An organized archive of patch notes and announcements, intended to support tracking how Dead by Daylight evolves over time.
2026-10-31 04:52 UTC+9 · Steven_BHVR

To celebrate the Halloween season, our partners at Alienware have a sweet treat for you! From now until November 22nd, enter for a chance to win a custom-skinned Alienware 16X Aurora gaming laptop, courtesy of Alienware. Head to Alienware Arena to check out their community challenge/blood point giveaway or Alienware on social media for all the details.
2026-10-30 00:06 UTC+9 · Goblin_BHVR

Last week, we introduced the Backend Tunables system as a way to get small balance changes in your hands quicker without having to wait for patch releases. We mentioned having changes planned for a number of Killers and today, we're putting this system to use with some adjustment to The Executioner and The Good Guy.
The Executioner:
Decreased the time to activate Rites of Judgment to 0.8s (was 1s)
Increased the time to cancel Rites of Judgment to 1.2s (was 1s)
Decreased the maximum charges for Rites of Judgment to 8 (was 10)
Increased the Rites of Judgment recharge rate to 0.5 charges/s (was 0.25 c/s)
Decreased Punishment of the Damned's initial spawn delay to 0.25s (was 0.267s)
Decreased the delay between each segment of Punishment of the Damned to 0.001s (was 0.033s)
Increased each segment's lifetime to 0.3s (was 0.18s)
Increased Punishment of the Damned's maximum range to 16m (was 10m)
Dev note: Overall, our goal is to make The Executioner feel snappier when using his power, while also giving him more range to help promote those awesome plays.
The Good Guy:
Decreased Hidey-Ho mode's cooldown to 10s (was 12s)
Decreased the time to vault during Slice & Dice to 0.8s (was 1s)
Increased the maximum Slice & Dice time to 2s (was 1.8s)
Dev note: We felt that The Good Guy could use a little bit of a boost to his lethality while in power, so we've made some adjustments to put him in a better place for the long term.
As a reminder, this update does not require a download of any new content, however players will need to restart their game for the changes to take effect.
2026-10-29 00:00 UTC+9 · Goblin_BHVR

Power: Bag of Toys
Hold the Ability button to open your Bag of Toys and select one of two random Toys. The Bag of Toys enters a cooldown state and cannot be opened again until it expires.
Special Items: Toys
Toys damage healthy Survivors and inflict injured Survivors with a Torture effect. Hold the Power button to ready a Toy and tap the Attack button to use it. Each Toy is single-use.
Acid Bottle: Throw Acid Bottles at Survivors or create Acid Puddles. Causes the Torture effect.
Flail: Perform a sweeping attack that can strike over certain obstacles. Causes the Torture effect.
Handgun: Fire a bullet. Causes the Torture effect.
Flamethrower: Shoot a stream of fire that can inflame Pallets, Windows, and Generators. Causes the Torture effect.
Bike Horn: Reveal Survivors with Killer Instinct and apply Oblivious for X seconds. Reset the timer on any active Torture effects.
Use a Toy to inflict a Torture effect on an injured Survivor. Then, use a different Toy on the Survivor to down them and inflict Terrified.
Special Action: Taunt
Press the Ability button to Taunt. Taunting a Terrified Survivor who is hooked or downed grants 1 point of Deadliness to all Toys. This removes the Survivor's Terrified status effect.
Deadliness
When a Toy applies the Torture status effect, it gains one point of Deadliness. Upon reaching maximum Deadliness, the Toy can down injured Survivors.
When the Bike Horn reaches maximum Deadliness it will interrupt any Survivors repairing a Generator or healing, and instantly regress their progress.

Laughingstock:
Survivors within 12m of a completed Generator:
Gain Exhausted.
Gain Oblivious.
When they leave this range, the effect lingers for 3/4/5s.
You see the Auras of completed Generators.
Kill Spree:
When all remaining Survivors have 2 Hook States and all Generators are completed, you can kill Survivors.
While killing a Survivor, both Exit Gate Switches are blocked. Whenever you finish killing a Survivor, this ends after 6/8/10s.
Funny Business:
Whenever you damage a Generator, you gain 10% Haste for 10s and one of the following occurs at random:
You retain your 10% Haste for 5s longer.
You get stunned for 2s.
The affected Generator is blocked for 30s.
Confetti! But nothing happens.
Cooldown: 60/50/40s.
The same effect cannot happen twice in a row.

Valkyrie's Rage:
After being chased for 40/35/30s, the next time you pallet-stun the Killer, they are stunned for 75% longer.
Shared Trauma:
Whenever you take a protection hit, all Survivors within 12m recover from Exhausted while running for 30/35/40s.
Within 32m, you see the Auras of Exhausted Survivors.
Best Gift Ever:
At the start of the trial, you earn 4/5/6 Tokens.
The first time you drop an Item of each type, spend 1 Token, then the dropped item is consumed (by the Entity). Then, based on the item type:
Flashlight - whenever you stun the Killer, they are also blinded for 2s.
Fog Vial - whenever you fast-vault, for 5s, your scratch marks disappear 50% faster.
Key - you gain +1 rummage on each chest.
Map - Auras you see for a duration last +1s.
Medkit - while healing another Survivor, you also gain healing progress at 25% speed.
Toolbox - you see the Auras of the 3 Generators closest to each other.

Introducing the The Subdivisions realm with the Hartshorne Mall, a new environment loaded with lore where players can experience a new environment in Dead by Daylight.
"Dwight was no older than five when he lost his parents in the Hartshorne Mall. A place that was once a magical escape twisted into something more horrifying. He ducked behind a door marked 'Employees Only', and found himself somewhere completely different: somewhere quiet, but no less disturbing. Something called out to him. He followed the call... and woke up at home, his parents pleading him to tell where he went. He did not answer. He could not remember."

You can now customize the gore settings under the Gameplay tab in the Settings menu.
Death Sequences can be toggled to reduce their goriness.
Natural Blood Color can be toggled to a neutral green tone.
Regional Streamer Mode, in addition to toggling the above, will anonymize all player information.

We have defined three distinct Mori categories to provide better activation constraints and also allow more flexibility in their artistic direction. These categories are:
Finisher mori
Power mori
Memento Mori offering and Perk mori
Starting with The Terrifier, all upcoming Killers will adhere to this Mori system update.
NOTE: Not all Killers have or will have a Power mori, but rather that any Moris they do have will fall into these categories.
Each mori type is superseded by the one above it, as long as the trigger conditions are all met, meaning only a single "Kill" interaction prompt is available at one time.
Activating all moris will use a standardized keybinding of the Killer's Attack input.
This system update will roll out to previously released Killers over time.

Prevent players from spamming the redeem button for a promo code that might already be expired

Improvements to the widgets in the player list

With the 10.2.0 patch, we released a lot of perk updates. We're doing a few improvements to some of them. Additionally, we were conservative with some of the numbers and after reviewing, we felt they could be buffed further.
Dark Sense
When the trial starts, and after a Generator is completed, you earn 1 Token, up to 5. (NEW)
When the Killer gets within 20m of you, spend 1 Token. Then, for the next 13/14/15s:
You see the Aura of Pallets and Windows within 32m
You see the Auras of other Survivors.
You see the Killer's Aura.
Dev note: Dark Sense was updated as a generic alternative to reveal pallets and windows within a radius. In 10.2.0, it activated upon generator completion, meaning if it didn't get a chance to trigger, players would lose value. With this PTB, we are adding a token system to allow players to have more chances to activate the perk.
Calm Spirit
You do not scare Crows or scream.
You bless and cleanse Totems, and unlock Chests silently, and 23/24/25% faster. (was 8/9/10%)
Slippery Meat
Other Survivors unhook you 65/70/75% faster. (was 90/95/100%)
Whenever you are unhooked, you gain 7% more Haste. (was 5%)
Dev note: Slippery Meat had the possibility to eliminate risk for the Survivor unhooking you. With this PTB, we are shifting some of its strength from the Unhook Speed to the Haste bonus after being Unhooked.

Dark Arrogance
You basic-vault Windows 15% faster. (was 25%)
Your successful basic-attack cooldown is 13/14/15% shorter. (was all forms of basic-attack recovery and 10%)
Whenever you are blinded, Pallet-stunned, or miss a basic-attack the duration is 15% longer. (was only blind/stun and 25%)
Dev note: Dark Arrogance regained its successful basic-attack cooldown in 10.2.2, but we felt it could be buffed a little further. To offset this, we're reducing the vault speed bonus while also decreasing the penalty to blinds, pallet stuns, and we're adding missed attack cooldowns to the penalties.
Ravenous
The first time you hook each Survivor, you earn 1 Token. For each token:
Gain 4% Haste while carrying Survivors.
Hook Survivors 4% faster.
When you have 4 Tokens, all Survivors:
Scream.
Gain Exposed for 60/65/70s. (was 80/85/90s)
Dev note: Once upon a time, Vigil drastically decreased a lot of Status Effects, including Exposed. In a post-Vigil world, we felt the Exposed duration was a little too long.
Whispers
While within 28/26/24m of a Survivor, you randomly hear whispers.
While outside of 28/26/24m of a Survivor, you gain 7% Haste. (was 5%)

Bot Improvements
Fixed an issue with Survivor Bots trying to cleanse totems when a Player is already interacting with it.
Tentative fix for Survivor Bots not unhooking while walking into the hooked Survivor.
Characters
Fixed an issue where the aura of completed generators became visible after controlling Victor (The Twins) during the End Game Collapse.
Fixed an issue where The Judgment was able to block a Survivor from escaping past the 32m range.
Fixed an issue where the camera was too far away from The Good Guy.
Fixed an issue where injured Survivors hit by The Slasher's spike would not always get correctly pinned to nearby surfaces.
Environment/Maps
Fixed an issue in Raccoon City Police Station where a Killer can block a hook and prevent a Survivor from unhooking.
Fixed an issue in Pale Rose where a Survivor could not interact with one side of a generator in the corner of the map.
Fixed an issue in Grim Pantry where collisions were missing under the stairs of the small structure.
Fixed an issue in Temple of Purgation where the Nurse could not blink through some walls in the underground section.
Fixed an issue in Disturbed Ward where Survivors are clipping through the doors of lockers.
Perks
Fixed an issue where the Perk Lay Waste had the Generator regression speed increase applied before other Generator regression Perks were triggered.
Fixed an issue where the Perk Merciless Storm caused a Skill Check to automatically fail after the second Skill Check when playing against The Doctor.
Fixed an issue where there was an inconsistency in the activation of Hex: The Third Seal.
Fixed an issue where the perk Chemical Trap was unable to explode when placed on a pallet at the same time it was being broken by certain Killer Powers.
UI
Fixed an issue where the Wiggle Skill Check Bar was starting at an incorrect position.
Fixed an issue where The Onryo Condemned HUD indicator remained dim after a TV teleportation near a Survivor with active stacks.
Fixed an issue where a Bloodweb Error would frequently occur when selecting the Loadout Tab while the Bloodweb was progressing.

Best Gift Ever - Deathslinger gets blinded when his chain breaks if the Survivor has the Flashlight "buff"
The vignette of Blood when failing a Skill check on a hook is red instead of green when the Natural Blood Color Setting is turned off.
The Singularity's biopod splashes white when being created or destroyed with Natural Blood color options set to Off.
The blood from Moris remains red with the blood color Gore adjustment setting active for some killers when the Natural Blood Setting is turned Off.
The Terrifier mori tracker does not change state when a power mori is used.
Opening match details shows incorrect information.
Additional polish on The Terrifier Moris animations and VFX is ongoing.
Terrifier Power description does not specify that Horn Oblivious and Deadliness Score only trigger when multiple Survivors are detected.
Applying Terrified to a Survivor affected by Endurance displays the Terrified VFX while they remain Injured.
Terrifier's camera shakes temporally after interrupting a survivor from vaulting.
Misaligned animation during the Survivors Pick Up interaction.
2026-10-24 03:00 UTC+9 · Goblin_BHVR

Mother of Sanctuary. Lord of Hatred. Lord of Lies. Hell is coming to The Fog.
Even in the Burning Hells, nothing escapes The Entity’s reach. With 30 years of soul-shattering horrors at its disposal, The Diablo Collection unleashes Sanctuary’s most iconic heroes and villains into The Fog.
A new evil enters The Entity's domain.
Lilith spreads her love in The Fog as a Visceral Outfit for The Artist

While her father, Mephisto, and the Lord of Lies, Belial, arrive as Ascended Outfits for The Nurse and The Dredge.


Sanctuary's greatest heroes face new horrors in The Fog.
The Barbarian's Plight, the Sorcerer's Perspective, and the Necromancer's Duty arrive as Very Rare Outfits for David King, Zarina Kassir, and Taurie Cain.



Caroline Faber, Steve Blum, and Ray Porter return to voice Lilith, Mephisto, and Belial in Dead by Daylight.
2026-10-23 04:50 UTC+9 · Goblin_BHVR

Whether you were able to tune in live (thanks!) or you're dropping by to get a tl;dr, we're here to give you a recap of some highlights from today's community stream:
As you may remember, back in 10.1.0, we updated how MMR is calculated. While kills and escapes continue to be an aspect of MMR calculations, they are no longer the only thing used to calculate these values. Now, we also factor in a wide range of actions that help progress the game – think, emblems.
Of course, certain aspects of the MMR have stayed the same. Namely, Killers keep their individual MMR ratings, Survivor share their MMR, matchmaking prioritizes wait times over exact MMR matching, and MMR gains/losses are calculated by comparing Killers and Survivors against each other in a match.
Since making this change in 10.1.0, we've been keeping a close eye on this system and recently noticed that Survivors' Altruism wasn't giving as much MMR as it should have.
To make sure altruistic play is correctly rewarded, we made an adjustment to our MMR system earlier this week (thanks to the adjustable elements of the algorithm), increasing this value. We'll continue to keep a close eye on how this impacts players' MMR and matchmaking before making any further changes.
Last update, we adjusted over 50 perks, focusing on improving generic perks and those that were affected by Diminishing Returns and could use an adjustment.
Watching the results of these changes, we saw some shifts in the usage and kill / escape rates for these perks. Here's a recap of which ones saw the biggest increases and decreases:
KILLER USAGE
📈 Scourge Hook: Monstrous Shrine
📈 Undone
📈 Help Wanted
📉 Dead Man's Switch
📉 Hex: Thrill of the Hunt
📉 Hex: Blood Favor
SURVIVOR USAGE
📈 Five Moves Ahead
📈 Spine Chill
📈 Resilience
📉 Windows of Opportunity
📉 Stake Out
📉 Slippery Meat
KILL RATES
📈 Help Wanted
📈 Ravenous
📈 Shattered Hope
📉 Hex: Thrill of the Hunt
📉 Hex: Blood Favor
📉 Dissolution
ESCAPE RATES
📈 Road Life
📈 Sole Survivor
📈 Spine Chill
📉 Shoulder the Burden
📉 Stake Out
📉 Self-Preservation
PERK ADJUSTMENTS
As a follow-up to last update's perk changes, we're making further adjustments to some perks that were tweaked in 10.2.0! Here's a recap of the changes:
Calm Spirit: We felt the Action Speed bonus was a little low, so it's increasing to 25%.
Dark Sense: This perk can sometimes trigger at inopportune times and we don't want you to feel like its uses are wasted. We're adding a token system so you can "bank" its activations.
Dark Arrogance: We know many of you really liked this perk back on the 10.2.0 PTB, so we're continuing to tweak it to capture its PTB feeling without being too strong. We're increasing Successful Basic Attack cooldown to 15%, reducing Window Vault Speed to 15%, adding Missed Basic Attack cooldown to penalties, and reducing the penalties to 15%. And of course, we will continue to monitor how this goes!
Ravenous: Since this was originally designed when Vigil affected Exposed (and is no longer the case), we're lowering the Exposed duration to 70s.
Slippery Meat: Due to the Unhook Speed, this was too efficient at securing risky unhooks, so we're reducing Unhook Speed to 75% while increasing Haste to 7%.
Whispers: We were a bit conservative with our initial Haste increase, so we're increasing it a little more to 7%.
MORI UPDATE
We're also making some changes to the Mori system and will be rolling this out over time. The goal? To better define and clarify the rules behind different types of Moris.
Moving forward, there will be three types of Mori: Finisher, Power, and Short. While these will all trigger with the Attack button, they'll function a little different:
Finisher Mori: Used to kill the final Survivor, ending the match. This is a longer, more cinematic Mori.
Power Mori: Think of this as a "mini-Mori", that's triggered by certain Killer's powers. This Mori has a short length.
Short Mori: A simple Mori that's triggered by perks and offerings. This Mori also has a short length.
We plan to revisit older Killers' Moris down the road, but for now, they will use their current Mori for both Finisher and Short Mori situations.
BACKEND TUNABLES
We know how important balance is to you, so we're building a system which lets us make changes to Live content without needing to wait for a patch. The intention is to get small balance changes in your hands more frequently, tapping into your feedback and making adjustments between patches, which previously limited when we could make changes.
Backend tunables will largely focus on Killer adjustments (similar to what you may have noticed in 10.1.2 with The Judgment) and base game number tweaks. Using this system, you can expect some tweaks to The Executioner (Faster charge! More range! Snappier feel!) and The Judgment (Power cooldown! Zealous duration!) soon.
We can't wait to continue building on this system, although to set expectations, it will take some time. In the future, we'd love to include support for addons, perks, items and more.
Coming in January, this update will feature a medium-sized Killer update, multiple smaller Killer tweaks, and adjustments to around 15 perks (including Eruption, Sloppy Butcher, Surge, Hyperfocus, Shoulder the Burden, and Resurgence).
That's not all! We also answered a bunch of questions, as submitted by you! Check out the stream recording to see what we discussed, or head over to our brand new Twitter account – @DbDPulse, featuring updates from your humble Community team – where we'll be posting some of the Q&A highlights.
Until next time...
The Dead by Daylight Team
2026-10-21 00:01 UTC+9 · rblanchard_bhvr

Dark Arrogance
You basic-vault Windows 15/20/25% faster.
Your basic-attack cooldown is 10% shorter. (was only missed, and 15/20/25%)
Whenever you are blinded or Pallet-stunned, the duration is 25% longer.
Dev note: The team has heard the feedback that the PTB to Live change for Dark Arrogance was an overcorrection. The basic-attack cooldown will apply to all outcomes (missed, obstructed, successful), at a smaller reduction percentage. We will continue monitoring to see if further adjustments are needed in a future update.
Event will run from November 5th - November 12th. Check out the available quests for rewards!

Fixed an issue where the flesh hit sound effect was missing for Survivors when successfully hit by a basic attack from several Killers, including The Nemesis, The Cenobite, The Onryo, and The Dark Lord.
Fixed an issue where The Dark Lord's lullaby could still be heard while in Bat form during a Lights Out event Trial.
Fixed an issue where the intestinal whip sound effect was missing when The Krasue opened Portals or used the teleport interaction while in Head form during the Haunted by Daylight 2026 event.
Fixed an issue where the locker grab stinger played when grabbing a Survivor who was vaulting a window or pallet for certain Killers, including The Singularity, The Good Guy, The Unknown, The Houndmaster, The Krasue, The Slasher, and The Judgment.
Fixed an issue where Mikaela's hands are clipping in the dress of the '' outfit.
Fixed an issue where when screaming, A2's hair appears bent.
Fixed an issue where there could be a gap between The Houndmaster's dog Snug and the survivor being grabbed.
Fixed an issue on Nostromo Wreckage where the projectiles were blocked by invisible collision around the meeting table.
Fixed an issue on Pale Rose where the players can't interact with one side of a generator.
Fixed an issue on Treatment Theatre where the door frame is off set.
Fixed an issue on Badham Preschool where bushes didn't have collision.
Fixed an issue where the game could crash during map generation under rare conditions.
Fixed an issue where the Matchmaking button queue timer would start prematurely and continue after queueing has stopped.
Fixed an issue where the game could crash during loading on some platforms.
Fixed an issue where Void Haunts could pass through breakable walls.
Fixed an issue causing The Dark Lord's lullaby to be heard while in Bat form.
Fixed an issue causing Uncommon/Common items to be found in chests.
Fixed an issue causing Lantern VFX to linger when exiting/entering a Locker in quick succession.
Fixed an animation issue causing Survivors to clip through Generators when placing Lanterns.
Fixed an issue where only 10 Chests would spawn on Treatment Theatre.
Fixed an issue where Survivors would incorrectly hold the Lantern when injured.
Fixed an issue where Survivors' lantern position is held the wrong way while opening the exit gate.
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.