An organized archive of patch notes and announcements, intended to support tracking how Dead by Daylight evolves over time.
2026-10-15 00:01 UTC+9 · Goblin_BHVR

Surrender Option
Survivor Condition - When there are no other human survivors, and at least one bot, the remaining player gets the option to Surrender. (was Abandon)
Survivor is considered Surrendered
End Trial Option
Killer Condition - When all remaining Survivors are bots the Killer gains the option to End Trial. (Removed the "in the Dying State condition")

Killer Powers with a stack count (e.g. Trickster, Huntress) now show "0" on the Killer Power HUD element when the stack is depleted (was showing a looping arrow icon).
Made adjustments to The Mastermind's Virulent Bound to improve redirection.

Audio
Fixed an issue where standard basic-attack grunts plays while The Judgment is in the Zealous state from the Survivor's POV.
Fixed an issue where there is a missing part of the Xenomorph Tunnel Exit SFX.
Fixed an issue where both Tricksters VOs does not trigger when facing the advertisements
Bots
Fixed an issue where bots would navigate to the map center coordinates when the Exit Gates were powered.
Characters
Fixed an issue where the face on the leg of The Judgment stretch during the Mori Animation.
Fixed an issue where The Dark Lord's face will distort while picking up a survivor.
Fixed an issue where The Ghost Face could be revealed without seeing most of the Killer Model.
Fixed an issue where The Mastermind's Velocity went to a full stop at the end of a Dash for 1 or 2 frames.
Fixed an issue where The Skull Merchant was unable to place a Drone on the lower floor in the Hideout.
Fixed an issue where The Xenomorph was getting affected by the Flame Turret while being on an elevated surface above the Flame Turret.
Fixed an issue where The Demogorgon's and the Xenomorph's models could be seen while they were using their Killer Power to travel to a different floor.
Fixed an issue where The Demogorgon would become invisible when teleporting to a Portal with a Survivor on top when the player was lagging.
Fixed an issue where The Knight's Guards would get stuck in pallets dropped during the Hunt
Fixed an issue where The Judgment's 3 specific item interactions prevented Survivors from screaming while taunting the Killer.
Fixed an issue where The Judgment's survivor bot would become invisible for the rest of the Trial when the survivor player lost connection when being sent to Exile.
Fixed an issue where attacking locks The First in place after being stunned while charging a Vine Attack
Environment/Maps
Fixed an issue in Wreckers' Yard where a placeholder tile spawned
Fixed an issue in Disturbed Ward where survivors could not be picked up next to park benches
Fixed an issue in Family Residence where the power of the Executioner, Punishment of the Damned, would not travel up the stairs around the porch
Fixed an issue in Autohaven Wreckers Yard where the power of killers that can dash forward would slide against a groups of blockers
Fixed an issue in Disturbed Ward where the traps of The Trapper are hidden under debris
Fixed an issue in The Thompson House where the killer can't pick up the survivor between blockers
Fixed an issue where a section of the reachable Navmesh was disconnected on the main building of the Coal Tower.
Perks
Fixed an issue where the Potential Energy perk could stop adding tokens when skill checks appeared.
Fixed an issue where the display of Hook States was inconsistent when Shoulder the Burden was used.
Fixed an issue where The Hag's perk Hex: The Third Seal activated inconsistently.
Fixed an issue where Decisive Strike failed to trigger when Killers were in the falling state
Fixed an issue that caused The Trickster to lose 4 Tokens instead of 2 when injuring the Obsession with Showstopper when using Save the Best for Last (Keep them Waiting) perk
UI
Fixed issue where the header of the Killer Power section in Match Details was cut off.
Fixed issue where T.G Journal Extract #1 did not show up as a Quest completion reward while inside a Trial.
Fixed issue where the Premium Rift Pass popup would show incomplete information.
Fixed issue where some search terms would not return perks, items, or add-ons containing those search terms.
Fixed issue where some Status Effects would not appear on Survivor Portraits.
Fixed issue where the loading icon would stay on screen in the Lobby.
Fixed issue where the Obsession VFX disappears from the Survivor Portrait when using a Perk that swaps the Obsession.
Fixed an issue where a ban reason did not have a corresponding text message.
Fixed an issue where the search box of the Add-ons inventory did not return results based on description text
Misc
Fixed an issue which could cause a crash when playing in a trial with Wraith
Fixed an issue where the Fog Vial animation was missing when survivors used the Fog Vial.
Fixed an issue where latency might cause Killers to be stuck with a 3rd person view
Fixed an issue where completing the Main Generator and escaping not did not trigger achievements in several maps

The Haunted By Daylight event has started on Tuesday, October 13th, at 11:00am Eastern.
The Void Tile from previous years is no longer accessible, however Void Portals and Void Haunts are present in all trials. Portals teleport to each other, and Void Haunts roam freely, hunting down Survivors to Hinder them.
Void Portals are paired up and always go back and forth to each other when used.
Players can open Void Rifts to create new pairs of Void Portals that remain open for the rest of the trial
Roaming Haunts slowly traverse the map, seeking out Survivors.
Killers and Survivors can collect Void Energy through various means in the trial, and spend it on Event Abilities.
Players no longer need to craft in the Void to gain Event Abilities. They can use Void Energy as soon as they have gathered enough to use an Ability.
Survivors can use Void Portals to gather lots of Void Energy at once, but risk the Killer being able to teleport directly to that Portal and jumpscare them.
Survivors start with Void Crystals, allowing them to drop Smoke Bombs or place the crystal on the Generator to repair it remotely. Killers can launch Void Haunts, and use Empowered Breaks to kick faster.
See the in-game Gameplay Details for more information.
2026-10-06 23:33 UTC+9 · Donnary21st

Survivors can send and receive text messages during a match
By pressing and holding the scroll-button when using a Mouse, or the right d-pad input on controllers, players can open the messages wheel
8 messages are available for players to select and send
Hovering the message, and releasing scroll-button/right, will send the message
Inputs are customizable
Sent messages are shown to all Survivors, next to their information on the left side of the screen
Messages are predefined
Players can customize on Settings their messages selection
On Match Details, Players can mute and unmute any other player during a match
Muting is not communicated to the muted player
On Settings, players can deactivate the system, if they want to opt out
On Match Details, Players that have deactivated the system are marked with a "no" icon to surface that they have opted out
For reducing spamming, a 1s cooldown is applied when players send messages too quickly
If a player keeps spamming, their cooldown will increase up to 5 seconds
Waiting before sending new messages will reset the cooldown to its shortest duration
The "Gameplay" section has been added to Settings
The options for the system are on the Gameplay Tab, under "Messages"

Abandon Option
Survivor Condition - When all other Survivors are bots, the remaining human Survivor gains the option to Abandon
Survivor is considered Abandoned
Killer Condition - When all remaining Survivors are bots, and at least 1 is not in the Dying State, the Killer gains the option to Abandon (new condition)
Killer is considered Abandoned
Survivor outcome depends on what state they were in when the Killer Abandoned
Surrender Option
Survivor Condition - When all the Survivors are in the Dying State simultaneously, Survivors gain the option to Surrender (previously Abandon)
Survivors are considered Surrendered
End Trial Option
Killer Condition - When all remaining Survivors are bots, and in the Dying State, the Killer gains the option to End Trial (new condition)
Survivor outcome depends on what state they were in when the Killer Ends Trial
Dev Note:
We removed two existing conditions that could promote negative gameplay behaviours or cause players to leave prematurely. The conditions that were removed are:
Survivor Condition - If a Survivor repeatedly recovers from being downed
Killer Condition - If no Generator has been completed or worked on for a prolonged window
We added and adjusted existing conditions to ensure the feature's intentions are being met. The intention behind every option type is as follows:
Abandon: Gives a Survivor/Killer the opportunity to leave a Trial if conditions do not promote fair or engaging gameplay (i.e. too many bots). This counts as an MMR draw.
Surrender: Gives a Survivor the opportunity to leave a Trial if the outcome is inevitable and unfavourable. This counts as an MMR loss.
End Trial: Gives a Killer the opportunity to prematurely end a Trial if the outcome is inevitable and favourable. All remaining bot Survivors are Sacrificed, and the MMR outcome depends on the total match results.

Dev Note: With this release, we are doing a pass on general perks - the perks new players gain access to when they begin their journey. We want to update them because a lot of them haven't been updated in a long time. Dead by Daylight has changed a lot over the years, so it felt right to adjust these and give them more utility or strength. Between making perk tiers closer in terms of strength, simplification or other improvements, there's something for everyone. Additionally, having released the Diminishing Returns system a few updates ago, we've looked at perks we felt could use some adjustments to account for this system being in the game.
Agitation
While carrying a Survivor:
You gain 14/16/18% Haste. (was 6/12/18%)
Your Terror Radius is 12m larger.
Bitter Murmur
Whenever a Generator is completed, you see the Auras of Survivors within 20m of it for 10s. (was 16m and 5s)
When all Generators are completed, you see the Auras of all Survivors for 16/18/20s. (was 5/7/10s)
Dark Arrogance
You basic-vault Windows 15/20/25% faster.
Your missed basic-attack cooldown is 15/20/25% shorter. (NEW)
Whenever you are blinded or Pallet-stunned, the duration is 25% longer. (was 15%)
Dead Man's Switch
When you hook a Survivor, the first time a Survivor stops repairing a Generator for more than 2s, it is blocked for 30/35/40s. Cooldown: 30/35/40s. (was when a Survivor instantly stopped repairing a Generator, and 25/30/35s block duration and 50s cooldown)
Dev Note: Adding a brief delay before the block can occur will encourage the Killer to pressure the generator they want to defend, which we suspect will lead to more interactivity between both sides.
Deerstalker
Every 40/35/30s, the Survivor with the least time in chase sees your Aura for 4s. (was 3s)
While a Survivor sees your Aura, you see their Aura.
Dissolution
3s after a Survivor takes damage from a basic-attack, for 13/14/15s, the next time a Survivor fast-vaults a Pallet while within your Terror Radius, it is destroyed. (was any damage and 12/16/20s)
Dev Note: Some Killers benefited from this perk a lot more than others. To lower that gap, we're bringing back the basic-attack trigger condition.
Distressing
Survivors within your Terror Radius repair 6/7/8% slower. (NEW)
Your Terror Radius is 30% larger. (was 20/23/30%)
Dominance
The first time each Totem is being blessed or cleansed by a Survivor: (was Totems and Chests)
It is blocked for 25s. (was 8/12/16s)
That Survivor screams. (NEW)
You see their Aura for 3/4/5s. (NEW)
Fire Up
Whenever a Generator is completed, earn 1 Token, up to 5.
For each Token:
You basic-break Pallets and Breakable Walls 6/7/8% faster. (was 4/5/6%)
You damage Generators 6/7/8% faster. (was 4/5/6%)
You pick-up and drop Survivors 6/7/8% faster. (was 4/5/6%)
You basic-vault Windows 6/7/8% faster. (was 4/5/6%)
Game Afoot
While chasing the Obsession, whenever you basic-break a Pallet or Breakable Wall, or damage a Generator, you gain 10% Haste for 8/9/10s. (was 7%)
Whenever you damage the Survivor with the most chase time with a basic-attack, they become the Obsession.
Help Wanted
Whenever you damage a Generator, it is compromised.
When that Generator is completed by Survivors:
Your successful basic-attack cooldowns are 25% shorter for 70/80/90s (was 40/50/60s)
Generators not being repaired regress at 150% speed for 70/80/90s (NEW)
Other Generators lose compromised. (NEW)
Up to 3 Generators can be compromised at a time. (was 1 Generator)
Hex: Blood Favor
When the trial starts, a Dull Totem ignites.
Whenever a healthy Survivor becomes injured by your basic-attack, Upright Pallets within 32m of them are blocked for 13/14/15s. (was any damage and 24/28/32m and 15s)
Dev Note: Some Killers benefited from this perk a lot more than others. To lower that gap, we're bringing back the basic-attack trigger condition.
Hex: Nothing but Misery
After you damage Survivors with a basic-attack 4 times, a Dull Totem ignites. (was 8 times)
Whenever you damage a Survivor with a basic-attack:
They gain 5% Hindered for 10/12.5/15s.
They vault 10% slower for 10/12.5/15s (NEW)
Hex: Thrill of the Hunt (Rework)
The first time you hook a Survivor, a Dull Totem ignites.
When you hook a Survivor, block all Hex Totems for 4/5/6s for each lit Hex Totem.
Dev Note: Thrill of the Hunt has been excelling at totem defense, especially on certain Killers. This update aims at requiring a little more input from the Killer to benefit from the totem defense powerhouse.
Insidious
After being idle for 2s, you gain Undetectable. (was 3/2/1s)
Whenever you act, this ends after 6/7/8s. (NEW)
Iron Grasp
While carrying a Survivor:
Their wiggle is 75% weaker.
They wiggle 10/11/12% slower. (was 4/8/12%)
Knock Out
Whenever a Survivor drops a Pallet, for the next 6s, if they move 10m away from it, they gain 20% Hindered for 2/3/4s. (was 6m and 5%)
This ends early if the Pallet is broken. (NEW)
Machine Learning
Whenever you damage a Generator, it is compromised.
When any compromised Generator is completed by Survivors:
You gain 8% Haste for 40/50/60s
You gain Undetectable for 40/50/60s
Other Generators lose compromised. (NEW)
Up to 3 Generators can be compromised at a time. (was 1 Generator)
Ravenous
The first time you hook each Survivor, you earn 1 Token. For each token:
Gain 4% Haste while carrying Survivors. (NEW)
Hook Survivors 4% faster. (NEW)
When you have 4 Tokens, all Survivors:
Scream.
Gain Exposed for 80/85/90s. (was 40/50/60s)
Scourge Hook: Monstrous Shrine
When the trial starts:
4 random hooks become Scourge Hooks.
The Basement Hooks become Scourge Hooks.
While you are at least 24m away from a Survivor on a Scourge Hook, Generators not being repaired regress at 150/175/200% speed. (NEW)
Shattered Hope (Rework)
Whenever you snuff a Boon Totem, it is destroyed.
Whenever a Totem is blessed, cleansed or destroyed: (NEW)
Dull Totems are blocked for 16/18/20s. (NEW)
Hex Totems are blocked for 16/18/20s. (NEW)
You see the Auras of Boon Totems for 16/18/20s. (NEW)
Spies from the Shadows
Whenever a Survivor scares a Crow within 36/38/40m of you, you are alerted. Cooldown 3s. (was 20/28/36m and 5s)
Superior Anatomy
Whenever a Survivor medium or fast-vaults within 12m of you, the next time you basic-vault a Window, you basic-vault Windows 30/35/40% faster for 10s. Cooldown: 20s. (was basic-vault once faster and 25s cooldown)
Unbound
Whenever a Survivor takes damage, for the next 26/28/30s, whenever you basic-vault a window, you gain 5% Haste for 25s. (was 24/27/30s and 7% Haste for 10s)
Undone (Rework)
Whenever you hook a Survivor, you earn 1 tokens, up to 3.
Whenever you damage a Generator, spend all tokens. For each token spent:
The Generator loses 8/9/10% progress.
The Generator is blocked for 8/9/10s.
Unrelenting
Your missed basic-attack cooldown is 30/35/40% shorter. (was 20/25/30%)
Your successful basic-attack cooldown is 10% shorter. (NEW)
Dev Note: Diminishing Returns allows us to return the long-since-removed successful basic-attack cooldown. Additionally for cases where you're smacking a lock off a locker or hitting a pallet instead of a player. This perk now also includes obstructed basic-attacks.
Whispers
While within 28/26/24m of a Survivor, you randomly hear whispers. (was 48/40/32m)
While outside of 28/26/24m of a Survivor, you gain 5% Haste. (NEW)

Better Than New
Whenever you finish healing another Survivor, until they take damage:
They bless and cleanse 40/45/50% faster. (was 12/14/16%)
They heal 40/45/50% faster. (was 12/14/16%)
They unlock Chests 40/45/50% faster. (was 12/14/16%)
Blood Pact
While you are not the Obsession:
While you or the Obsession is injured, you see each other's Auras.
Whenever you finish healing the Obsession or they finish healing you, while within 16m of each other, you both gain 5/6/7% Haste.
While you are the Obsession if you are hooked another Survivor becomes the Obsession. (NEW)
When the trial starts, you are less likely to be the Obsession.
Boon: Illumination
While next to a Totem, use Active Ability Button to bless it, creating a unique Boon Totem that combines all your Boons.
Survivors within the Boon's range:
See the Auras of Chests.
See the Auras of Generators.
While you have a Boon Totem, you bless 150/175/200% faster. (was bless and cleanse 6/8/10%)
Bound by Obsession \[Object of Obsession]
While you are the Obsession, every 30s, the Killer sees your Aura for 4s. (was 3s)
While the Killer sees your Aura:
You see their Aura.
You bless and cleanse Totems 8/9/10% faster. (was only cleanse and 2/4/6%)
You heal 8/9/10% faster. (was 2/4/6%)
You repair 8/9/10% faster. (was 2/4/6%)
When the trial starts, you are more likely to be the Obsession
Calm Spirit
You do not scare Crows or scream.
You bless and cleanse Totems, and unlock Chests silently and 8/9/10% faster. (was 40/35/30% slower)
Dark Sense
Whenever a Generator is completed, when the Killer gets within 20m of you, for 13/14/15s: (was 24m and 5/7/10s)
You see the Aura of Pallets and Windows within 32m (NEW)
You see the Auras of other Survivors. (NEW)
You see the Killer's Aura.
Dev Note: Being a generic perk, we saw an opportunity to update it to provide auras that help learn map layouts and pallet spawn points.
Do No Harm
While healing another Survivor for each Hook State they have:
You heal 30/35/40% faster. (was 30/40/50%)
Great basic Skill Check, grant 3% more progress. (was separate from the Hook State)
Increase the odds of triggering a Skill Check by 5%. (NEW)
Down to the Last \[Sole Survivor] (Rework)
Whenever you are hooked or complete a generator, you earn 1 Token, up to 6.
For each Token, other Survivors open Exit Gates 10% faster.
When you are the last Survivor, if you have at least 3 Tokens:
You can unlock the Hatch.
For each Token, the Killer cannot see your Aura for 6/8/10s.
Empathic Connection
You heal other Survivors 30/35/40% faster. (was 25/30/35%)
Injured Survivors see your Aura.
Five Moves Ahead
While you are in the Killer's Terror radius or chased by the Killer:
You see the Auras of the 5 closest Pallets. (was Pallets and Windows)
After you drop a Pallet, you start moving 50% earlier.
Whenever you drop a Pallet, cooldown: 40/35/30s.
Dev Note: Following the change to Windows of Opportunity below, we want to make Five Moves Ahead specialize in Pallets.
Flow State
Whenever a generator is completed, earn 1 token, up to 5.
For each token:
You bless and cleanse Totems 13/14/15% faster. (was 8/9/10%)
You heal 13/14/15% faster. (was 8/9/10%)
You unhook Survivors 13/14/15% faster. (was 8/9/10%)
Friendly Competition
Whenever you finish repairing a Generator with at least 1 other Survivor, Survivors who finished repairing it repair 10% faster for 80/85/90s. (was 5% for 100/110/120s)
Kindred
While you are hooked, all Survivors see each others' Auras. While the Killer is within 14/15/16m, all Survivors sees the Killer's Aura. (was 8/12/16m)
While another Survivor is hooked, you see the Auras of other Survivors. While the Killer is within 14/15/16m of the hooked Survivor, you see the Killer's Aura. (was 8/12/16m)
No One Left Behind
When all Generators are completed:
You heal 80/90/100% faster. (was 50/75/100%)
You unhook other Survivors 80/90/100% faster. (was 50/75/100%)
Whenever you unhook a Survivor, they gain 10% more Haste.
You see the Auras of other Survivors.
Pharmacy
Whenever you unlock a Chest, it will contain a rare Med-Kit.
You unlock and rummage Chests 75/100/125% faster. (was only unlock)
You can rummage each Chest 1 time. (NEW)
The range at which the Killer hears you unlocking Chests is 12m shorter.
Plunderer's Instinct
You see the aura of Chests and Items. (was only within 32/48/64m)
You unlock chests 150%/175%/200% faster. (NEW)
Whenever you unlock a Chest you are 50% more likely to find an item of higher rarity.
Premonition (Rework)
While not chased by the Killer, whenever you look in the Killer’s direction within 32m: (was 36m and within 45 degrees)
You are notified.
You see the Killer's Aura for 3s. (NEW)
Cooldown: 55/50/45s. (was 60/45/30s)
Resilience
While injured:
You bless and cleanse Totems 7/8/9% faster. (was 3/6/9%)
You heal 7/8/9% faster. (was 3/6/9%)
You open Exit Gates 7/8/9% faster. (was 3/6/9%)
You repair 7/8/9% faster. (was 3/6/9%)
You sabotage Hooks 7/8/9% faster. (was 3/6/9%)
You unhook Survivors 7/8/9% fester. (was 3/6/9%)
You unlock chests 7/8/9% faster. (was 3/6/9%)
You vault 7/8/9% faster. (was 3/6/9%)
Road Life (Rework)
While injured and repairing a Generator: (was injured and not broken)
Whenever you hit a basic great Skill Check, you earn 1 Token.
Whenever you miss a basic Skill Check, you lose 1 Token.
When you have 6/5/4 Tokens, you can heal yourself. Spend all Tokens to heal yourself 10% faster. (now grants the ability to self-heal)
When you stop healing, this ends after 4s. (NEW)
Self-Preservation
Whenever another Survivor is hooked, you gain Elusive for 13/14/15s. (was 20/25/30s)
Shoulder the Burden
Once per trial, while you do not have 2 Hook States, are next to a hooked Survivor use Active Ability Button 2 to unhook them:
They lose 1 Hook State.
You gain 1 Hook State.
You scream.
You become Injured (was Exposed for 60/50/40s)
You become Broken for 160/140/120s. (NEW)
Dev Note: Its current downsides are minor compared to its effect, especially in coordinated groups. We are increasing the downside and standardizing how it benefits killers at different strength levels.
Slippery Meat (Rework)
Other Survivors unhook you 90/95/100% faster.
Whenever you are unhooked, you gain 5% more Haste.
Small Game (Rework)
Within 10/11/12m of a Totem, you see its Aura.
Solidarity
While injured and healing another Survivor you also gain healing progress at 65/70/75% speed. (was without a Med-Kit and 50/60/70%)
Spine Chill (Rework)
Whenever the Killer looks at you within 40m:
You are notified.
You cannot scream for 12s.
You vault 10% faster for 12s.
Cooldown: 40/35/30s
Stake Out (Rework)
After hiding for 15s within 24m of the Killer, while in their Terror Radius, you earn 1 Token, up to 2/3/4.
While you have at least 1 Token, basic Skill Checks are replaced by special Skill Checks. Special Skill Checks grant +4% more progress.
Whenever you hit or miss a special Skill Check, spend 1 Token.
Dev Note: We want to give players an extra challenge: more risk and reward from their skill checks. The Special Skill Check is more difficult and no longer activates other Skill Check perks.
This is Not Happening (Rework)
Good basic Skill Check zones are 150/175/200% bigger. (NEW)
Wake Up!
When all Generators are completed:
You see the Auras of Exit Gate Switches.
While opening an Exit Gate, other Survivors see your Aura.
You open Exit Gates 8/9/10% faster, and an additional 20% faster for each other Survivor alive. (was 8/10/12.5% per any Survivor alive)
We'll Make It
Whenever you unhook a Survivor, for 70/80/90s, you heal other Survivors 100% faster. (was 30/60/90s)
Windows of Opportunity (Rework)
Within 24m of you see the Auras of Windows.
You vault Windows 10% faster.
Whenever you vault a Window, cooldown: 40/35/30s.
Dev Note: Windows of Opportunity's benefits have been added to Dark Sense. Learning maps and pallet spawns is core to improving at Dead by Daylight, so we want this to be available to anyone joining us in the Fog with a general perk!

The Mastermind
Made adjustments to Virulent Bound to reduce collision with ground-level geometry.
Made adjustments to Virulent Bound logic to allow some momentum off of ledges (except when grabbing a Survivor).
Made adjustments to Virulent Bound controls, allowing sidesteps between each Bound.

New, college-themed outfits for Vee, The Huntress, Claudette, Renato, Thalita & The Clown
Design a Cosmetic 2025 winning outfits for Kate & The Deathslinger
Many more rewards!

Fixed an issue where the basic-attack grunts of The Judgment remain the same after losing Zealous.
Fixed an issue where there was missing SFX when losing Zealous as The Judgment.
Fixed an issue where the SFX of The Judgment losing Zealous was playing when the Killer sent a Survivor to Exile while in the Zealous state.
Fixed an issue where certain Curios did not have their assigned interaction SFX when inspecting them in the Archives.
Fixed an issue where two overlapping grunts were occurring when using the Power Struggle perk ability.
Fixed an issue where the incorrect voice line for The First was playing when activating World Breaker mode.
Fixed an issue where The Unknown no longer had any audio effects on its voice in the lobby.
Tentative fix for Survivor Bots sometimes automatically revealing Ghostface from anywhere on the map.
Fixed an issue where Survivor Bots tried to force a Flashlight save for too long against the Lightborn perk.
Fixed an issue where The Houndmaster performed a basic attack immediately after using the Chase or Search command.
Fixed an issue where The Judgment's Visceral add-on 'Mirror of the Creators' failed to make Divine Light bounce on tall obstructions.
Fixed an issue where The Judgment's Divine Light was jittery and stuttered when used.
Fixed an issue where The Judgment's Divine Light power got stuck on the ground when using the add-on 'Prayer Kneeler'.
Fixed an issue where The Judgment was missing dust VFX when hitting an object with a basic attack.
Fixed an issue where The Judgment triggered Killer Instinct on hiding Survivors when the near miss beta setting was active.
Fixed an issue where using The Pig's Ambush power while pointing the camera downward caused the camera to clip into the ground and the Killer's arm to appear distorted.
Fixed an issue where The Mastermind lacked downward acceleration when falling from a vault from a higher location with Virulent Bound.
Fixed an issue where The Twins' Charlotte was unable to see the Aura of Exit Gates if the last Generator was completed while controlling Victor.
Fixed an issue where the Aura of the Exit Gates was missing while in The Knight's Summoning Phase.
Fixed an issue in Treatment Theater where the door frames are not aligned.
Fixed an issue in The Thompson House where The Nurse could get stuck in the combine harvester.
Fixed an issue in Trickster's Delusion where Lockers where overlapping in a clothing store.
Fixed an issue in Midwich Elementary School where Punishment of the Damned could not travel up a set of stairs.
Fixed an issue in Dead Dawg Saloon where the Punishment of the Damned could not travel up a set of stairs.
Fixed an issue in Fractured Cowshed where assets blocked the navigation of players.
Fixed an issue in Nostromo Wreckage where The Trapper could hide a trap under the ground.
Fixed an issue in Treatment Theater where a hook could get stuck in a vending machine.
Fixed an issue in The Thompson House where The Nurse could get stuck after Blinking inside the farm truck.
Fixed an issue in Groaning Storehouse where the floor tiling appeared blurry.
Fixed an issue in Grim Pantry where The Nurse could get stuck under the floor of the small cabin.
Fixed an issue where you could still search Vigil by some removed Status Effects.
Fixed an issue where the Killer Stun score event and Exhausted status were applied when a Survivor failed to stun The Nurse with Head On.
Fixed an issue where Totems appeared blocked for one Survivor for the rest of the Trial when blocked by Thrill of the Hunt.
Fixed an issue where Celestial Witness did not always make the furthest away Survivor the Obsession when within 40m of the Killer.
Fixed an issue where Superior Anatomy's timer activated when performing a special-vault.
Fixed an issue where Stake Out's token stayed the same when stopping the interaction during a basic Skill Check.
Fixed an issue where Stake Out tokens were spent during a Special Skill Check.
Fixed an issue where Dark Arrogance was missing the 25% Blindness increased duration.
Fixed an issue where The Judgment's Loud Noise Notification could be spammed by Survivors equipped with Made For This.
Fixed an issue where rarely on Epic Game Store, the keyboard inputs woud fail to register until restarting the application.
Fixed an issue where progress was missing on repair Skill Checks on Generator Quests when using the Brand New Part add-on.
Fixed an issue where the mending progress bar would have a flickering border when afflicted by Deep Wound.
Fixed scaling and overlapping issues in the Survivor Intent menu when playing with UI scale values smaller than 100%.
Removed an incorrectly displayed lock icon on toggle settings with two options in the Settings menu.
Fixed an issue where a soft-lock could occur when transitioning to an online lobby while the Curious menu was opened.
Fixed an issue where the matchmaking widget was present during the offerings screen.
Fixed an issue where The Legion's BFF add-on would display an incorrect token count in the HUD.
Fixed an issue where an incorrect hook stage was appearing on Survivors' statuses in the HUD while spectating.
Fixed an issue where the matchmaking button was interactable while the event entry screen was opened.
Fixed an issue where held interactions with mouse inputs were prevented if cancelled while the Communication Wheel was opened.
Fixed an issue where the Hex: Thrill of the Hunt perk icon was put back in its regular unactivated state when the related Hex Totem was cleansed.
Fixed an issue where the duration radial timer was missing on the perk icon when Hex: Thrill of the Hunt activated.
Fixed an issue where Distressing's icon was missing from the Survivor's HUD while repairing.
Fixed an issue where incorrect information was present in The Animatronic's Gameplay Showcase.
Fixed an issue where several Killers were missing more detailed information in their Gameplay Showcase.
Fixed readability issues with the matchmaking button, making adjustments to the color scheme of the background, size and the thickness on the outline of the lobby participants indicator.
Fixed an issue where the Dungeon Crawler achievement was unable to be completed on the Forgotten Ruins map.
Fixed an issue where the game could crash during a match.
Fixed an issue where the Hack the Mainframe achievement was unable to be completed.
Fixed an issue where the Outrun the Overlap achievement was unable to be completed.
Fixed an issue where Survivors dying in the Exile as The Judgment were unable to give progress for the 'Kill survivors by any means' Tome Challenge.

Borrowed Time
Reverted.
Dev Note: While the effect of passively mending from Deep Wound has potential, we felt it needed more time on the drawing board. We have reverted Borrowed Time to its previous iteration, which players thought was useful to help teammates get away after being Unhooked.
Dark Sense
Whenever a Generator is completed, when the Killer gets within 20m of you, for 13/14/15s: (was 24m and 8/8/10s on PTB)
You see the Aura of Pallets and Windows within 32m (was 24m on PTB)
You see the Auras of other Survivors.
You see the Killer's Aura.
Dev Note: We want to provide a free, general perk to take on the role of teaching players map layouts and pallet spawns. We'll continue to keep an eye on Dark Sense to see if it's stepping up to its new role or if it needs additional changes to better support newer players.
Do No Harm
While healing another Survivor for each Hook State they have:
You heal 30/35/40% faster. (was 40/45/50% on PTB)
Great basic Skill Check, grant 3% more progress.
Increase the odds of triggering a Skill Check by 5%.
Empathic Connection
You heal other Survivors 30/35/40% faster. (was 40/45/50% on PTB)
Injured Survivors see your Aura.
Dev Note: Some of the healing perk buffs on the PTB overlapped too much with other healing perks. We've made some adjustments with this in mind.
Premonition
While not chased by the Killer, whenever you look in the Killer’s direction within 32m:
You are notified.
You see the Killer's Aura for 3s.
Cooldown: 55/50/45s. (was 70/65/60s on the PTB)
Road Life
While injured and repairing a Generator:
Whenever you hit a basic great Skill Check, you earn 1 Token.
Whenever you miss a basic Skill Check, you lose 1 Token.
When you have 6/5/4 Tokens, you can heal yourself. Spend all Tokens to heal yourself 10% faster. (was 100% on PTB)
When you stop healing, this ends after 4s.
Shoulder the Burden
Once per trial, while you do not have 2 Hook States, are next to a hooked Survivor use Active Ability Button 2 to unhook them:
They lose 1 Hook State.
You gain 1 Hook State.
You scream.
You become Injured
You become Broken for 160/140/120s.
(Deactivated for all other Survivors removed.)
Dev Note: The feedback about the hard limitation per trial was heard, so we have removed it.
Stake Out
After hiding for 15s within 24m of the Killer, while in their Terror Radius, you earn 1 Token, up to 2/3/4.
While you have at least 1 Token, basic Skill Checks are replaced by special Skill Checks.
Special Skill Checks grant +4% more progress. (Additional downside for missing a Skill Check removed.)
Whenever you hit or miss a special Skill Check, spend 1 Token.
This is Not Happening
Good basic Skill Check zones are 150/175/200% bigger.
(Great basic Skill Check zone increase removed.)
Dev Note: Due to it's synergy with Hyperfocus, we're removing the bonus to the Great zone from This is Not Happening.

Bitter Murmur
Whenever a Generator is completed, you see the Auras of Survivors within 20m of it for 10s. (was 8s on the PTB)
When all Generators are completed, you see the Auras of all Survivors for 16/18/20s. (was 10/12/14s on the PTB)
Dark Arrogance
You basic-vault Windows 15/20/25% faster.
Your missed basic-attack cooldown is 15/20/25% shorter. (was all forms of basic-attack recovery on the PTB)
Whenever you are blinded or Pallet-stunned, the duration is 25% longer.
Dev Note: Stacking successful basic-attack recovery led to very short chases on the PTB. Chases are some of the most interactive parts of trials, so we want to make sure they aren't cut too short.
Help Wanted
Whenever you damage a Generator, it is compromised.
When that Generator is completed by Survivors:
Your successful basic-attack cooldowns are 25% shorter for 70/80/90s (was 100/110/120s on the PTB)
Generators not being repaired regress at 150% speed for 70/80/90s (was 100/110/120s on the PTB)
Other Generators lose compromised.
Up to 3 Generators can be compromised at a time.
Dev Note: A small adjustment to how strong Compromised Generator perks are. Given they are more easily triggerable, we felt their strength should be a little lower than on PTB.
Hex: Thrill of the Hunt
The first time you hook a Survivor, a Dull Totem ignites.
When you hook a Survivor, block all Hex Totems for 4/5/6s for each lit Hex Totem. (was 6/7/8s on the PTB)
Dev Note: A little snowball went a long way on the PTB. A slight reduction to the block duration should provide more windows for Hexes to be cleansed.
Knock Out
Whenever a Survivor drops a Pallet, for the next 6s, if they move 10m away from it, they gain 20% Hindered for 2/3/4s. (was 3/4/5s on the PTB)
This ends early if the Pallet is broken.
Dev Note: Hindered will be removed as soon as the break action begins. We've lowered the overall strength as it could lead to uninteractive scenarios.
Machine Learning
Whenever you damage a Generator, it is compromised.
When any compromised Generator is completed by Survivors:
You gain 8% Haste for 40/50/60s (was 10% on the PTB)
You gain Undetectable for 40/50/60s
Other Generators lose compromised.
Up to 3 Generators can be compromised at a time.
Dev Note: As noted above, this is a small adjustment to how strong Compromised Generator perks are. Given they are more easily triggerable, we felt their strength should be a little lower than on PTB.

Bots now listen to Intent messages sent by players, and will change their goals accordingly.

Fixed an issue where The Dark Lord could not perform basic attacks in both Vampire and Wolf form.

When playing as The Slasher, the prompt "Throw Spike" will appear for the rest of the trial after throwing a Spike once.
2026-10-06 03:00 UTC+9 · Donnary21st

With the release of 10.2.0 just around the corner, we wanted to take some time to talk to you about a handful of the many changes that will be happening from PTB to the Live release - and a few changes that won’t. We want to thank everyone who took the time during the PTB to share their thoughts, as we always take your feedback very seriously when it comes time to make these changes.
Shoulder the Burden
Removed the deactivation condition for other Survivors.
Dev note: We understand your concerns around the impact of the condition of this perk deactivating after one use for all Survivors for solo players who cannot communicate. Therefore, we have removed this limitation.
This is Not Happening
Removed the Great basic Skill Check zone increase.
Dev note: We noticed the concerns about This is Not Happening when combined with Hyperfocus, and as a result have decided to remove the great basic skill check zone.
Dark Arrogance
Basic-attack cooldown no longer affects successful hits.
Dev note: We saw your feedback that Killers were recovering from attacks – including successful hits – too quickly on the PTB, which ended up making chases feel too short. One of the key culprits of that was Dark Arrogance. The cooldown on the PTB was ultimately doing too much by including successful hits, so it now only affects missed and obstructed attacks.
Windows of Opportunity – will remain the same as PTB
Dev note: While we understand that there were many concerns about this change impacting newer players, we do believe that Windows was doing too much and overshadowing other perks, so we will be keeping these changes. We hope that making other Survivor perks more useful will make up for this, even with different activation conditions – such as Dark Sense.
Borrowed Time – will remain the same as it currently is on Live
Dev note: We’ve reverted Borrowed Time back to its Live iteration. While we liked what we explored, we didn’t like that we were removing a useful anti-tunnel option, so old Borrowed Time is back.
While we have many more changes coming for the release, we wanted to take this time to address the loudest concerns ahead of time. Keep an eye out tomorrow for the full set of Patch Notes.
Until next time…
The Dead by Daylight Team
2026-09-18 00:00 UTC+9 · Goblin_BHVR

Reverted the Divine Light curve window while Zealous to 0.6s (was 0.8s)
Reverted the Divine Light curve window when non-Zealous
Dev note: The Judgment's performance skyrocketed following HF2. We are reverting the changes to Divine Light in order to better evaluate Its performance over a longer period of time.
We are making a game update to address the growing issue around The Judgment. This will not require a download of any new content, however players will need to restart their game.
2026-09-16 00:07 UTC+9 · Goblin_BHVR

Survivors can send and receive text messages during a match
By pressing and holding the scroll-button when using a Mouse, or the right d-pad input on controllers, players can open the messages wheel
8 messages are available for players to select and send
Hovering the message, and releasing scroll-button/right, will send the message
Inputs are customizable
Sent messages are shown to all Survivors, next to their information on the left side of the screen
Messages are predefined.
Players can customize on Settings their messages selection
On Match Details, Players can mute and unmute any other player during a match
Muting is not communicated to the muted player
On Settings, players can deactivate the system, if they want to opt out
On Match Details, Players that have deactivated the system are marked with a "no" icon to surface that they have opt out
For reducing spamming, a 1s cooldown is applied when players send messages too quickly.
If a player keeps spamming, their cooldown will increase up to 5 seconds.
Waiting before sending new messages will reset the cooldown to its shortest duration.
The "Gameplay" section has been added to Settings.
The options for the system are on the Gameplay Tab, under "Messages"

Abandon Option
Survivor Condition - When all other Survivors are bots, the remaining human Survivor gains the option to Abandon
Survivor is considered Abandoned
Killer Condition - When all remaining Survivors are bots, and at least 1 is not in the Dying State, the Killer gains the option to Abandon (new condition)
Killer is considered Abandoned
Survivor outcome depends on what state they were in when the Killer Abandoned
Surrender Option
Survivor Condition - When all the Survivors are in the Dying State simultaneously, Survivors gain the option to Surrender (previously Abandon)
Survivors are considered Surrendered
End Trial Option
Killer Condition - When all remaining Survivors are bots, and in the Dying State, the Killer gains the option to End Trial (new condition)
Survivor outcome depends on what state they were in when the Killer Ends Trial
Dev Notes:
Intentions are as follows:
Options to leave result in clearer outcomes for both roles
Remove problematic conditions that encourage negative gameplay behaviour
Lower the frequency of players leaving an ongoing match

Agitation
While carrying a Survivor:
You gain 14/16/18% Haste. (was 6/12/18%)
Your Terror Radius is 12m larger.
Iron Grasp
While carrying a Survivor:
Their wiggle is 75% weaker.
They wiggle 10/11/12% slower. (was 4/8/12%)
Dev Note: We want to modernize the lower tier values of a few older perks to make them feel closer to what new players can expect long term.
Bitter Murmur
Whenever a Generator is completed, you see the Auras of Survivors within 20m of it for 8s. (was 16m and 5s)
When all Generators are completed, you see the Auras of all Survivors for 10/12/14s. (was 5/7/10s)
Deerstalker
Every 40/35/30s, the Survivor with the least time in chase sees your Aura for 4s. (was 3s)
While a Survivor sees your Aura, you see their Aura.
Fire Up
Whenever a Generator is completed, earn 1 Token, up to 5.
For each Token:
You basic-break Pallets and Breakable Walls 6/7/8% faster. (was 4/5/6%)
You damage Generators 6/7/8% faster. (was 4/5/6%)
You pick-up and drop Survivors 6/7/8% faster. (was 4/5/6%)
You basic-vault Windows 6/7/8% faster. (was 4/5/6%)
Game Afoot
While chasing the Obsession, whenever you basic-break a Pallet or Breakable Wall, or damage a Generator, you gain 10% Haste for 8/9/10s. (was 7%)
Whenever you damage the Survivor with the most chase time with a basic-attack, they become the Obsession.
Spies from the Shadows
Whenever a Survivor scares a Crow within 36/38/40m of you, you are alerted. Cooldown 3s. (was 20/28/36m and 5s)
Unbound
Whenever a Survivor takes damage, for the next 26/28/30s, whenever you basic-vault a window, you gain 5% Haste for 25s. (was 24/27/30s and 7% Haste for 10s)
Dev Note: Number improvements to Generic perks and perks impacted by Diminishing Returns.
Help Wanted
Whenever you damage a Generator, it is compromised.
When that Generator is completed by Survivors:
Your successful basic-attack cooldowns are 25% shorter for 100/110/120s (was 40/50/60s)
Generators not being repaired regress at 150% speed for 100/110/120s (NEW)
Other Generators lose compromised. (NEW)
Up to 3 Generators can be compromised at a time. (was 1 Generator)
Machine Learning
Whenever you damage a Generator, it is compromised.
When any compromised Generator is completed by Survivors:
You gain 10% Haste for 40/50/60s (was 8%)
You gain Undetectable for 40/50/60s
Other Generators lose compromised. (NEW)
Up to 3 Generators can be compromised at a time. (was 1 Generator)
Dev Note: Compromise perks require precise setup and the loss of a Generator. We weren't entirely happy with exactly how precise, being able to compromise 3 Generators should allow for a bit more flexibility in how they're activated. While improving the bonuses they provide aims to make the work feel worthwhile.
Dark Arrogance
You basic-vault Windows 15/20/25% faster.
Your basic-attack recovery is 15/20/25% faster. (NEW)
Whenever you are blinded or Pallet-stunned, the duration is 25% longer. (was 15%)
Dev Note: We found the downside of this perk to be very thematic but felt the bonus gained in return lacking. We want it to feel like a worthwhile trade-off.
Dead Man's Switch
When you hook a Survivor, the first time a Survivor stops repairing a Generator for more than 2s, it is blocked for 30/35/40s. Cooldown: 30/35/40s. (was when a Survivor instantly stopped repairing a Generator, and 25/30/35s block duration and 50s cooldown)
Dev Note: We found the combination of Dead Man's Switch with effects that caused brief forced interruptions lead to uninteractive moments. However we like the effect provided by Dead Man's Switch, when a Killer actively pressures Survivors off of Generators.
Dissolution
3s after a Survivor takes damage from a basic-attack, for 13/14/15s, the next time a Survivor fast-vaults a Pallet while within your Terror Radius, it is destroyed. (was any damage and 12/16/20s)
Hex: Blood Favor
When the trial starts, a Dull Totem ignites.
Whenever a healthy Survivor becomes injured by your basic-attack, Upright Pallets within 32m of them are blocked for 13/14/15s. (was any damage and 24/28/32m and 15s)
Dev Note: We found the combination of Dissolution or Blood Favor and Killers that can use their power to quickly get an injury to be unhealthy. Additionally Blood Favor while strong in chase also happened to have the secondary benefit of denying pallet saves.
Distressing
Survivors within your Terror Radius repair 6/7/8% slower. (NEW)
Your Terror Radius is 30% larger. (was 20/23/30%)
Dev Note: Distressing not providing a tangible benefit outside of a Terror Radius change can make it not feel like a real option outside of very specific builds. We've added a dedicated slow down effect to give a reason to select it on it's own. It's a simple passive slow down aimed primarily at newer players who've yet to unlock some of the better slow down options.
Dominance
The first time each Totem is being blessed or cleansed by a Survivor: (was Totems and Chests)
It is blocked for 25s. (was 8/12/16s)
That Survivor screams. (NEW)
You see their Aura for 3/4/5s. (NEW)
Dev Note: We didn't like that this perk inadvertently punished players for opening chests, as it was primarily intended as a totem defense perk. Currently Dominance can be quite hard to keep track of as your Totems silently become blocked. We want to give you extra information on who knows your totem is there, and where they're running off too afterwards.
Hex: Nothing but Misery
After you damage Survivors with a basic-attack 4 times, a Dull Totem ignites. (was 8 times)
Whenever you damage a Survivor with a basic-attack:
They gain 5% Hindered for 10/12.5/15s.
They vault 10% slower for 10/12.5/15s (NEW)
Dev Note: We found that the hex took too long to get for the benefit that it provided. We've reduced the overall requirement so it should come into play earlier in a trial. To further encourage Survivors to cleanse the totem, we've added a vault speed reduction. Previously with perks we've only ever increased vault speed so we're keeping a close eye on this one to see how it lands.
Hex: Thrill of the Hunt (Rework)
The first time you hook a Survivor, a Dull Totem ignites.
When you hook a Survivor, block all Hex Totems for 6/7/8s for each lit Hex Totem.
Dev Note: We found Thrill of the Hunt created strong passive value. Requiring very little work from the Killer to reset a large amount of progress from the Survivor. Our intention with the rework is to maintain the perks defensive capability but in a much more active way.
Insidious
After being idle for 2s, you gain Undetectable. (was 3/2/1s)
Whenever you act, this ends after 6/7/8s. (NEW)
Dev Note: Outside of basement dwellers and Hallucination imposters Insidious has struggled to find it's place in the fog. We found it's effect iconic, but lacking. The intention behind the linger is to provide more opportunities to mind game certain areas.
Knock Out
Whenever a Survivor drops a Pallet, for the next 6s, if they move 10m away from it, they gain 20% Hindered for 3/4/5s. (was 6m and 5%)
This ends early if the Pallet is broken. (NEW)
Dev Note: We want Knock Out to feel impactful in those cases where Survivors don't loop around pallets. We've increased the range to account for some longer loops, as this should only impact players who intentionally run away from a pallet. We've also updated the removal effect to now also end the Hindered early if the pallet get's broken, even if it's already been applied.
Ravenous
The first time you hook each Survivor, you earn 1 Token. For each token:
Gain 4% Haste while carrying Survivors. (NEW)
Hook Survivors 4% faster. (NEW)
When you have 4 Tokens, all Survivors:
Scream.
Gain Exposed for 80/85/90s. (was 40/50/60s)
Dev Note: Hooking each Survivor once can be a difficult task. We want the reward to feel impactful, adding extra duration to the Exposed status allows more time to find and down Survivors. We also want to reward the player for each token to better encourage reaching all four. A hooking efficiency improvement should help you get back into the action faster.
Scourge Hook: Monstrous Shrine
When the trial starts:
4 random hooks become Scourge Hooks.
The Basement Hooks become Scourge Hooks.
While you are at least 24m away from a Survivor on a Scourge Hook, Generators not being repaired regress at 150/175/200% speed. (NEW)
Dev Note: Monstrous Shrine benefited players for not camping by applying more pressure to Survivors but it's effect was rarely felt. We want Monstrous Shrine to encourage players to seek out other Survivors and chase them off Generators to gain the strong benefit of faster regression. We also want the Survivors to have to make the choice between leaving the the Survivor on the safety of the hook, or rescuing them to end the regression effect.
Shattered Hope (Rework)
Whenever you snuff a Boon Totem, it is destroyed.
Whenever a Totem is blessed, cleansed or destroyed: (NEW)
Dull Totems are blocked for 16/18/20s. (NEW)
Hex Totems are blocked for 16/18/20s. (NEW)
You see the Auras of Boon Totems for 16/18/20s. (NEW)
Dev Note: We are actively discussing how we want Boon Totem snuffing to work base-kit. In the meantime the other effect of Shattered Hope was very limited to only providing value if boons were used. We want Shattered Hope to provide direct value that you could bring alongside Hex builds.
Superior Anatomy
Whenever a Survivor medium or fast-vaults within 12m of you, the next time you basic-vault a Window, you basic-vault Windows 30/35/40% faster for 10s. Cooldown: 20s. (was basic-vault once faster and 25s cooldown)
Dev Note: We want to provide more flexibility to Superior Anatomy's usage. For those players who like to double or even triple vault a window the effect will now linger after it's been used. Due to the cooldown being delayed until after the linger we've reduced it slightly so it doesn't feel like a nerf in situations where you only need to vault once.
Undone (Rework)
Whenever you hook a Survivor, you earn 1 tokens, up to 3.
Whenever you damage a Generator, spend all tokens. For each token spent:
The Generator loses 8/9/10% progress.
The Generator is blocked for 8/9/10s.
Dev Note: We found that Undone only really punished Survivors who were already struggling. We've put the activation condition in the Killers hands, giving them more agency. Less instant regression than Pop Goes the Weasel but the flexibility to stack it can lead to strategic moments. The generator still begins regressing when it's unblocked.
Unrelenting
Your missed basic-attack cooldown is 30/35/40% shorter. (was 20/25/30%)
Your successful basic-attack cooldown is 10% shorter. (NEW)
Dev Note: Diminishing Returns allows us to return the long since removed successful basic-attack cooldown. Additionally for cases where you're smacking a lock off a locker or hitting a pallet instead of a player. This perk now also includes obstructed basic-attack.
Whispers
While within 28/26/24m of a Survivor, you randomly hear whispers. (was 48/40/32m)
While outside of 28/26/24m of a Survivor, you gain 5% Haste. (NEW)
Dev Note: We want to give Whispers a new benefit to distinguish itself from being exclusively about information. The intention behind the added Haste is to help better traverse the map while looking for Survivors. While the reduced range is to allow more opportunities for the Killer to gain Haste.
Kindred
While you are hooked, all Survivors see each others' Auras. While the Killer is within 14/15/16m, all Survivors sees the Killer's Aura. (was 8/12/16m)
While another Survivor is hooked, you see the Auras of other Survivors. While the Killer is within 14/15/16m of the hooked Survivor, you see the Killer's Aura. (was 8/12/16m)
No One Left Behind
When all Generators are completed:
You heal 80/90/100% faster. (was 50/75/100%)
You unhook other Survivors 80/90/100% faster. (was 50/75/100%)
Whenever you unhook a Survivor, they gain 10% more Haste.
You see the Auras of other Survivors.
Resilience
While injured:
You bless and cleanse Totems 7/8/9% faster. (was 3/6/9%)
You heal 7/8/9% faster. (was 3/6/9%)
You open Exit Gates 7/8/9% faster. (was 3/6/9%)
You repair 7/8/9% faster. (was 3/6/9%)
You sabotage Hooks 7/8/9% faster. (was 3/6/9%)
You unhook Survivors 7/8/9% fester. (was 3/6/9%)
You unlock chests 7/8/9% faster. (was 3/6/9%)
You vault 7/8/9% faster. (was 3/6/9%)
We'll Make It
Whenever you unhook a Survivor, for 70/80/90s, you heal other Survivors 100% faster. (was 30/60/90s)
Dev Note: We want to modernize the lower tier values of a few older perks to make them feel closer to what new players can expect long term.
Better Than New
Whenever you finish healing another Survivor, until they take damage:
They bless and cleanse 40/45/50% faster. (was 12/14/16%)
They heal 40/45/50% faster. (was 12/14/16%)
They unlock Chests 40/45/50% faster. (was 12/14/16%)
Empathic Connection
You heal other Survivors 40/45/50% faster. (was 25/30/35%)
Injured Survivors see your Aura.
Flow State
Whenever a generator is completed, earn 1 token, up to 5.
For each token:
You bless and cleanse Totems 13/14/15% faster. (was 8/9/10%)
You heal 13/14/15% faster. (was 8/9/10%)
You unhook Survivors 13/14/15% faster. (was 8/9/10%)
Friendly Competition
Whenever you finish repairing a Generator with at least 1 other Survivor, Survivors who finished repairing it repair 10% faster for 80/85/90s. (was 5% for 100/110/120s)
Bound by Obsession \[Object of Obsession]
While you are the Obsession, every 30s, the Killer sees your Aura for 4s. (was 3s)
While the Killer sees your Aura:
You see their Aura.
You bless and cleanse Totems 8/9/10% faster. (was only cleanse and 2/4/6%)
You heal 8/9/10% faster. (was 2/4/6%)
You repair 8/9/10% faster. (was 2/4/6%)
When the trial starts, you are more likely to be the Obsession.
Dev Note: Number improvements to Generic perks and perks impacted by Diminishing Returns.
Blood Pact
While you are not the Obsession:
While you or the Obsession is injured, you see each other's Auras.
Whenever you finish healing the Obsession or they finish healing you, while within 16m of each other, you both gain 5/6/7% Haste.
While you are the Obsession if you are hooked another Survivor becomes the Obsession. (NEW)
When the trial starts, you are less likely to be the Obsession.
Dev Note: Blood Pact's ability to combine with other perks has been reduced since Diminishing Returns however we are happy with it's current Haste value. Instead we want to provide a quality of life improvement in an era where several perks are changing who the Obsession is.
Boon: Illumination
While next to a Totem, use Active Ability Button to bless it, creating a unique Boon Totem that combines all your Boons.
Survivors within the Boon's range:
See the Auras of Chests.
See the Auras of Generators.
While you have a Boon Totem, you bless 150/175/200% faster. (was bless and cleanse 6/8/10%)
Dev Note: We want Boon: Illumination to feel more like a support boon you can bring to more easily transfer your boon around as the trial progresses. It also makes blessing a Hex Totem faster than cleansing it (equivalent to approx. 35% increased cleanse speed)
Borrowed Time (Rework)
Whenever you gain Deep Wound while you have Endurance passively mend over 40/35/30s.
Dev Note: We added Elusive to the list of unhook protections previously but didn't like the idea of Borrowed Time extending it's duration. Instead we've opted to rework the perk to an entirely new effect.
Calm Spirit
You do not scare Crows or scream.
You bless and cleanse Totems, and unlock Chests silently and 8/9/10% faster. (was 40/35/30% slower)
Dev Note: We do not feel like Calm Spirit needs the downside, instead we've flipped it to providing a subtle upside. The intention being you should still primarily be taking this perk for it's scream and crow prevention.
Dark Sense
Whenever a Generator is completed, when the Killer gets within 24m of you, for 8/9/10s: (was 5/7/10s)
You see the Aura of Pallets and Windows within 24m (NEW)
You see the Auras of other Survivors. (NEW)
You see the Killer's Aura.
Dev Note: We want to maintain the simplicity of the perk. The intent behind the new benefits is both to give new players a tool to learn maps and teach them to position themselves near resources as the Killer approaches.
Down to the Last \[Sole Survivor] (Rework)
Whenever you are hooked or complete a generator, you earn 1 Token, up to 6.
For each Token, other Survivors open Exit Gates 10% faster.
When you are the last Survivor, if you have at least 3 Tokens:
You can unlock the Hatch.
For each Token, the Killer cannot see your Aura for 6/8/10s.
Dev Note: We found Sole Survivor to be a selfish perk, often to the detriment of the other Survivors. We want to maintain the final girl aspects while shifting it's focus more to supporting your teammates. Swapping the activation condition to encourage the user to engage in the normal gameplay loop. Providing the Exit Gate bonus to other Survivors encourages them to escape, so that the player who brought Sole Survivor can escape through the Hatch.
Do No Harm
While healing another Survivor for each Hook State they have:
You heal 30/40/50% faster.
Great basic Skill Check, grant 3% more progress. (was separate from the Hook State)
Increase the odds of triggering a Skill Check by 5%. (NEW)
Dev Note: We want Do No Harm to better distinguish itself from other flat healing speed perks. We added a scaling increase Skill Check odds and made the great skill check bonus scale as well. It should find a home with Survivors who like skill checks and skill check perks.
Five Moves Ahead
While you are in the Killer's Terror radius or chased by the Killer:
You see the Auras of the 5 closest Pallets. (was Pallets and Windows)
After you drop a Pallet, you start moving 50% earlier.
Whenever you drop a Pallet, cooldown: 40/35/30s.
Dev Note: Following the change to Windows of Opportunity below, we want to make Five Moves Ahead specialize in Pallets.
Pharmacy
Whenever you unlock a Chest, it will contain a rare Med-Kit.
You unlock and rummage Chests 75/100/125% faster. (was only unlock)
You can rummage each Chest 1 time. (NEW)
The range at which the Killer hears you unlocking Chests is 12m shorter.
Dev Note: Bringing Pharmacy without other perks meant you were forgoing the option to ever find other items when you needed them. We want Pharmacy to still allow for the flexibility of finding the other item types by rummaging.
Plunderer's Instinct
You see the aura of Chests and Items. (was only within 32/48/64m)
You unlock chests 150%/175%/200% faster. (NEW)
Whenever you unlock a Chest you are 50% more likely to find an item of higher rarity.
Dev Note: We want Plunderer's Instinct to be your go to for improving the efficiency of interacting with Chests. It should have it's place in builds that require you to open Chests.
Premonition (Rework)
While not chased by the Killer, whenever you look in the Killer’s direction within 32m: (was 36m and within 45 degrees)
You are notified.
You see the Killer's Aura for 3s. (NEW)
Cooldown: 70/65/60s. (was 60/45/30s)
Dev Note: We want to modernize this perk by providing an Aura, giving newer players more direct information. To reinforce the need for players to learn how to loop a tile the effect disables in chase.
Road Life (Rework)
While injured and repairing a Generator: (was injured and not broken)
Whenever you hit a basic great Skill Check, you earn 1 Token.
Whenever you miss a basic Skill Check, you lose 1 Token.
When you have 6/5/4 Tokens, you can heal yourself. Spend all Tokens to heal yourself 100% faster. (now grants the ability to self-heal)
When you stop healing, this ends after 4s. (NEW)
Dev Note: We want Road Life to be more usable on it's own so we've given it the ability to self-heal and removed the broken restriction. We also added a quality of life linger so when a heal is interrupted accidentally it's effect isn't instantly cancelled.
Self-Preservation
Whenever another Survivor is hooked, you gain Elusive for 13/14/15s. (was 20/25/30s)
Dev Note: We know that Elusive can be a strong status effect. Several Self Preservations in a lobby can have the unintended effect of the Killer returning back to hook more often. We're reducing the numbers here quite a bit, but are keeping a close eye on this perk.
Shoulder the Burden
Once per trial, while you do not have 2 Hook States, are next to a hooked Survivor use Active Ability Button 2 to unhook them:
They lose 1 Hook State.
You gain 1 Hook State.
You scream.
You become Injured (was Exposed for 60/50/40s)
You become Broken for 160/140/120s. (NEW)
Shoulder the Burden is deactivated for all Survivors. (NEW)
Dev Note: Shoulder the Burden's incredibly strong effect has not had a sizeable enough downside. We also found that the flexibility of how Shoulder the Burden could be used left little options for counterplay. We still fully expect the perk to be strong in the right hands. However we feel the new downsides and limitation provides more avenues for counterplay. We still aren't completely happy with it's interactions with some other perks, and are keeping a close eye on how the changes are received.
Slippery Meat (Rework)
Other Survivors unhook you 90/95/100% faster.
Whenever you are unhooked, you gain 5% more Haste.
Dev Note: Slippery Meat was only ever effective with full Luck stacking, which lead to unhealthy situations. The intent behind this rework is for Slippery Meat to be a simple and useful form of General anti-tunnel. It's not expected to fully eclipse existing anti-tunnel but be present as an option for newer players.
Small Game (Rework)
Within 10/11/12m of a Totem, you see its Aura.
Dev Note: We found trying to aim an invisible cone was confusing, especially for newer players. We want the new effect to be a very simple one, aimed at helping new players learn Totem locations.
Solidarity
While injured and healing another Survivor you also gain healing progress at 65/70/75% speed. (was without a Med-Kit and 50/60/70%)
Dev Note: We removed the restriction that prevented using Solidarity with a Med-Kit to encourage more altruistic usage of Med-Kits.
Spine Chill (Rework)
Whenever the Killer looks at you within 40m:
You are notified.
You cannot scream for 12s.
You vault 10% faster for 12s.
Cooldown: 40/35/30s
Dev Note: Return of vault speed Spine Chill, now with a limited duration! We're keeping a close eye on this one as we know vault speed is a strong effect, but feel like Diminishing Returns is a good opportunity to explore it once again.
Stake Out (Rework)
After hiding for 15s within 24m of the Killer, while in their Terror Radius, you earn 1 Token, up to 2/3/4.
While you have at least 1 Token, basic Skill Checks are replaced by special Skill Checks.
Special Skill Checks grant +4% more progress.
Whenever you miss a special Skill Check, lose -4% more progress.
Whenever you hit or miss a special Skill Check, spend 1 Token.
Dev Note: Previously Stake Out put a limitation on design space, removing any difficulty from great Skill Checks. We instead want to give players who are looking for the extra challenge more risk and reward from their skill checks. The Special Skill Check is more difficult and no longer activates other Skill Check perks.
This is Not Happening
Good basic Skill Check zones are 150/175/200% bigger. (NEW)
Great basic Skill Check zones are 30% bigger. (was while injured and 10/20/30%)
Dev Note: We want this perk to be simple and aimed at newer players, however the injured requirement felt counter to these goals. Only impacting the great zone always meant it's numbers could never be too high due to other perks. Adding the good zone let's us greatly improve the numbers, to better match the intent of a simple perk for new players.
Wake Up!
When all Generators are completed:
You see the Auras of Exit Gate Switches.
While opening an Exit Gate, other Survivors see your Aura.
You open Exit Gates 8/9/10% faster, and an additional 20% faster for each other Survivor alive. (was 8/10/12.5% per any Survivor alive)
Dev Note: We want to improve the Exit Gate opening speed provided by other Survivors. Splitting the bonus between yourself and other Survivors allows us to more precisely balance around our intention of altruistic end game perks. Alone the perk is 2.5% slower than before, and if all Survivors are alive the perk is 20% faster than before.
Windows of Opportunity (Rework)
Within 24m of you see the Auras of Windows.
You vault Windows 10% faster.
Whenever you vault a Window, cooldown: 40/35/30s.
Dev Note: Windows of Opportunity has long reigned as one of the most used perks for it's universal visibility on resources. We feel especially with the inclusion of other options it's a good opportunity to make it specialize in Windows. Players can still gain the old effects of Windows of Opportunity by using the new Dark Sense or combining Windows of Opportunity with Five Moves Ahead.

Audio
Fixed an issue where Curios item are missing their interaction SFX.
Bot Improvements
Tentative fix for Survivor Bots sometimes automatically revealing Ghostface from anywhere on the map
Fixed an issue where Survivor Bots tried to force a Flashlight save for too long against the Lightborn perk.
Characters
Fixed an issue where using The Pig's Ambush power while pointing the camera downward caused the camera to clip into the ground and the Killer's arm to appear distorted.
Fixed an issue where The Mastermind lacked downward acceleration when falling from a vault from a higher location with Virulent Bound.
Fixed an issue where The Mastermind would sometimes collide with ground geometry when using Virulent Bound.
Fixed an issue where The Twins' Charlotte was unable to see the Aura of Exit Gates if the last Generator was completed while controlling Victor.
Fixed an issue where the Aura of the Exit Gates was missing while in The Knight's Summoning Phase.
Environment/Maps
Fixed an issue in Greenville Square where a collision is preventing players from navigating properly
Fixed an issue in Crotus Prenn Asylum where The Houndmaster's dog could not vault over the window of the shack from the exterior side
Fixed an issue in Toba Landing where the survivors were not able to heal each others in the stairs of the main structure
Fixed an issue in Freddy Fazzbear's Pizza map where a maze tile didn't spawn the window and pallets
Fixed an issue in Fractured Cowshed where the Houndmaster's Dog could not vault on the side of the Barn
Fixed an issue in Treatment Theater where the Killer could be blocked when a survivor is hanging on a hook
Fixed an issue in Trickster Delusion where the pallets were spawned out of the system and were not calculated properly
Fixed an issue in Trickster Delusion where the Nightmare, ghost pallet would spawn out of reach
Fixed an issue in Trickster Delusion where the Slasher would be able to spawn inside of an object
Fixed an issue in Sanctum of Wrath where the Trapper could hide a trap under the floor boards
Fixed an issue in Freddy Fazzbear's Pizza map where the Nurse could not blink through a section of the wall
Fixed an issue in Mother's Dwelling where a locker clipped through the ground
Fixed an issue in Ormond Lake Mine where players would collide with an invisible collision when going up the stairs
Fixed an issue in Coldwing Farm Realm where The Houndmaster's Dog could not vault over one side of the shack window
Fixed an issue in Forsaken Boneyard Realm where the killers could throw projectiles through the window bars of the shack
Fixed an issue in Blackwater Swamp Realm where the Nurse could blink through the floor boards of a pier
Fixed an issue in Grim Pantry where the Nurse could blink through the stairs of the small cabin structure
Fixed an issue Treatment Theater where the door frames would be misaligned with the ground and wall
Perks
Fixed an issue where The Judgment's Loud Noise Notification could be spammed by Survivors equipped with the Made For This perk.
Fixed an issue where the Killer Stun score event was awarded and Exhausted was applied when a survivor failed to stun the Nurse with Jane Romero's Head On perk.
Quests
Fixed an issue where progress was missing on repair Skill Checks on Generator Quests when using the Brand New Part Add-on.
UI
Fixed an issue where incorrect information was present in The Animatronic's Gameplay Showcase
Fixed an issue where several Killers were missing more detailed information in their Gameplay Showcase
Fixed readability issues with the Matchmaking button, making adjustments to the color scheme of the background, size and the thickness on the outline of the Lobby participants indicator.
Fixed an issue where progress was missing on a repair Skill Check on Generator Quests when using the Brand New Part Add-on.

The Judgment's Divine Light can detect Survivors hiding in Lockers
The Demogorgon and The Xenomorph's character models can be seen when navigating to a different floor while using their powers
The perk This is Not Happening is modifying several special Skill Checks
The perk Stake Out is losing tokens during several special Skill Checks
The perk Hex: Thrill of the Hunt causes totems to appear blocked when they actually aren't
The perk Dark Arrogance is missing the increased blindness
The Huntress's axe functionality can be broken by throwing it out of bounds
2026-09-15 23:00 UTC+9 · Goblin_BHVR

At 11am ET, there will be an update that ends this current Anti Cheat Trial and removes Denuvo from Dead by Daylight. We thank everyone for participating and providing valuable feedback; we will be reviewing all the data and feedback we have received ahead of any future trials. Please stay tuned to our Social Media channels for information on future activities.
Our Player Support website has a comprehensive article for removing Denuvo residual files from your PC should you wish:
https://support.deadbydaylight.com/hc/en-us/articles/52891224375828-Denuvo-Anti-Cheat-FAQ
Thank you
The Dead by Daylight Team
2026-09-14 23:00 UTC+9 · Goblin_BHVR

Greetings, Fog Dwellers. Today we wanted to talk to you about some of the perk changes (spoiler alert: 58 perks are changing) and content that you can expect in the next PTB, as well as the reasonings behind them.
Back in update 9.6.0, we added Diminishing Returns to the game. You may have noticed that this feature did not ship with exponential balance changes to accompany it; we wanted to ease players into the change, monitoring the impact on perk selection first, while we watch to see if any issues arise before making further changes. We feel that now is the time.
Our ultimate goal is to update effects that bypass or are minimized by Diminishing Returns, and to buff gameplay effects that can safely be affected by Diminishing Returns to allow players to play around with builds and perks that aren’t picked often. Overall, we will have 26 perks affected by these changes. Today, we will start by highlighting two:
Do No Harm
While healing another Survivor for each Hook State they have:
You heal 30/40/50% faster.
Great basic Skill Check, grant 3% more progress.
Increase the odds of triggering a Skill Check by 5%.
Dev note: We wanted Do No Harm to better distinguish itself from We'll Make It and other flat healing speed perks. We added a scaling increase Skill Check odds and made the great skill check bonus scale as well. It should find a home with Survivors who like skill checks and skill check perks.
Knock Out
Whenever a Survivor drops a Pallet, for the next 6s, if they move 10m away from it, they gain 20% Hindered for 3/4/5s.
This ends early if the Pallet is broken.
Dev Note: We want Knock Out to really feel impactful for those cases where Survivors refuse to loop around a pallet. We've increased the range to account for some longer loops, as our intent is that this should only impact players who intentionally run away from a pallet. We've also updated the removal effect to now also end the Hindered early if the pallet gets broken, even if it's already been applied.
On top of adjusting perks that were impacted by Diminishing Returns, we are making changes to 23 general perks to breathe new life into them. We’re also adjusting 9 perks that either promote unhealthy playstyles or are oppressive while avoiding the impacts of Diminishing Returns. We’ll be sharing the full list of changes in tomorrow’s PTB patch notes, so stay tuned!
While the primary intent behind the general perk changes is to make them more valuable to newer players, we also want to create opportunities for them to be valid options in the wider meta. We’ve focused on buffs and effect changes to general perks to improve their viability while making some of the more confusing perks easier to understand. Although in some cases, we are bringing Tier I and Tier II values closer to what players can expect from a fully upgraded perk to support our newer players.
Finally, we wanted to come back to the Survivor Intent System we previously shared with you. This feature will be making its PTB debut this week and we couldn’t be more excited! Put simply, the system allows Survivors to send and receive short, pre-defined text messages mid-match to coordinate, from splitting up, to calling an unhook.
This new system will be enabled by default but can be adjusted (like choosing which messages you want to use) or disabled in the Settings menu and comes with muting and anti-spam protections. Plus, based on community feedback, we’ve added a visual signifier to show if someone has this system disabled so you know who’s able to see your messages at a glance. We plan to continue iterating on this system in the future, including adding more selectable messages, so we look forward to hearing your feedback!
We hope that you’ll look forward to playing around with these new changes on the PTB, and we eagerly await your feedback. You won’t have long to wait, either! The 10.2.0 PTB goes live tomorrow (Sept. 15), alongside full patch notes detailing every change and addition.
Until next time…
The Dead by Daylight Team
2026-09-08 23:30 UTC+9 · Goblin_BHVR

The Judgment
Increased the Divine Light curve window while Zealous to 0.8s (was 0.6s)
Dev note: In hotfix 1 we increased the Zealous Curve window to 0.6s. However, that duration was shorter based on how long Divine Light was controlled - similar to how it was on the PTB. Because it can get pretty short, we felt it was safe to further increase it to 0.8s. We will continue monitoring this.
Added a 0.3s Divine Light curve window when non-Zealous
Dev note: The curving has been a hugely appreciated mechanic to the Zealous state, giving opportunities to outplay Survivors from close range. To give The Judgment an edge when outside of the Zealous state, we're adding a shorter curve window to Divine Light. Zealous is still worth getting due to the longer curve window but being non-Zealous will provide more outplay potential.
Survivors being Liberated from Exile respawn at least 32m away from The Judgment and get a 1s immunity to Divine Light
Dev note: After spending some time in Exile, returning to the Entity's Realm can be disorienting. Sometimes Survivors come back and The Judgment is right there, re-initiating a chase with them, to no fault of their (The Judgment's) own. To reduce the amount of times a Survivor that is freshly out of Exile gets chased again, we'll be respawning them away from the Killer. The 1s immunity is there to make sure a stray Divine Light doesn't accidentally hit - giving them a proper chance at a reset.

The Xenomorph - Innate Skills:
When a turret takes The Xenomorph out of Crawler Mode it is automatically destroyed
The cooldown of Crawler Mode is 25% faster while outside of tunnels
Survivors hit by a Tail Strike are Mangled for 70 seconds
After exiting a tunnel, gain 5% Haste for 3 seconds
Survivors will obtain Invoking Salt from Chests. It can be used once, consumed the moment it is placed. Placement takes 3 seconds
When it is placed, up to 4 Survivors can perform a 40 second interaction that allows them to use their Unlockable Skill without being Hooked and gain a 5% Haste boost for 5 minutes, which reduces by 1% after each minute passes. Performing the Ritual subsequent times will refresh the Haste bonus and duration
The Ghostface
Increased Night Shroud charge rate from 15% to 20%
Increased Stalking charge rate from 10% to 15%
The Executioner
Increased Punishment Of The Damned width by 2 meters
Guide Class
Successfully completing a Skill Check while the Killer is within 24 meters will reveal their Aura for 5 seconds
Survivor Starting Items
Each Survivor Class is now granted a Default Item of Uncommon rarity:
Medic - First Aid Kit
Scout - Dull Key
Escapist - Artisan's Fog Vial
Guide - Toolbox
Nostromo Wreckage is now available in 2v8
Uncaging is now supported from the sides, similar to hooks
Number of Chest spawns has been increased from 20 to 27

Fixed an issue where the Tome's theme can be played in the Offline Lobby by holding Left Click.
Fixed an issue where The Animatronic's default footsteps sounded muffled, and Glitchtrap’s footsteps sounded too metallic.
Fixed an issue where The Xenomorph’s Tail Strike was too loud.
Fixed an issue where The Xenomorph is unable to hear the turret's beeping warning sound upon approaching it in both Custom and 2v8 Trials.
Fixed an issue where The Pig could stay in a crouched state while carrying a Survivor.
Fixed an issue where The Pig's un-crouch animation was not playing properly.
Fixed an issue where The Knight's Guards would get stuck in Pallets dropped during the Hunt.
Fixed an issue where The Judgment's Divine Light would reveal Survivors hidden in lockers.
Fixed an issue where The Judgment trying to send a Survivor to Exile right before Heresy expired would cause the Survivor to become permanently invisible.
Fixed an issue where The Judgment was able to Exile escaped Survivors.
Fixed an issue where Survivors on Nostromo Wreckage could rarely be sent to the secret room when rescued from Exile against The Judgment.
Fixed an issue where a Heretic Survivor could get Killer Instinct while in the process of returning from Exile against The Judgment.
Fixed an issue where a hooked Survivor could get Heresy against The Judgment.
Fixed an issue where the bot would be stuck in Exile until the end of the End Game Collapse when an Exiled Survivor disconnected while getting rescued against The Judgment.
Fixed an issue where Survivors in Exile did not affect the End Game Collapse timer against The Judgment.
Fixed an issue where The Judgment's proximity Killer Instinct would sometimes activate after hitting a Survivor.
Fixed an issue where blinded Survivors were unable to see The Judgment's Shrine aura.
Fixed an issue where the outfit True Blight displayed placeholder VFX on the back of the outfit in the Customization tab.
Fixed an issue where Cybil Bennett's badge and cosmetic's description were shown as Lisa Garland.
Fixed an issue in Dead Dawg Saloon where a crawling Survivor could not get to the top of the stairs.
Fixed an issue in Badham Preschool where a bush was blocking players from navigating properly.
Fixed an issue in Raccoon City Police Station where a collision was blocking projectiles.
Fixed an issue in Torment Creek where players could hide behind a Killer item in the main building.
Fixed an issue in Garden of Joy where a missing collision on the rooftop fence allowed Survivors to become immune to the Killer's basic attacks.
Fixed an issue in Torment Creek where a wall collision on the main building allowed projectiles to pass through it.
Fixed an issue where the perk "Vigil" would still affect other status effects beyond Exhausted.
Fixed an issue where perk "Nowhere to Hide" had an inconsistent description and in-game aura reveal range.
Fixed an issue where The First's Gameplay Showcase descriptions contained multiple errors.
Fixed an issue with the Dead By Daylight logo's visibility on the play button.
Fixed an issue where SFX were missing with the matchmaking button interaction.
Fixed a crash when loading into a Custom game.
Fixed an issue where checkmarks while matchmaking were missing for the local player.
Fixed an issue where estimated queue time was missing when matchmaking.
Fixed ban state not resetting the matchmaking button when reaching 0.
Fixed an issue where a window in the chapel could only be vaulted from one side on Father Campbell's Chapel.
Fixed a collision issue preventing navigation on Sanctum of Wrath.
Fixed an issue where a rock was blocking navigation on Family Residence.
Fixed an issue where Survivors were unable to vault a window in the main building on Azarov's Resting Place.
Fixed an issue where a rock prevented navigation on Mother's Dwelling.
Fixed an issue where Survivors would keep the Endurance status effect after performing an Uncage action.
Fixed an issue where Survivors could climb on top of a mop bucket on Raccoon City Police Station.
Fixed an issue where The Nurse could Blink into a hill on Autohaven Wreckers.
Fixed an issue where The Dark Lord could get stuck on the meat hooks in Mother's Dwelling.
Fixed an issue where the Anti-Camp bar was missing while spectating.
Fixed an issue where the camera would sometimes become stuck after being sacrificed.
Fixed an issue where Survivors who changed classes from Torchbearer would see a Flashlight in their hands in the lobby.
Fixed an issue where a crate's aura was missing when a Survivor was infected by The Mastermind or The Nemesis when they were both Killers in the Trial.
Fixed an issue where the Antidote item in the 2v8 game mode would have an unknown rarity.
Fixed an issue in Nostromo Wreckage where a collision would hinder the navigation of players.
Fixed an issue where The Mark of the Adherent Add-On was using an old description in 12 languages.

After using a Brand New Part and continuing the interaction, there are no random skill checks while repairing a generator.
2026-09-05 02:00 UTC+9 · Goblin_BHVR

Celebrate Dead by Daylight: Chorus of Sin with a limited-edition merch collection inspired by the divine horror of The Judgment. Ephemeral as the whims of the divine, the Chorus of Sin collection will be available from August 27 to September 14, 12 p.m. ET
One limited release. No restock. Get yours now.
2026-09-03 00:00 UTC+9 · Goblin_BHVR

Last week, we announced our plans to kick off our Anti-Cheat Trials initiative, and today it's here!
Starting today, we will be trialing Denuvo's Anti-Cheat solution.
Note that this does not and will not include anything related to DRM, as Denuvo Anti-Cheat is different from Denuvo Anti-Piracy. Another look at the difference between the two:
What we ARE trialing: Denuvo Anti-Cheat
A tool that detects cheats in-game, identifying people who try to get unfair advantages before they can disrupt fair play
What we ARE NOT trialing: Denuvo Anti-Piracy
Tools that prevent the cracking and unauthorized access of game content
In case you missed it, here's what you can expect:
Anti-Cheat Trials are exclusive to Steam and cross-play will not be impacted.
We’re continuously testing the compatibility and performance of each anti-cheat provider to ensure you have a seamless experience. Compatibility with Steam Deck and Proton has been tested and will continue to be supported.
The first time you launch the game during the Anti-Cheat Trial, you will be prompted to install Denuvo Anti-Cheat. This is required to play the game.
Please continue to use the in-game report function as normal to report any cheaters you encounter. Detailed comments about what you see (i.e. wallhacks, speedhacks, teleporting) are greatly appreciated; the more context, the better.
Note: Selecting the “Hacking/Exploiting” category when submitting a report covers everything from cheaters to hackers.
At the end of this Anti-Cheat Trial, Denuvo Anti-Cheat will be automatically deactivated in Dead by Daylight and will no longer run on your system.
A step-by-step guide on how to clean up any remaining Denuvo Anti-Cheat files has been added to our Support Portal should you need it: Denuvo Anti-Cheat FAQ – Dead by Daylight
Let us know if you have any feedback about the anti-cheat provider being tested in our dedicated Discord channel, which will also go live today.
What do we expect from you? Simple. Play the game as you normally would, report any cheaters you encounter through the in-game reporting system, and let us know your thoughts on this anti-cheat provider!
We want to reiterate that your feedback is incredibly valuable to us and we'd love to have it every step of the way.
Until next time…
The Dead by Daylight Team