Last week, the upcoming End Transmission Chapter hit the Public Test Build (PTB). Since then, we’ve been watching very closely to see what you have to say about it. While it’s been a pleasure seeing so many people enjoying the new content, we’ve also caught on to a few pain points which we plan to address before the Chapter goes live June 13th.
In this post, we’d like to take a moment to share our findings as well as the changes you can expect to see when the update goes live.
The Singularity
First up, we’ll cover the new Killer, The Singularity. This AI driven android launches Biopods around the map. These Biopods not only allow it to surveil their surroundings, but also inflict Survivors with a Temporal Slipstream, allowing The Singularity to teleport to them. Survivors can fight back using EMPs found around the map, granting them the ability to remove Temporal Slipstreams and temporarily disable Biopods.
We found that while the EMPs were effective in countering The Singularity’s Power, too many of them lead to frustrating matches for the Killer. This is something that was echoed in your feedback: Many felt that their Biopods were disabled too often, and Survivors almost always had an EMP at hand just in case.
We want to keep EMPs meaningful and worth seeking out for Survivors, so for the release, we are instead reducing the number of EMPs available through the following changes:
Decreased the number of Supply Cases to 5 (was 7).
Supply Cases now take 90 seconds to print an EMP passively (was 80 seconds). Interacting with the Supply Case prints an EMP four times faster.
Additionally, Survivors who are currently holding an EMP will no longer see the auras of Supply Cases to reduce visual clutter and make it harder to efficiently chain together multiple EMPs.
Another piece of feedback we received is that it wasn’t very clear when Biopods were disabled. During the PTB, the only way to tell you were controlling a disabled Biopod was the colour of the targeting reticle. This isn’t immediately obvious if it’s your first time playing The Singularity, so we’ve revisited these visuals to make it more clear:
Lastly, we’ve added a meter to the Power icon to represent Overclock duration. This will give you a better idea of how long it will last after teleporting so you can better plan your next move. At the same time, we’ve updated two Add-ons (Diagnostic Tool (Repair) and Nanomachine Gel) to be active during Overclock rather than ‘after teleporting’ in order to make it clearer when their effects are active.
The Executioner
During the PTB, we made a change which allowed The Executioner’s Punishment of the Damned attack to afflict Torment. The goal with this change was to give the Killer more ways to consistently apply Torment on careful Survivors who were able to avoid Torment Trails.
While this absolutely had the intended effects of spreading more Torment, we’ve also read some concerns regarding how this could be used to more effectively camp & tunnel. Since Punishment of the Damned can hit multiple Survivors, an unhook leaves both Survivors ripe for unavoidable Torment. Since it’s not possible to take protection hits to prevent a Survivor from being sent to the cage, we felt it was safer to reverse this change for the time being. We may revisit The Executioner’s Torment in a future update with a different plan that better suits our goals.
Perks
Scavenger
We’ve received a lot of feedback surrounding one of Gabriel Soma’s Perks, Scavenger. This Perk allows the user to replenish a Toolbox’s charges by hitting Great Skill Checks and rummage through an opened chest to find a guaranteed Toolbox.
Many have voiced concerns over how powerful this effect can be when paired with a strong Toolbox, doubling the value of an already strong Item. More specifically, it allowed the Survivor to replenish their Toolbox while continuing to work on Generators (unlike Built to Last which requires them to leave the Generator and hide in a locker).
For the release, we have made a few changes to this Perk to make it less of a clear choice:
Increased the number of Great Skill Checks required to 5 (was 4).
Once activated, your Generator repair speed is reduced by 50% for 40/35/30 seconds.
Scavenger can now be used more than once per Trial.
With these adjustments, Scavenger becomes more effective when used to repair Generators in short bursts, but heavily discourages continuing to repair a Generator for some time after it is activated. Efficient Survivors will instead want to plan accordingly and spend this time elsewhere, such as healing, unhooking, searching for Totems, and so on.
Machine Learning
This Perk allows the Killer to compromise a Generator by kicking it. When the compromised Generator is powered, the Killer receives Haste for some time.
Try as you might, it’s inevitable that a few Generators will be powered eventually. With this Perk, we want to add some risk to completing a recently damaged Generator, granting the Killer a major speed increase if you’re not careful. This Perk only activates under strict conditions, so we want to make sure it’s effective when it kicks in.
For the release, we have increased the Haste effect to 10% (was 7%). In practice, this means a Killer will catch up to a sprinting Survivor upwards of 66% faster!
Forced Hesitation
Forced Hesitation causes nearby Survivors to become Hindered when a Survivor is put into the dying state, making it easier for the Killer to switch targets and get additional hits on overly altruistic Survivors.
On the PTB, this perk had some pretty safe values to make sure it didn’t get out of hand. Upon further review, we’ve decided to show it some love before the update releases.
Increases the Hindered effect to 20% (was 15%).
Decreased the cooldown to 40/35/30 seconds (was 60/50/40 seconds).
With this, Forced Hesitation will make it very risky to be near another Survivor as they are put into the dying state.
We want to give a special thank you to everyone who took the time to leave feedback after playing the PTB. You can expect to see all the adjustments mentioned in this post when the End Transmission Chapter releases on June 13th. As always, we’ll be keeping an eye out for your feedback once these changes go live.
As revealed during the 7th Anniversary Livestream, the world of Dead by Daylight is getting bigger. We’d like to thank everyone who’s been a part of this journey with us – seven years is a long time, and your passion has allowed Dead by Daylight to grow beyond anything we ever expected. What started as a single game has already expanded to include a mobile game, board game, and Hooked on You: A Dead by Daylight Dating Sim™.
Now, we can proudly say that the game’s world is continuing to branch out in new directions with several upcoming projects set to explore The Entity’s Realms even further.
As previously announced, the Dead by Daylight movie will be developed in collaboration with Blumhouse and Atomic Monster. As of now, the search for a director and screenwriter is currently underway. In addition, the first issue of the anticipated Dead by Daylight comic book series, published in association with Titan Comics and centering around the dark origins of The Legion, will be available early June.
On the gaming side, we’re thrilled to announce two new titles set in the world of Dead by Daylight. And don’t worry – even if you’ve never played a single game of Dead by Daylight before, both titles are being created for fans and newcomers alike.
The first is a brand new single-player interactive story game in development with Supermassive Games, the acclaimed studio behind Until Dawn, The Dark Pictures Anthology, and The Quarry. Its narrative will be set outside of The Entity’s Realm, and follow an entirely new cast of characters as they embark on an unprecedented journey beyond The Fog. Look for more information to come later this year.
The second title is currently being developed by Midwinter Entertainment, who recently joined the Behaviour Interactive family in summer of 2022. This project is a multiplayer PVE game featuring teams of up to 4 players – we’ll keep you posted with more details as they come.
It’s an exciting time for Dead by Daylight, and we can’t wait to see everything the future has in store. Take a look at our official trailer below and stay tuned for further updates on everything we announced today. See you in The Fog...
Progress & save data information has been copied from the Live game to our PTB servers on May 17th. 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
New Killer: The Singularity
Perks
Genetic Limits: When a Survivor finishes the healing action, they suffer the Exhausted Status Effect for 24/28/32 seconds.
Forced Hesitation: When a Survivor is put into the dying state by any means, all other Survivors standing within 16/16/16 meters around them suffer the Hindered Status Effect for 10/10/10 seconds, reducing their Movement speed by 15%. This perk goes on cooldown for 60/50/40 seconds.
Machine Learning: After performing the damage Generator action, Machine Learning activates. While this perk is active, the next Generator you damage will be compromised until it is completed. The Generator is highlighted in Yellow. When the compromised Generator is completed, you become undetectable and gain 7% Haste for 20/25/30 seconds. Then, Machine Learning deactivates. If you break a Gen while another Generator is compromised, the compromised Generator moves to the latest one kicked.
New Survivor: Gabriel Soma
Perks
Troubleshooter: When you are chased by the Killer, this perk activates. You see the aura of the Generator with the most progress. You see the aura of the Killer for 4/5/6 seconds after dropping a Pallet. The effect lasts for 6/8/10 seconds after being in chase, then deactivates.
Made for This: This perk activates while you are in the injured state. You run 1/2/3% faster. After you finish healing another Survivor, gain the Endurance Status Effect for 6/8/10 seconds. Made for This cannot be used when suffering from Exhaustion, but does not cause the Exhausted Status Effect.
Scavenger: While you are holding an empty Toolbox, this perk activates. Succeeding a Great Skill Check while repairing gives the perk 1 token, up to 6/5/4 tokens. When you reach maximum tokens, lose all tokens to automatically recharge the Toolbox to full. Scavenger is disabled for the remainder of the Trial after recharging a Toolbox. This perk grants the ability to rummage through an opened chest once per Trial and will guarantee a basic Toolbox.
New Map: Dvarka Deepwood - Toba Landing
Map
The Landing was a promise for humanity to rebuild on a new planet. The climate resources were ideal to start anew, until it all went wrong, and a new lifeform takes over and it has no connection to humanity. The environment is split in two distinct biomes. A rocky and bare area that will give players a more open space to explore. A destroyed vehicle incased on spiky rocks serves as a testament of a fierce battle and can now serve as a landmark. On the opposite side of the map a lush and busy jungle will give the players a claustrophobic feeling even outside. The vegetation although menacing can be used by the Survivors to hide and wait for the real threat to pass by.
Between the two biomes is the Toba Landing, now a desolate remnant of what was once a second chance of life and is now a carcass of advance technology. Players will be able to explore every level from underneath, all the way to the top of the structure.
This planet looks wild and untouched, but the more you look around, it is possible to notice a civilization once thrived and left evidence of its presence on some familiar elements, such as the shack and the exit gate.
Wildlife is present in the environment and a good guide to help players find their way around. Enigmatic blue flowers seem to feed on the energy of The Entity and light up when source of energy like Generators and Exit Gates are around.
Killer Tweaks
The Artist
Ink Egg
Increase the maximum capacity of Dire Crows by 1. Decreases the time Dire Crows stay idle before disintegrating by 2 seconds (was 4 seconds).
Vibrant Obituary
Increases the length of time a Dire Crow’s Killer Instinct reveals Survivors by 3 seconds (was 1.5 seconds).
The Nemesis
Damaged Syringe
Increases time it takes Survivors to use a Vaccine by 3 seconds (was 2 seconds). Increases length of Killer Instinct when Survivors use a Vaccine by 3 seconds (was 2 seconds).
Tyrant Gore
Increases mutation rate when destroying zombies with Tentacle Strike by 75% (was 50%). Decreases zombie respawn time by 7.5 seconds (was 5 seconds).
Zombie Heart
Increases mutation rate when destroying zombies with Tentacle Strike by 75% (was 50%).
The Trickster
Lucky Blade
Increase the duration of Main Event by 0.3 seconds (was 0.2 seconds) for each Blade hit while it is active.
Waiting For You Watch
Increases the duration of Main Event by 0.4 seconds (was 0.3 seconds) for each Blade hit while it is active.
The Ghost Face
Power
Movement speed while crouched: 3.8 m/s (was 3.6 m/s).
Night Shroud recharge time: 20 seconds (was 24 seconds).
Killer Instinct duration after being revealed: 4 seconds (was 2 seconds).
Knife Belt Clip
Reduces the Terror Radius by 12 meters (was 8 meters) while crouching.
Night Vision Monocular
A Survivor that reveals The Ghost Face is inflicted with Exhausted for 10 seconds (was 5 seconds).
The Executioner
Power
When hitting a Survivor with Punishment of the Damned, that Survivor is inflicted with Torment.
Perk Updates
Pop Goes the Weasel
After hooking a Survivor, the next Generator you damage instantly loses 30% (was 20%) of its current progress. Normal Generator regression applies after the Damage Generator action. Pop Goes the Weasel is active for 35/40/45 seconds after the Survivor is hooked.
Déjà Vu
We have noticed growing concerns surrounding excessively long matches caused by 3-genning (Killer defending a cluster of three Generators). We are working on a long term solution for a future update to limit how effective this strategy can be. However, we recognize that Survivors need more options at their disposal right now to combat 3-genning. With this in mind, some adjustments have been made to Déjà Vu: The perk will now reveal the auras of 3 Generators which are in close proximity to one another indefinitely (previously for 30/45/60 seconds at the start of the Trial and every time a Generator was completed) and grant a 4%/5%/6% repair speed bonus on the revealed Generators (previously 3%/4%/5%).
Flashbang
After completing 70%/60%/50% progress on any Generator, Flashbang activates. Enter a locker and press the Active Ability Button 1 to craft a flash grenade. (No longer requires being empty-handed)
Features
Search Bar
Yes, it's the moment you've been waiting for: the loadout and customization screens finally have a search bar. You can now filter your Items, Add-ons, Offerings, Perks, Cosmetics, Outfits and Charms using this textbox.
The following text parts can be searched for:
Name
Description / flavor text
Rarity
The Collection name of a Cosmetic
The Outfit name of a Cosmetic
The Item that an Add-on attaches to
For teachable Perks, the name of the character that unlocks it
Misc
Added an update popup requiring players to back out to the splash screen when a backend update is deployed. This may happen with a Kill Switch change, release of new Store items, or other similar changes. This popup will only appear in the Main Menu, in the Store, or before queueing as a Killer.
Added protection against hackers using characters they do not own.
Error messages produced by a disconnection, a timeout from the server, or a kick are now distinct and clearer.
Bug Fixes
Audio
Fixed an issue where survivors could hear the Terror radius when affected by the Oblivious status during a chase.
Fixed an issue where The Wraith's Coxcombed Clapper add-on also muted the sound when The Wraith uncloaks.
Bots
Bots can now use the following Perks:
Background Player
Blood Rush
Potential Energy
Power Struggle
Reassurance
Urban Evasion
Bots are more likely to run out of the Basement after wiggling off the Killer while in the Basement or on its stairs.
Bots no longer attempt to use Dead Hard when the Killer is unable to hit them (for example, when chased by a Demanfested Onryo).
Bots no longer drop held Items after wiping The Hag's Phantasm Trap.
Bots no longer have trouble with one window on the Rancid Abattoir Map.
Bots no longer make the horror trope decision to run away from a chasing Killer into the Basement.
Bots no longer stubbornly stay in a flee loop when there are important goals available (e.g. escape through opened gates).
Bots now avoid dropping an unsafe pallet when separated from the Killer by a small wall.
Bots playing against Freddy Krueger can now use Alarm Clocks.
Bots playing against Pyramid Head can now crouch whilst attempting to cross a Trail of Torment while crouching.
Bots playing against The Dredge now lock Lockers near Generators they are working on.
Bots playing against The Knight no longer consider a loop to be safe if a Guard is chasing alongside the Killer.
Bots playing against The Trapper have learned to avoid Bear Traps set at pallets.
Bots playing against The Twins are more likely to run up to and kick Victor.
Bots playing against The Twins can now use the Shove Door or Push interaction to remove Victor from a Locker.
Multiple Bots no longer attempt to sabotage the same hook at the same time.
Characters
The Frumious Jabberwock skin for The Artist no longer causes FPS spikes after completing a game.
Fixed an issue where, when playing as The Executioner, Survivors who were rescued from a Cage of Atonement while the Killer was looking away from their location resulted in the rescued Survivor being displayed in their caged animation for the remainder of the Trial, but only for the Killer.
Fixed an issue where The Pig's hand would move unnaturally when mainly moving sideways to the left.
Fixed an issue where The Cenobite appeared to be sliding around instead of walking.
No longer showing an extra placeholder mesh of The Cenobite in every map.
Survivors affected by the Oblivious Status Effect can no longer hear the Terror Radius during a chase.
A Survivor's Flashlight no longer remains visible to The Spirit if turned off during a Phase Walk.
The game no longer crashes if a Zombie falls out of bounds.
The Legion is no longer able to vault on top of the bus in Autohaven Wreckers during Feral Frenzy.
Correctly display scream noise indicator when a Survivors screams from The Knight's Healing Poultice add-on.
Fixed The Knight's Guards being unable to patrol in various locations.
The Plague can no longer infect breakable walls and Exit Gates.
The Milk'n'Cookies achievement can no longer be advanced more than once per Trial.
Using The Cenobite's power during a chase now correctly resets Bloodlust.
Scratch marks are no longer visible for a short period of time when switching from Charlotte to Victor.
Environment
Fixed issues related to the placement of the Singularity in Door frames
Fixed an issue where Victor would not dissolve in Badham Preschool.
Perks
Multiple survivors with "Any Means Necessary" cannot all raise the same pallet, preventing the ability to climb elevated collision.
Adrenaline is now triggered in a way that is compatible with Sprint Burst.
Adrenaline is now correctly triggered when being unhooked or self-unhooking when the Exit Gates become powered.
Survivors who receive the Oblivious status by way of the Nemesis perk now maintain it for the full 60 seconds even if the Obsession is changed.
The Potential Energy perk can no longer be activated for a short duration after being grabbed from a Generator by the Killer.
The Distortion perk now correctly hides auras when caught in a Bear Trap.
UI
Disconnecting a controller while transitioning to the Tally Screen no longer hard-locks the UI.
Fixed a soft-lock that could occur when changing role while in the Characters menu.
Fixed a potential crash when quitting the Game.
Fixed an issue in the Settings menu where some settings were not reset properly after selecting the "Reset to Default" option.
Fixed an issue where the character name could sometimes overlap with the preset buttons in the Lobby.
Fixed an issue in the Bloodweb where players' Bloodpoints show 0 when pressing on the prestige button while having less Bloodpoints than the required amount.
Trimmed extraneous space entered in the Promo code input text.
Misc
Black bars around the screen no longer appear in the Main Menu when using an unexpected aspect ratio.
Cosmetics accessories such as hair and cloths should now be correctly in sync.
Multiple players with the same display name within the same lobby no longer body-swap to each other's characters.
Outlines now correctly display when playing the Tutorials on a "Core Chunk"/"Ready to Play" partial installation on consoles.
The loadout is correctly reloaded after re-enabling parts of it in the Custom Game match settings.
Dead by Daylight’s Year 7 Anniversary Broadcast has officially come to an end, and we’ve got you covered with a brief recap of everything we revealed, including upcoming content, gameplay updates, a new Event, exciting collaborations, and much more.
YEAR 8 ROADMAP
To open things up, Product Director Justin Brown and Sr. Producer Stéfan Beauchamp discussed several topics included in Dead by Daylight’s Year 8 Roadmap, outlining our pillars of focus for the next 12 months. Topics include:
Events Evolution
Trust & Security
Live Balance
Quality Of Life
NEW CHAPTER: END TRANSMISSION
What once aided our survival became the catalyst of our destruction. Dead by Daylight’s End Transmission Chapter features a new Killer – The Singularity – and a new Survivor, Gabriel Soma. A new Map, Toba Landing, is available for all players. Try it out in the upcoming PTB!
NICOLAS CAGE
It's the collaboration players didn’t know they needed. The Dead by Daylight team is thrilled to announce the arrival of the incomparable Hollywood legend: Nicolas Cage. In his deadliest role yet, the award-winning actor will step into The Fog as himself, yet another Survivor doomed to fight for his life in The Entity’s Realm.
NEW COLLECTIONS
Honor the legacies of Iron Maiden and Slipknot with two new Collections centring around two of metal’s most prolific bands. The Iron Maiden Collection features Outfits inspired by their iconic mascot Eddie, while The Slipknot Collection features 9 Killer masks that mirror those worn by the band members. We also announced the Artists From The Fog Collection, a collaborative effort featuring Outfits designed by five artists, including renowned Creative Director Ikumi Nakamura.
Last, but certainly not least, we have an Outfit that we at Behaviour Interactive hold close to heart. Channel your own inner Naughty Bear with a Legendary Outfit for The Trapper, which comes complete with a unique Mori.
THE DBD WORLD EXPANDS
It’s been a wild ride, and The Entity's Realm is only getting bigger. Not only is there a Dead by Daylight movie in development in partnership with Blumhouse and Atomic Monster, but we’re also thrilled to announce the arrival of two new games set in the Dead by Daylight universe.
The first is a single-player interactive story game in development from Supermassive Games, the acclaimed studio behind Until Dawn, The Dark Pictures Anthology, and The Quarry. The second title is currently being developed by Midwinter Entertainment, who recently joined the Behaviour Interactive family in summer of 2022.
GAMEPLAY UPDATES
As per tradition, we revealed several live balance updates coming throughout the next year, including a few highly requested features.
The first is an Anti-Camping system, which will prevent specific instances of face-camping – which is to say, when a Killer player stands directly in front of a Hooked Survivor for the entirety of the game. Secondly, we’re continuing the process of Live Map Balance with a rework of the Coldwind Farm Realm, starting with updates to Fractured Cowshed and Rancid Abattoir.
QUALITY OF LIFE
This year, we’re focusing on several key Quality of Life updates, including the long-awaited loadout search bar, new Player Cards for additional profile customization, Survivor disconnect Bots, and new procedures for player trust and security.
RETURN OF THE MASK
The Twisted Masquerade is back. Featuring limited-time unlockable Cosmetics, event-themed décor, and plenty of mischief to go around, this is one party you won’t want to miss.
The Anniversary Event kicks off on June 22nd – more details to come shortly – and we’ve got plenty of surprises to tide you over Before the Masquerade.
We hope you enjoyed catching up on everything announced during our 7th Anniversary Broadcast. Don’t forget to try the End Transmission Chapter, featuring The Singularity, Gabriel Soma, and the Toba Landing Map, available in the PTB on May 23, 11AM EDT.
The Design a Cosmetic Contests are back! Do you have a dream outfit or charm you've always wanted to see in the game? Now is your chance to make it a reality. The winning entry in each category will be turned into actual cosmetics in the game!
Submissions will be accepted now through June 12, 2023. The winning designs will be available in the free track of a future Rift, and the respective winners will receive 12,500 Auric Cells.
Terms and conditions apply, see contest pages for full details.
Take the trials with you anywhere you go. Dead by Daylight now officially supports the Steam Deck. No tinkering, no workarounds- just download and play!
Bots no longer have a tickle fight when they are both infected by The Mastermind's Uroboros Infection and attempting to spray each other with First Aid Sprays.
When playing against The Dredge, Bots are more likely to lock lockers.
When playing on the Rancid Abattoir map, Bots no longer infinitely vault a window when going for an Unhook.
Characters
VFX issues no longer occur on The Oni during Intro Camera, Mori and Score Screen.
VFX issues no longer occur on The Ghost Face when swapping between Cosmetics.
Smoke VFX no longer appear when switching between certain locked Cosmetics.
When The Skull Merchant destroys a Pallet, the animation plays out as intended.
Fixed an issue where, as The Spirit, vaulting from a high location and falling to the ground would cause her to jitter in the air instead of falling continuously.
Hitting a Survivor with The Knight’s Guardia Compania now correctly resets Play with Your Food tokens.
The Flashlight beam is no longer obstructed by The Wraith’s body when cloaked.
The Cenobite may no longer teleport far from the Survivor when the teleport is triggered right after the Survivor starts solving the Lament Configuration.
Fixed an issue that caused some of the cosmetic VFX to disappear while playing a match.
Fixed an issue where the kicking animation for breaking pallets and generators was offset while The Huntress was equipped with the 'Night Owl' customization set."
Fixed an issue that caused The Huntress' arm is to clip in the Killer POV when throwing a hatchet while falling.
Fixed an issue where when a Survivors starts healing another Survivors immediately after unhooking them, they get positioned in a way that clipping occurs between them.
Fixed an issue that caused The Spirit's hands to briefly flash blue when releasing the Killer Power at the last second while charging, causing them to duplicate momentarily.
Fixed an issue that caused The Pig’s crouch and uncrouch animation not to be shorter when equipped with the Combat Straps Add-On.
Animation
Disable an optimization on animation that caused choppy or low-frame rate animations in certain situation.
Environment
Fixed issue in Blackwater Swamp's Pale Rose map where there was a collision issue in the stairs of the Pale Rose's boat.
Fixed an issue on all maps around the killer shack where a collision would hinder navigation around the exterior of the shack.
Fixed an issue on The MacMillan Estate Groaning Storehouse map where the killer could body block acces in the stairs to the basement.
Fixed an issue on The MacMillan Estate Suffocation pit map where the killer could body block acces in the stairs to the basement.
Archives
The "Salvation or Sacrifice" challenge no longer gains an unintended extra point of progress when hooking a Survivor during the End-Game Collapse.
Issues related to the Core Memory challenges.
Memory fragments no longer spawn too close to the Player spawn points and to each other.
The memory portal no longer remains displayed after another player interacts with it.
The Demogorgon can no longer collect memory fragments while traversing the Upside Down.
Survivors can no longer interact with the memory portal while Incapacitated with Victor when playing against The Twins.
Fixed multiples issues to the Survivor interactions and visibility with memory fragments and memory portal interaction when Victor was unbound nearby Players when playing against The Twins.
The Killer can no longer interact with the memory portal while carrying a Survivor.
Fixed an issue where the audio feedback for collecting a memory fragment played only once instead of per fragment.
The Knight can no longer collect memory fragments while creating a patrol path for a Guard.
Fixed an inconsistent page change audio in the Archive.
Fixed an issue where the Killer's camera had unintentional movement when interacting with the memory portal.
Audio
The sounds of Survivors fighting back are no longer missing from The Shape's Mori while having Judith's Tombstone Add-On equipped.
Survivors grunts no longer persist after being healed while inside The Skull Merchant's Drone detection zone.
Fixed an issue where, during an active Event, auto-filling the Bloodweb would play the same Item purchase sound multiple times.
Fixed an issue where the SFXs were missing for the skull merchant's body cleaver weapon.
Fixed an issue where the Body Cleaver weapon for The Skull Merchant would not have attack sounds.
Fixed an issue where clicking on the Perk preview UI button would produce no sound.
Fixed an issue where using the Memory Of Maurice outfit for The Dredge would not have the added horse sound effects.
Level Design
The Nurse can no longer teleport out of bounds in Raccoon City Police Station Map.
Fixed multiple collision issues in the Red Forest Realm.
Fixed issues in Ironworks of Misery where some killers could land their powers on places unreachable to survivors
Zombies no longer get stuck on railings in Father Campbell's Chapel.
Fixed an issue in Groaning Storehouse where Killers are unable to pick up Survivors.
Fixed an issue in Shattered Square where the dark mist was not positioned properly in the map
Zombies should no longer get stuck on Temple of Purgation.
Zombies should no longer get stuck on Dead Dawg Saloon.
Fixed global issue where debris from Pallets would clip in the ground.
Improved situation where lack of Hooks in Badham Preschool negatively impacted Killers.
Fixed clipping assets in Temple of Purgation.
Removed an impassable area in Badham Preschool.
Fixed issue in Gas Heaven that adds mist around the Gas Station.
Fixed issue in Mount Ormond Resort that prevented The Nightmare from placing Dream Snares around the building
The Skull Merchant can no longer block doorways with Drones in Father Campbell's Chapel.
The Demogorgon can no longer jump on top of metal piles in Gas Heaven.
Zombies can now navigate between cars in Haddonfireld.
Fixed issue in Midwich Elementary School where Victor could stand unreachable on top of metal shelves.
Characters no longer get blocked in front of a cart in the Shattered Square.
Killers can no longer land on top of a Hook in Midwich Elementary School.
Fixed an issue in Badham Preschool where the Killer could not grab a Survivor working on aGenerator.
Fixed an issue in Dead Dawg Saloon where a collision prevented Killer navigation near the bar.
Zombies now navigate better in Temple of Purgation.
Fixed issue in Treatment Theatre where Killers were body blocked near a hook
The Nightmare's Dream Snares can no longer be placed on walls of the mine in Suffocation Pit.
Mist now appears as intended in the Racoon City Police Station Map.
Fixed an issue that caused the trees to fail to dissolve when the Entity sacrifice a survivor in the different maps.
Fixed an issue where the dark mist would not appear properly in the Gas Station
Fixed an issue where killers can stand on the rocks of the hills in Crotus Prenn maps
Fixed an issue where a Faux-Appels would affect the players near the exit gates in Shattered Square
Fixed an issue where players could not vault on the side of the Pale Rose Boat
Fixed an issue that prevented players from navigating properly in the basement stairs, Shattered Square
Fixed an issue where Trapper's Trap would appear near the fences, Shatered Square
Fixed an issue where the players were blocked in the basement in the west wing of the RPD map
Fixed an issue that prevented the nurse from blinking properly in the shrimp boat
Fixed an issue related to the blocked window in the Myers House and created a dead end
Fixed an issue where killers could jump on a pile of wood in the Mine map
UI
Players can no longer accept and decline the Privacy Policy at the same time.
Fixed an issue that caused a crash after passing Level 50 in the bloodweb.
Fixed an issue where the player is unable to hide other player's name after showing the name when the Hide Other Player Names setting is on.
Bloodpoint cost on the tooltip is now displayed in red when there is insufficient bloodpoints.
Fixed an issue where the red outline of center button remains after automatic purchasing of the bloodweb level on Switch.
Fixed soft lock with bloodweb purchase when switching characters.
Terror Radius Visual Feedback
The Terror Radius Visual Feedback is now displayed when the audio level reaches a certain audible threshold to avoid the indicator being shown when the audio is barely discernible.
Misc
The Insidious Perk icon no longer lights up if you become Undetectable from another source. Now it only lights up to indicate when the Perk itself is active.
Fixed a crash on PS4 that could occur during initialization.
Fixed a crash that could occur very rarely when using the Bloodweb.
Fixed a crash that could occur at the end of a Trial.
On the Nintendo Switch, the screen no longer flashes white during initialization.
The Bloodweb is once again buying nodes as per the priority written in its description: nodes closest to the center, of lowest rarity first.
Fixed the error 8007 for players on the Windows Store.
Known Issues
The Dredge's "Masquerade Colours" cosmetic breaks in the Tally Screen
The Perk "Any Means Necessary" is currently disabled due to a bug which allows players to reach unintended places.
Dead by Daylight’s Tools of Torment Mid-Chapter is on the horizon, bringing the ASCENSION Tome, new Cosmetic Collections, and several gameplay balance updates. Here’s a glimpse of everything you can expect to see during the launch of this upcoming Mid-Chapter – which drops on April 18th and April 19th - starting with the reveal trailer below:
TOME 15: ASCENSION
Explore the stories of The Skull Merchant, Thalita Lyra, and Renato Lyra. Laugh in the face of otherworldly evil alongside the inimitable Ash Williams. Progress through the Rift and beyond, completing brand-new gameplay Challenges to unlock post-apocalyptic inspired Cosmetics and Charms. It’s all waiting in The Archives.
MEMORY MAKEOVER
Since The Archives first launched in 2019, the Dead by Daylight omniverse has expanded to include extended backstories for dozens of characters. The process has previously involved unlocking fragmented sections of a specific memory that forms a continuous narrative. Moving forward, we’ll be updating our approach. The ASCENSION Tome will now feature new VISUAL MEMORIES, in addition to the existing text-based format.
We hope you enjoy these new glimpses into the lives of Dead by Daylight’s many characters, beginning with the stars of the ASCENSION Tome: The Skull Merchant, Thalita Lyra, Renato Lyra, and Ash Williams.
NEW COLLECTIONS
Whether you’re enjoying a family dinner or hunting a human being, the Tools of Torment Collection has you covered with new Outfits for The Skull Merchant, Thalita Lyra, and Renato Lyra. Afterward, explore a post-apocalyptic Realm with the Wasteland Collection, featuring new Outfits for Felix Richter, Haddie Kaur, and The Knight.
Both Collections will be available in Dead by Daylight’s in-game store on April 18th, one day before the release of Tome 15: ASCENSION.
LIGHTS OUT
It’s been seven years since Dead by Daylight was released, and the game’s roster has grown considerably. As a result, some mechanics have begun to feel out of place. Moving forward, Flashlights will have no specific interactions with certain Killer Powers, meaning The Wraith, The Nurse, The Artist, and The Hag will no longer have to fear those beam-happy Survivors.
BALANCE UPDATES
This Mid-Chapter release features updates to existing Perks and gameplay mechanics. Several high-performing Perks for both Killer and Survivor have been adjusted: Dead Hard, Boon: Circle of Healing, Scourge Hook: Pain Resonance, Call of Brine, and Overcharge. We’ve also given a boost to a pair of lower-performing Perks, Overzealous and Gearhead, to increase their viability.
These changes should help increase overall build variety, while hopefully alleviating some of the lengthier games that have become increasingly dominant in recent months.
To heighten the impact of chases, we’ve also adjusted self-healing speeds and rebalanced all Survivor Med-Kit Items and Med-Kit Add-Ons to allow for a single heal before depletion (though select Add-Ons can stretch this to 2). This should ensure that injuries sustained during a long chase are not entirely undone within a matter of seconds.
Please note that we will be keeping a close eye on the overall impact of all gameplay and balance changes. For specific details on all Mid-Chapter gameplay updates, please refer to our official Dev Updates. The first , originally released during the PTB, includes Perk updates and more, while the second highlights the changes made after receiving feedback on the PTB.
We hope you enjoy discovering everything this exciting Mid-Chapter has to offer.