes.
Misc
Heartbeat Visual Support: Displays a visual indicator for Survivors being affected by a Terror Radius or a Lullaby. Can be toggled ON/OFF in the Accessibility tab of the Settings.
Cinematic video files are now stored in Bink format.
Bug Fixes
Bots
Bots in the Tutorial now have their names correctly localized.
Bots are less likely to drop a pallet while standing still on the same side as the Killer.
Bots no longer slow down while traversing the area of a Skull Merchant's Drone if inside the Terror Radius.
Bots are less likely to run into a Killer while attempting to evade them.
Gameplay
The Knight can no longer enter a broken state when ordering a guard to destroy a Pallet that is also being destroyed by the Dissolution perk.
The Huntress’ Wooden Fox Add-On now properly grants the Undetectable effect while reloading.
The Killer Instinct VFX is now properly displayed when equipped with the Mother’s Glasses or Dried Cherry Blossom Add-Ons when playing as the Spirit.
The Kinship perk no longer activates when reaching the Struggle Phase while in the Executioner’s Cage of Atonement.
The auras of Survivors standing near the Exit Gates when the Blood Warden Perk activates are now properly shown.
The Perks of the Skull Merchant, Thalita Lyra and Renato Lyra now appear in the correct order in the Character Info screen.
UI
The Chase activity indicator is now properly removed if players disconnect while in chase.
The Killer’s HUD reappears properly when survivors disconnect as they are being Moried.
The remaining time text in the Shrine of Secrets is no more cut-off in certain languages.
Fixed localization issues in some of the system error messages.
Title texts on AI Bot Loadout popup is consistent with Loadout menu.
Maps
Fixed an issue in Red Forest where The Blight slid off trees.
Fixed an issue in Raccoon City Police Station where the zombies would get stuck in a door frame.
Fixed multiple issues where the drones of The Skull Merchant would clip in the door frames.
Fixed an issue where the Bear Traps would clip into the ground on the Autohaven bus.
Modified the placement of the generators in Haddonfield.
Fixed an issue where the Bear Trap would appear under a generator in Lerys Memorial Hospital.
Misc
The Yellow Glyph Skill Checks can now be properly completed.
Equipping Cosmetics that have unique voice lines should now have the subtitles always in sync.
Known Issues
The in-game description of Overzealous is not correct.
Using the Hold interaction in the Bloodweb and pressing the center button may lead to a soft-lock with a low amount of Bloodpoints owned.
Claiming a chain node too fast after leveling a character can cause menus to break. Restarting the game will fix this issue.
The Tools of Torment Mid-Chapter Update is quickly approaching, so that can only mean one thing: It’s time for another Developer Update! In this series of posts, we cover some of the biggest changes and additions making their way to the game. In this edition, we’ll dive into various quality of life and accessibility improvements as well as an extensive list of balance adjustments. Without further ado, let’s kick things off with a highly requested feature.
Bloodweb Improvements
Who would have thought that too many Bloodpoints could ever be a problem? After our progression overhaul last year, many of you found yourself with a hefty amount of Bloodpoints- so many in fact that finding the time to spend them before your next match could be difficult. We’ve seen many suggestions for ways to improve the spending process, and rather than picking just one, we’ve implemented a few fan favourite ideas. We hope these new features will allow you to spend more time playing and less time shopping!
Bloodweb Chain
The first new addition is very simple; select any node and the game will automatically buy anything needed along the way. This allows you to purchase multiple nodes with a single button press and ensures that you can get exactly what you want.
But as always, The Entity is ever-present and may consume one of these nodes before the chain can be completed, so plan wisely!
Automatic Purchase
If you’re just looking to level up your character quickly and cheaply and don’t care what you get, the new center node in the Bloodweb is perfect for you. Selecting this node will automatically purchase items until the current Bloodweb has been completed. This will prioritise Perks, then the cheapest option available.
This can also be used on partially completed bloodwebs, allowing you to grab anything you’ve got your eye on first.
To ensure that players familiarize themselves with the contents in a Bloodweb, this button will only appear once the character has been prestiged for the first time.
Press to Buy
Ever wanted to watch the Bloodpoints fly from your pockets at an alarming rate? The new default interaction only requires you to press a node to purchase it, instead of having to hold it. This can be used in conjunction with the other options mentioned above to further speed up the spending process. The interaction can be toggled if you would rather use Hold instead.
Visual Terror Radius
The terror radius is an integral part of the game, both warning Survivors about the approaching Killer and activating multiple Perks. This can make things difficult for our deaf or hard of hearing players since there is no visual representation of the terror radius’ strength, forcing them to use a perks which work in the terror radius as an alternative. This is of course not ideal, we’d like everyone to be able to use the perks they’d like and not be forced to use one to have access to a core part of the game.
But we have some good news: A visual terror radius option is here!
When enabled in the Accessibility Options, a heart will appear in your Survivor’s chest whenever the Killer’s terror radius can be heard. Lullabies will also appear as a haze in their chest. This heart will become more vibrant and beat more intensely the closer the Killer comes. If your character is ever offscreen, an indicator will appear if the Terror Radius is heard signaling that you should look at your character to see the current state of the Terror Radius visual feedback..
For those who may need it, this heart will also be affected by colorblindness settings to ensure that it is adequately visible.
This option will not provide a competitive advantage compared to the usual audio terror radius and will respect any terror radius Perks, Add-ons, and Powers.
Autohaven Wreckers Map Updates
This update will feature balance updates to two Autohaven Wreckers maps, namely Blood Lodge and Gas Heaven.
Blood Lodge
Blood Lodge can be a bit of a mixed bag: Depending on how the map generates, there can be plenty of safe pallets near the center or very few, creating either a very safe area or a deadzone. This area also has very few line of sight blockers which can make it difficult for stealthy Killers to sneak up on Survivors. Around the edge of the map, on the other hand, features several maze tiles (high walls with a pallet and/or window). Clever Survivors can combine these tiles to create stronger loops making them very difficult to catch.
To remedy this, we are making significant layout changes to this map. The Blood Lodge itself will now appear closer to the center of the map, breaking up line of sight and separating some of these safer loops. The maze tiles have also been separated from one another, making it more difficult to combine them together.
Gas Heaven
Gas Heaven features unique car piles which stretch several tiles long. These special tiles can get in the way of gameplay, however, making it difficult to traverse the map. Chasing a Survivor around these walls of cars can also waste a lot of time if they start the chase with a significant lead.
Going forward, these car piles will be broken up into smaller single-tile chunks. These car piles will also feature potential spawn locations for pallets, helping reduce the potential for deadzones to appear.
The Gas Heaven gas station itself has also been moved closer to the center of the map. Since this makes this building much easier to get to from anywhere on the match, we’ve reviewed its spawning rules to prevent strong combinations of windows from spawning and adjusted its pallet spawn locations.
Throughout the Realm
Some of these changes will spill over into the remaining Autohaven Wreckers maps, including new edge tiles (small tiles that run along the map’s boundaries), some of which include new gameplay such as possible pallet spawn locations.
Healing
There’s no better way to avoid being put on a hook than healing your injuries. Even if the Killer is relentless, an extra health state can buy your team more time to work on generators. Having easy access to quick and plentiful heals can cause problems, particularly for highly skilled Survivors who can evade the Killer for quite some time. An Emergency Med-kit alone can heal the damage done after a long chase in roughly 10 seconds. This doesn’t even begin to factor in all sorts of Perks and Add-ons which can speed up healing even further and grant more heals before your Med-kit is depleted.
For Killers, this means that any chase that doesn’t end with a hook- even if they managed to damage a Survivor- can be completely undone in a matter of seconds. Keeping Survivors injured and switching targets are often wise decisions, and with this in mind, we have a few changes in store for healing to make this more practical.
First, healing will now take 24 seconds by default (previously 16 seconds). This will make each hit more impactful, ensuring that Survivors need to spend longer to heal their wounds.
Second, we have rebalanced Med-kits across the board. All Med-kits will now have 24 charges by default, allowing one heal before they are depleted. The different rarities of Med-kits are as follows:
Camping Aid Kit (Common)
Increases the Altruistic Healing speed by 20% (was 25%).
First Aid Kit (Uncommon)
Increases the Altruistic Healing speed by 25% (was 35%).
Emergency Med-kit (Rare)
Increases the Altruistic Healing speed by 30% (was 50%).
No longer increases the speed at which you heal yourself.
Ranger Med-kit (Very Rare)
Increases the Altruistic Healing speed by 35% (was 50%).
Increases Skill Check success zones by 10% (was 14%).
Increases Great Skill Check zones by 10% (was 15%).
Lastly, we have done a pass on Med-kit Add-ons, bringing those which were overperforming in line with the rest. Add-ons which add more charges to your Med-kit have also been reviewed with the new healing time in mind, though it is now impossible for a Med-kit to fully heal a Survivor more than twice in a match.
Perk Updates
Moving on to Perks, we have a bundle of tweaks for this update targeting both meta and non-meta options.
Gearhead
First up, Gearhead currently reveals the aura of the next Survivor to hit a great skill check after a Survivor loses a Health State. These conditions require quite of bit of work and luck on the Killer’s part to get value out of it.
Gearhead will receive a slight rework: When a Survivor loses a Health State, Gearhead activates for 30 seconds. While active, any Survivor who hits a good skill check will have their aura revealed to the Killer for 6/7/8 seconds.
This allows Gearhead to potentially provide information multiple times for each hook. Killers who efficiently catch Survivors will be able to keep Gearhead activated for a good portion of the match.
Overzealous
Overzealous grants a repair speed bonus when Cleansing a Totem, and a larger bonus when Cleansing a Hex Totem. Little did we know the skirmishes this would cause between the Boon lovers out there. Moving forward, Overzealous will also activate when Blessing a Totem in addition to Cleansing. We’ve also slightly increased the bonus to 8/9/10% (from 6/7/8%).
Scourge Hook: Pain Resonance
This perk has gradually found its way back into the meta. To address this, we have given Scourge Hook: Pain Resonance a slight rework. The first time each Survivor is hooked on a Scourge Hook, the generator with the most progress will explode and lose progress. We’ve also reduced the difference between different Tiers of the perk (now 11/13/15%).
Dead Hard
Though Dead Hard initially fell from grace after the 6.1.0 Update, it has steadily climbed back to being one of most prominent Survivor perks. Dead Hard already requires some precision to use, and further reducing the invulnerability window would make it far too unreliable and frustrating. Therefore, Dead Hard has also received a slight rework. Dead Hard will activate after safely unhooking a Survivor. When activated, press the active ability button while injured and running to gain the Endurance Status Effect for 0.5 seconds, then become Exhausted. Dead Hard will deactivate when it successfully protects the user from damage.
This will put a damper on how often Dead Hard can be used, keeping it as a powerful reward for Survivor who have earned it.
Call of Brine
Call of Brine quickly rose in popularity following the meta shake up last year. Granting a large increase to the regression rate of generators, it’s not uncommon for a generator to fully regress once a Survivor is chased away.
To tone down its power, we have reduced the additional regression speed to 115/120/125% (was 150/175/200%).
Overcharge
Similar to Call of Brine, Overcharge saw a similar rise in power over the past year. This perk also increases the regression rate of generators pretty substantially.
To bring it in line with other perks, we reduced the maximum regression speed to 130% (was 200%). This would make it take longer for the regression rate to become beneficial, so at the same time, we’ve increased the starting regression speed to 85% (was 75%) to help offset this.
Additionally, the penalty for missing the special Skill Check has been reduced to 2/3/4% (was 3/4/5%).
Boon: Circle of Healing
This perk has become the ‘jack of all trades’ of healing perks. Not only does it allow you and your fellow Survivors to heal without a Med-Kit, but it also increases the speed of healing across the board.
Going forward, Boon: Circle of Healing will no longer allow Survivors to heal without a Med-Kit. Instead, it will provide a 40/45/50% healing speed bonus to healing others. This bonus will not apply to healing done with a Med-Kit. Additionally, the auras of injured Survivors with the Boon’s range will be revealed to all other Survivors.
Killer Updates
Starting with this Mid-Chapter, we’d like to include a bundle of small tweaks to various Killers in each update. These will be smaller scale than the reworks we’ve done in the past, focusing more on number tweaks than new features or significant changes. Larger reworks are still planned, be we want to show some love to our growing roster along the way!
The Hillbilly
Start your chainsaws- and don’t worry about them overheating- we’ve adjusted The Hillbilly’s overheat mechanic to be much more forgiving.
The amount of heat generated from both starting to rev and continuing to rev your chainsaw has been dramatically reduced, making the overheat mechanic almost a non-factor when used in loops and over short distances, much akin to how he used to play. Just as before, heat will begin to dissipate as soon as the Chainsaw Sprint ends, meaning most of the heat generated from a short sprint will already be gone by the time your chainsaw is ready for another attack.
The amount of heat generated while Chainsaw Sprinting, on the other hand, has been increased slightly. Though the changes above will help counteract this, longer sprints will cause your chainsaw to overheat quicker, so be careful not to let it overheat in an empty corner of the map!
Last but not least, we’ve toned down the Doom Engravings and Death Engravings Add-ons. These Add-ons will provide less movement speed than before and increase heat generation further.
The Pig
The John’s Medical File Add-on increases The Pig’s crouched movement speed. This Add-on hasn’t been performing very well, so we’ve decided to nerf The Pigincreased this Add-on's movement speed bonus to 10% (was 6%).
The Oni
Two of The Oni’s Add-ons- Blackened Toenail and Bloody Sash- allow him to move faster while absorbing Blood Orbs, losing less ground in the process. These Add-ons weren’t performing as well as we’d like, so we’ve given them some slight improvements. They will now increase movement speed while absorbing by 0.4m/s and 0.7m/s respectively (was 0.3m/s and 0.6m/s).
The Nightmare
The Nightmare’s Sheep Block and Unicorn Block Add-ons inflict Blindness on Survivors who trigger a Dream Snare or Dream Pallet. These Add-ons weren’t doing so well, so we’ve increased the duration of the Blindness Status Effect on each of these Add-ons by 30 seconds.
The Executioner
The Executioner’s Scarlet Egg Add-on increases the duration of Killer Instinct inflicted by Rites of Judgement by 1.5 seconds. This doesn’t provide much value since Killer Instinct only updates its position periodically. To make it more meaningful, we are increasing this bonus to 3 seconds.
The Clown
The Redhead’s Pinky Finger Add-on can be incredibly powerful, allowing The Clown to instantly down a Survivor after hitting them directly with a bottle. We’ve previously toned this Add-on down by reducing the maximum number of bottles The Clown can hold, but it seems like this downside was not enough to bring it in line with other Ultra Rare Add-ons.
Going forward, this Add-on will reduce the maximum held bottles by 3 (was 2).
Bright Light Interactions Removal
When Dead by Daylight first released, only three Killers were in the game. It wasn’t unreasonable to bring a Toolbox just in case you faced off against The Trapper or a Flashlight to burn The Wraith when it was a 1-in-3 chance.
But as the Killer roster has grown, these mechanics have started to feel out of place. The majority of Killers do not have any interaction with Survivor items, leading to the ones that do feeling unfairly punished by something beyond their control. In the past, we removed the ability to sabotage The Trapper’s Bear Traps to alleviate this issue. In this update, we’ll be removing Flashlight interactions with various Killer Powers. Since some of these actions aren’t very well known, we’ll quickly run through each of them.
The Wraith
We have removed the ability to burn The Wraith out of his cloak. This would also stun him in the process.
The Nurse
Similar to The Wraith, The Nurse could also be burned while blinking. This didn’t come up very often since it was very risky and difficult to pull off, but it is also being removed.
The Artist
Survivors could shine a Flashlight at crows to scare them away. This also didn’t come into play very often since crows could easily be shooed away without using Flashlight charges.
The Hag
Arguably the most impactful, Flashlights have long been the sole counter to The Hag’s Phantasm Traps. Not only could they reveal the aura of nearby traps, but shining a Flashlight at the trap would destroy it. Removing the Flashlight effect from The Hag’s Power is a little trickier since it would leave Survivors with no option but to set off a trap and risk The Hag teleporting to it.
To ensure that this doesn’t make The Hag too oppressive, we are adding the ability to wipe away a Phantasm Trap. In order to do so, Survivors will need to spot the trap, crouch over to it to avoid setting it off, then perform a several second long action to clear it.
While this will allow all Survivors to clear traps, it will now be much more difficult and time consuming to do so. Additionally, this prevents a Survivor with a Flashlight from destroying The Hag’s traps mid-chase.
The Deep Rift and Beyond
Late last year, a deeper level of the Rift was revealed, allowing players who had already reached Tier 70 to go above & beyond and continue progressing to earn alternate versions of Outfits. Starting with the Tools of Torment Mid-Chapter Update, this Deep Rift will feature unique visuals to better differentiate the bonus Deep Rift Tiers from the regular Rift.
As for Tomes, you may notice a new trend emerging where the most recent Chapter’s lore is expanded in the following Tome. It’s no coincidence; this is something we’ll be doing for all new original Chapters moving forward. This will allow us to expand further on the most recently introduced characters’ lore in a more natural and exciting way.
Licensed Chapters, meanwhile, may be an exception to this. While we would love to expand upon their stories- as we have done in the past with the likes of Ghost Face and Bill Overbeck- licensed characters come from franchises of their own with their own stories to tell. Therefore, the Tomes followed licensed Chapters may feature existing original characters instead.
And if you’ve been waiting to learn more about your favourite characters from years past, don’t worry, they won’t be forgotten! Older characters will still be featured throughout new Tomes as minor characters.
With that, we’ve reached the end of this month’s Developer Update. The Public Test Build for the Tools of Torment Mid-Chapter Update will open next week. We look forward to reading your feedback once you’ve had a chance to try it out!
The Skull Merchant gains a flat Haste Status Effect for each Survivor detected on the radar. This bonus is lost when no Survivor is detected on the Radar.
One Survivor : +3%
Two Survivors: +5%
Three Survivors: +6%
Four Survivors: +7%
Note: You do not need to be Inspecting the Radar in order to get this bonus.
Survivors with a Claw Trap cause Drones to be Unhackable while they are nearby
Drones only return to the Killer after their respective Claw Trap battery is empty
Entering an Active Zone no longer recharges Claw Trap batteries
Failing the Claw Trap hack no longer recharges its battery
Claw Trapped Survivors who fast vault pallets break the pallet and their Claw Trap at the same time
Claw traps are automatically removed when their battery is empty
Addon changes:
Ultrasonic Trap Speaker (NEW EFFECT): Decrease the time it takes for Undetectable to take effect by 50%
Increase the “Expired Batteries” addon rarity to Ultra Rare (was Very Rare)
Decrease the “Prototype Rotor” addon rarity to Very Rare (was Ultra Rare)
Increase Adaptive Lighting to 50% (was 20%)
Decrease Expired Batteries to 40% (was 150%)
Miscellaneous
A previous patch note stated that the perk Leverage no longer worked on self-healing. This was not the case. Leverage has worked on self-healing and still does.
Updated screams caused by Perks to be heard map-wide, as they were prior to version 6.6.0.
Bug Fixes
Archives & Challenges
Fixed an issue where pallets broken by The Knight's Guards were not contributing progress towards applicable challenges, such as "Rault's Strength" and "Unleash the Rage".
Audio
Fixed an issue in the Archives where the French voice over for Memory 714 of Tome 13 would cut before the end.
Fixed an issue where The Trapper would fail to trigger a voice over when a Survivor escapes his grab.
Bots
Bots can now ask other players to move out of their way.
Bots no longer give up when Broken and within the area of a Boon: Circle of Healing.
Tentatively fixed an issue where Bots would shut themselves down when injured by an Artist's Dire Crow.
When playing against Freddy Krueger with the Dream Pallets Power, Bots no longer stop moving after passing a Dream Pallet.
When playing against The Skull Merchant, Bots can now disable Drones placed on stairs.
Characters
Fixed an issue that cause Yun-Jin and a few other female survivors' face to be different when been on the hook.
Fixed an issue that cause The Nurse's Grim Veil to stretches unnaturally on the tally screen.
Fixed an issue that cause Males survivors grabbed from lockers to have stretched eyebrows.
Fixed an issue where The Knight's Healing Poultice, The Onryo's Distorted Photo and The Oni's Iridescent Family Crest Add-ons incorrectly revealed auras for the duration of their effect.
Map
Fixed a bug that made two chests spawn in the Shattered Square basement of the main building.
Perks
The Haste status effect icon no longer appears on screen when Teamwork: Collective Stealth is active
The Friendly Competition repair bonus speed buff is no longer lost if the Perk owner disconnects from the Trial.
A Survivor fast vaults a Pallet with the Skull Merchant Claw trap no longer triggers the Perk Thwack!
Failing one skill check caused by the Merciless Storm Perk no longer causes subsequent skill checks to fail.
Platforms
Intro cinematics should no longer stutter on Xbox One.
Killer - Skull Merchant
Drones no longer show the scanning VFX for one frame when starting the scan phase.
Claw Traps removed by hacking now correctly self-destruct instead of disappearing
UI
Fixed Perk description tooltips being incorrectly positioned in the Edit Bot Loadout menu.
Corrected 'Shotgun Speakers' add-on icon to avoid trypophobia trigger.
Another special edition of the Developer Update! Next week’s update will feature changes for screams and the newest Killer, The Skull Merchant. We wanted to take this opportunity to share what’s on the way as well as the reasoning behind these changes.
The Skull Merchant
Between the Public Test Build (PTB) and live release of the Tools of Torment Chapter, we made a wide variety of changes to The Skull Merchant to help address some of the feedback we received. We’ve been keeping a close eye on her since, and while it seems like these changes have had a positive effect on her performance, there are a few frustrations we want to address sooner rather than later. In no particular order, these are:
It doesn’t feel like The Skull Merchant’s Power helps her enough in a chase.
It doesn’t feel as though there’s enough risk to having a Claw Trap.
The Skull Merchant is too good at holding 3 generators, causing very long matches.
The pain points are a common thread between the feedback many of you have given since the Chapter released. To rectify each of them, we have made a large number of changes.
On the Hunt
The Skull Merchant’s drones will Lock On to Survivors, making them Exposed for some time. This can push Survivors away from stronger structures and into a sparser part of the map. However, as many of you have pointed out, this doesn’t really pose a threat if you’re already injured; getting hit will already put you into the dying state.
Likewise, Claw Traps don’t feel equally threatening to all players. While the thought of having your location constantly broadcasted to the Killer is enough of a deterrent for some, more confident Survivors may actually welcome a chase, opting instead to keep the Killer distracted for their teammates.
To improve her strength in a chase, we have made a couple changes.
First, The Skull Merchant will now gain a growing Haste effect for each Survivor tracked on her radar. This bonus starts at 3% for one Survivor, raises to 5% for two, 6% for three and 7% for four. Both Claw Traps and active drone zones will contribute to this, and the Killer does not need to inspect their scanner to gain the benefits. This will reward the Killer for efficiently using their Power to keep tabs on their prey.
Second, vaulting a pallet with a Claw Trap will cause that pallet to break, destroying the Claw Trap in the process. This was previously part of the common Ultrasonic Trap Speaker Add-on. With this change, being chased with a Claw Trap attached becomes a lot more dangerous.
These combined adjustments allow The Skull Merchant to more frequently get value out of her Power, regardless of whether or not the Survivor she’s chasing is injured.
Generator Defense
The Skull Merchant excels when it comes to defending a cluster of three generators. Not only will her drones notify her any time a Survivor approaches a generator, but she can also easily replace them once they are disabled. This can make matches go on for an excessively long time with neither side making much progress. These matches tend not to be too terribly interesting for anyone involved and only end when someone gives up.
To put a damper on her ability to defend generators, drones are no longer immediately returned to The Skull Merchant once they are disabled. Instead, they will be returned once their respective traps are destroyed. This will make it more difficult to replace disabled drones on these generators.
That said, this will limit how often The Skull Merchant can deploy new drones. Therefore, we have a series of changes to compensate for this loss of power.
First, to ensure Survivors cannot hold a Claw Trap indefinitely to deny her from using her Power, Claw Traps will now be instantly destroyed as soon as their battery expires, and Claw Trap batteries will no longer refill when entering an active zone. This way, Claw Traps will always return after a set amount of time.
Second, drones will enter an unhackable state whenever a Survivor with a Claw Trap is near. This will prevent a single Survivor from running around and disabling every drone, meaning the Killer will always have some combination of four Claw Traps or drones available to them. Combined with the changes to Claw Traps mentioned above, The Skull Merchant will always get value out of her ability whether it’s through deployed drones or traps.
Add-ons
Last but not least, we have a few Add-on changes to round out this update.
Ultrasonic Trap Speaker
Since this Add-on has been incorporated into the Killer’s base kit, it needed a new effect.
Ultrasonic Trap Speaker now reduces the time taken for Undetectable to take effect when inside an active zone by 50%.
Expired Batteries
This Add-on has been changed to Ultra Rare to match its high effectiveness.
Since Claw Traps now provide a Haste effect, this would make the Killer very fast at the start of the match in addition to revealing the Survivors’ positions. Therefore, we have reduced the duration of the Claw Traps Survivors spawn with to 40% of the normal battery life (was 150%).
Prototype Rotor
This Add-on has been changed to Very Rare to better suit its effectiveness.
Adaptive Lighting
Adaptive Lighting now increases the length of the Undetectable effect by 50% (was 20%).
Screams
I scream, you scream, we all scream when the Killer is using a Perk or Power that makes people scream. Unless you’re using Calm Spirit.
In 6.6.0, we changed screams caused by perks. Historically, these Perks would cause the Survivors to use the same scream sound as when they were hurt. We decided to change this considering the Survivor was not actually being hurt, just scared. When we made this tweak, these screams became ‘3D’ – meaning you could tell which direction they were coming from – and limited their range as a side effect.
In this update, we’ll be readjusting these Perks to bring them back to the original functionality, but with the proper scream sounds. Screams caused by Perks will once again be ‘2D’ – meaning you can’t quite tell which direction they’re coming from – and be heard map-wide.
With that, we’ve reached the end of this special edition Developer Update. The changes in this post will be live in next week’s update. We are also hard at work on our next major release and we look forward to sharing more details about that soon.
Fixed an issue where the "Glyph Graduate" Yellow Glyph challenges were not recognizing the Player's input within a good skill check zone.
Fixed an issue where the "Near Miss" challenge could gain progress if the Killer's attack missed a Survivor from a distance greater than the intended 5 meters.
Fixed an issue where the "Gruesome" challenge would gain two (2) points of progress instead of one (1) during the End-Game Collapse.
This fix also addresses other Hook action challenges that gained double progress during the End-Game Collapse.
Audio
Fixed an issue with The Spirit where the audio for her phase ability would not be played for Survivors while using the Furin add-on.
Fixed an issue where granted currency and item pop-ups in the Main Menu would play twice.
Fixed an issue where the SFX for changing pages using a controller would be missing while in a bot lobby.
Fixed an issue where the game's audio could be heard while in the Loading Screen before entering or leaving a Trial.
Bots
After playing a Custom Game with Add-ons disabled, the Tally screen no longer shows incorrect Add-ons.
An injured Bot will now think twice before attempting to heal a downed Bot within the Terror Radius.
Bots can now use the Repressed Alliance Perk.
Bots no longer shuffle at a slow pace while at a pallet if the chasing Killer is slightly far away.
Bots now respect Killers more by not getting into lockers while in the Killer's line of sight.
Bots will now avoid backtracking to Pallet to stun the Killer, as it often led to an injury.
In the Custom Game lobby, Bots now correctly display the Item equipped even after changes in party members.
When playing against a Killer with the Iron Maiden Perk, Bots are now more careful about getting into Lockers, especially when equipped with Locker-based Perks like Flashbang.
When playing against Freddy Krueger with Add-ons allowing Dream Pallets, Bots will now remember which Pallets were replaced by fakes.
When playing against The Skull Merchant, Bots avoid loops covered by a Drone zone.
When playing against The Skull Merchant, Bots are now capable of vaulting near Drones.
When playing against The Skull Merchant with the Iridescent Unpublished Manuscript Add-on, Bots now respond to the change in Terror Radius.
Characters
Fixed an issue that cause the Door breaking animation to play too fast when playing as The Legion with Brutal Strength and equipped Frank's mix tape.
Fixed an issue that cause all Survivors' left hands to be distorted when receiving healing.
Fixed an issue that causes The Artist's arm to jitter backward awkwardly when she walks into and past a tall asset.
Fixed an issue that cause All Survivors' hands and heads to clip through the locker when fast exiting.
Injured Survivors have no more crooked wrists when moving and holding a Pocket Mirror.
Fixed an issue causeing killers to sometimes be unable to hit a Survivor healing a downed Survivor.
Fixed an issue where The Knight's Healing Poultice, The Onryo's Distorted Photo and The Oni's Iridescent Family Crest Add-ons incorrectly revealed auras for the duration of their effect.
The Dredge no longer incorrectly becomes Invisible when teleporting during Nightfall.
Survivors who scream during the Cenobite's teleport no longer become stuck.
The Skull Merchant's Drones no longer appear invisible when in the Active State.
Environment
Fixed a lighting issue that caused the Onryo's well to look incorrect in the lobby.
Fixed an issue with a rock that could be climbed in the Mount Ormond Resort map.
Perks
The Survivor's Aura no longer fails to be revealed by Grim Embrace when the obsession is transferred by Game Afoot.
Teamwork: Power of Two no longer fails to deactivate if the other Survivor disconnects.
Healing an injured Survivor who has the Perk Adrenaline equipped while all Generator are completed no longer triggers the effect of the Perk Teamwork: Power Of Two
The Teamwork: Power of Two buff external icon now properly appears on all of the Survivors using the Perk.
The Teamwork: Collective Stealth's external perk icon now correctly appears on the affected Survivor instead of the perk owner when both Survivors have this Perk equipped.
The Friendly Competition repair bonus speed buff is now properly maintained if the Perk owner disconnects from the Trial.
Using the Perk For The People on a dying Survivor now properly gives the Survivors the Teamwork: Power of Two and Teamwork: Collective Stealth buffs.
The End Game Collapse timer now updates properly when the last remaining survivor gets back up from the Adrenaline perk's effect.
Platforms
All available Maps now correctly show in the Custom Game settings for players on the Epic Games Store.
Fixed an account mismatch issue when using the in-game Store on the Windows Store.
Fixed an intermittent crash when launching the game on Switch.
UI
Fixed an animation issue when quickly changing pages in the Edit Bot Loadout popup.
Fixed a layout issue in the Edit Bot Loadout popup when the UI Scale Setting is not 100%.
Fixed an incorrect tooltip message for unavailable add-ons in the Edit Bot Loadout popup.
Misc
Hooking Survivors during the End Game Collapse no longer counts for 2 Hooks for the Hooks challenges progress
The Hack the Mainframe Achievement now unlocks correctly upon Killer disconnection.
Adept Renato and Adept Thalita are unlocked if the Killer Disconnects after the Exit Gate was opened.
Experience the world’s deadliest game of hide and seek during our Steam Free Trial from now until Monday, March 13th. You can also save 60% off the base game and up to 50% off select DLCs through Thursday, March 23rd.
As a Killer, you'll hunt, chase, and attack Survivors, before bringing them to a Hook as a sacrifice for The Entity. As a Survivor, you'll find and repair Generators to then open the Exit Gate to escape alive. Don’t forget to evade the Killer and rescue your teammates before they are sacrificed!
To get you started, check out some new player and gameplay information. Once in the game, the tutorial is a step-by-step guide that teaches you the basics needed to master Killer and Survivors. You can play the tutorial as often as you want, or practice as a Killer against Survivor bots in a Custom Match.
Once you're ready, choose either “Play as Killer” or “Play as Survivor” and jump into a Public Match.
Good luck and see you in The Fog!
The Dead by Daylight Team
FAQs
What Killers and Survivors are available during the Steam Free Trial?
During the Steam Free Trial, you will have access to five Killers (The Trapper, The Hillbilly, The Huntress, The Nurse, and The Wraith) and seven Survivors (Dwight Fairfield, William Overbeck, Nea Karlsson, Meg Thomas, David King, Claudette Morel, and Jake Park) when you first play Dead by Daylight.
Can I purchase items in the in-game Store during the Steam Free Trial?
You will be able to purchase Auric Cells during the Steam Free Trial. You can also earn Iridescent Shards while playing, which can be used to purchase some Killers, Survivors, and Outfits.
Can I purchase and install DLCs during the Steam Free Trial?
You will be able to purchase Chapter DLCs during the Steam Free Trial. However, you will lose access to this content unless you have a paid copy of Dead by Daylight. We recommend players buy the base game before purchasing Chapter DLCs.
Will I have access to the game and its content after the Steam Free Trial ends?
Once the Steam Free Trial ends, you will lose access to any Dead by Daylight content, including Auric Cells and Chapter DLCs. You will need to purchase the Dead by Daylight base game to re-gain access to that content.
How do I continue playing Dead by Daylight after the Steam Free Trial ends?
Any progress you have made leveling up your character(s) during the free trial or unlocking the Bloodweb will be saved. To continue playing, you will need to purchase the Dead by Daylight base game or a Dead by Daylight bundle from the Steam Store page.
Get ready to earn fun rewards in the Alienware Arena just by playing Dead by Daylight! Unlock The Merchant avatars for the Alienware forums and other cool prizes based on the cumulative playtime for you – and the rest of the Alienware Arena community.
Dreams are free. Innovation requires sacrifice. Dead by Daylight’s Tools Of Torment Chapter features a new Killer – The Skull Merchant – and two new Survivors, Thalita Lyra and Renato Lyra. The Shelter Woods Map has also been updated to include The Skull Merchant’s Hunting Camp. Purchasing this add-on unlocks 3 exclusive Cosmetics: The Skull Merchant’s Slipshod Prototype, Thalita Lyra’s Golden Ambition, and Renato Lyra’s Golden Touch.
The new Killer is The Skull Merchant.
Forever driven to hunt a worthy target, her reign is built on a mountain of bone. With eyes patrolling from above, her pursuit is relentless.
The new Survivors are Thalita and Renato Lyra.
Dead by Daylight: Tools of Torment also includes two Survivors – siblings Thalita and Renato Lyra. Once beloved pillars of the community, their kite-flying dreams came crashing down, swept into a blanket of nightmarish Fog.
The Tools Of Torment Chapter includes:
New Killer: The Skull Merchant
New Survivor: Thalita Lyra
New Survivor: Renato Lyra
3 exclusive Cosmetics: The Skull Merchant’s Slipshod Prototype, Thalita’s Golden Ambition, and Renato’s Golden Touch.