As a Survivor, your main objective is to escape the level through one of two metal gates. To be able to escape, Survivors must repair generators. These generators are scattered across the level. To be able to open the gate, a minimum of five generators must be repaired. This in turn activates the gates and Survivors can now open a gate and escape.
The Killer’s primary objective is to knock Survivors to the ground and carry them to Meathooks in the levels to sacrifice them. If a Survivor is sacrificed they are out of the game and will return to the lobby.
The Skill Shot is a crucial part of repairing generators, healing and sabotaging. A form of Quick-Time-Event, where you need to be fast and precise. A Skill Shot is a way of speeding up repairs, but if you fail, the generator will break, and you will be set back.
Survivor Perks improve your chances of surviving. Pick the right selection of Perks to change the basic playstyle and increase your chances of a successful escape. Offer your Bloodpoints to the Entity in the Bloodweb and it might improve a perk. This will boost it by one level, furthering its ability.
Eventually a Survivor will be able to master the perks they have collected from the Bloodweb and teach their unique Survivor perks to other Survivors or Killers.
Dwight isn’t the typical guy you think of when someone says "survivor". He lacks that certain pizazz and without his glasses he’s more or less blind. But as the sun sets and the woods comes alive, Dwight clasps to his rat race life, making sure that he’ll live to see another day even though something unimaginable is after him. Dwight won’t stop. He’ll survive no matter what. As others spent hours being seen in high school. He spent hours becoming invisible and avoiding danger. And it doesn’t matter if it’s dangers in the hallway or dangers in the woods. Survival is key. As other employees panic when terror infects them, Dwight makes use of his disturbing teen experience. The tables have now turned and now others need to follow to Dwight’s firm directions if they are to survive as he knows how to disappear.
Dwight is skilled at finding others and working as a group. His perks help him and others, by keeping them together and alive.
Unlocks potential in one's Aura Reading Ability Other Survivor's auras are revealed to you when they are within a certain range.
"We have to work as a team, I need you to survive so that I can survive!"
Receive an incremental speed bonus to repair, healing and sabotage actions when other Survivors are near.
"I'll show you what I can do!"
You're able to organize a team to cooperate more efficiently. Increases other Survivors' repair, healing and sabotage speeds when they are near you.
"Listen to me if you don't wanna end up on a hook."
Meg is one of those who is just simply filled with energy. Unfocused and uncontrollable energy that had to come out. As a kid it came through rowdiness and rebellion. Someone had to focus Meg before something went terribly wrong. Fortunately, someone did. She started to run. Maybe from something undefined that fueled her energy. So to run equaled life. But to run now might attract those beings that crave the pain of others. But as she runs from something, instead of towards it, she understands something. She understands that speed is not of the essence. It’s reaching that finish line. Rather last but still breathing. She deludes whatever is out there as she glides through obstacles and fear, thus managing to stay alive.
Meg gets her adrenaline pumping as the situation gets tight. She is fast and knows how to move around without making a sound.
You do not make as much noise as others when quickly vaulting over obstacles or hiding in lockers. The vault and hide actions' noise detection range is reduced.
"They will never catch me!"
When starting to run, break into a sprint for a few seconds. A recuperation of is necessary before being able to use Sprint Burst again.
"See if you can catch up..."
You instantly heal from injury or from dying (dying only at rank 3) and sprint faster than your normal running speed for a few seconds when an exit gate opens. Adrenaline does not apply if you are disabled at the moment it should take effect.
"I've never missed a race, I always reach the finish line!"
Jake’s destiny was set even inside his mother’s womb. Heir to wealth, noble manners and caretaker of the family reputation and legacy. During torture it’s not pain that breaks a man, it’s immense pressure. And Jake couldn’t handle any more pressure. Instead he sought the opposite of fine dining and maids. He left the grid and ended up with a forest as closest neighbour. A self made outsider, Jake understands nature. He’s not there to tame something - rather him becoming feral. Remove the brutal killers that seek out blood to drain and Jake would feel just at home. No wi-fi. No Fortune 500 companies. No father nor mother. Years away from modern life has given Jake a new feel for problems. Pain is just an obstacle that hinders you from getting fed. No matter what is hunting you, you need to stay one step ahead. Struggle, blend in, adapt. Just don’t make it easy for others to erase you from the earth’s surface.
Jake is all about keeping calm as you face true terror. He is one with nature and are used to surviving by any makeshift way possible.
You're able to concentrate and numb some pain. Grunts of pain caused by injuries are reduced when you don't move.
"This is nothing!"
Animals stay calm in your presence. Reduces chances of alerting woodland creatures.
"Come here little friend, I won't hurt you."
Unlocks the ability to sabotage without a toolkit. Skill Checks triggered in this situation have a reduced Success Zone. Increases efficiency of toolbox sabotage.
"Hopefully this'll buy me some time."
Claudette is not the outgoing type. Her brilliance provided her with a social handicap and she has fled the real world for chat rooms and forums. Botany and studies fill her life and even though she yearns for something else - it won’t come via a modem. Being thrown into a real life situation can feel awkward and forced. But as she is used to shutting out the world, she suddenly finds hope in this unexplainable darkness that is slowly devouring her. A plant. A tree. A bush. Simple greenery that might save a life. She hides within and amongst them. Her knowledge and skills flourish as gruesomeness roams free around her.
Claudette uses her time out of the fog to collect potent plants found around the campfire area to create tincture that can stop bleeding.
Unlocks potential in one's Aura Reading Ability. Dying or Injured Survivors' auras are revealed to you. Empathy does not reveal auras of Survivors when they are in the Killer's direct contact.
"Just stay there. I'll come for you!"
Some plants found in the forest can be made into tinctures that slows down bleeding. Healing speed and efficiency of healing items is increased.
"Basic botany knowledge could save your life someday"
Unlocks the ability to heal yourself without an healing item. Skill Checks triggered in this situation have a reduced Success Zone. Increases the efficiency of the healing item Self-heal.
"I'm not dying here in this hellhole!"
Nea grew up in the small town of Hjo in Sweden. She had a happy childhood even though her mom and dad worked hard. As the opportunity to move to the US became a reality she started acting out. Her parents didn’t really pick up on this as a reaction to their move. Nea was forced to leave her friends and life behind. Nea shied away from what her parents considered “normal”. Instead she took refuge in skate parks, and her tag “Mashtyx” was seen more or less all over her new hometown, and Nea made a sport out of tagging government buildings. Finally Nea’s parents became used to Nea disappearing for a few days on end. As she’s nimble and almost catlike, she’s able to evade deadly dangers. Years on skateboards has proven worthy training. And keeping her head down, avoiding the fuzz can be applied to all dangers. The only question is whether she has some interest in not giving up.
Nea is focused around movement - making her faster and more balanced.
When Balanced Landing is active, stagger effects from long falls are reduced.
"I've always felt like a cat"
Years of evading the cops thought you a thing or two about stealth. Your movement speed while crouching is increased.
"I've kept my head down since birth"
Long nights out has taught you to do a lot with what you've got. Reduce consumption rate of item charge.
"You have to stay smart, stupidity gets you dead"
You never know what really matters in life until you’ve realized it might end soon. Laurie is one of those who just wants a quiet life in the suburbs, hanging out with friends, family and maybe go on a date or two. Laurie is a typical teenager. You could pass her on the street and not think twice. She does her homework and is liked by her friends, teachers and family. A simple night of babysitting turns into something that will forever change the course of her young life. A knife swooshing through the air. Screams from afar. Noises that plays tricks with her mind. But not Laurie, she’s made of something stronger. Something that won’t give up.
The Survivor perks are tied to the Killer’s Obsession and surviving - no matter what.
As more of your friends fall to the Killer, your chances of survival increases due to an unexplained force. Each survivor killed or sacrificed disrupts the Killer’s aura reading ability. However, as each of the other survivor get killed or sacrifice, your chances to be the Killer’s Obsession will increase until you remain the sole survivor.
"It was the boogeyman" -Laurie Strode
Using whatever is at hand, you stab at your aggressor in a last attempt to escape. You can only use this perk once per match. When grabbed by the Killer, you succeed a skill-check to automatically escape the Killer’s grasp and stun the Killer.
"There's nothing to be scared of" -Laurie Strode
A supernatural bond links you to the killer. If you are the Killer’s obsession and looking in the Killer’s direction, your link will reveal your auras to each other. This effect applies only if you are outside the killer’s terror radius and within a maximum range. While it helps you to locate the killer’s position, it also increases your chances to be found by the Killer and become his Obsession.
"He was watching me!" -Laurie Strode
Ace Visconti is one charming guy. With his sharp Italian looks, grey-streaked hair and silver tongue, he can pass for an aging 50's movie star. His heart has always belonged to the cards. From his roots as a poor boy in Argentina, he gamed, scammed, seduced and smooth-talked his way to a life of luxury as a high roller in the land of opportunity. Money has always had a way of slipping through his fingers, but Ace figures he can always win more. Eventually he racked up too many debts with the wrong kind of people. But when they finally came to collect, Ace was nowhere to be found. No one knew who tipped him off or where he has gone, but everyone who knows Ace Visconti can agree on one thing: He will survive… against all odds.
Ace is one lucky bastard or at least he believe he is. Therefore, he`s always ready to take a chance.
Lady Luck always seems to be throwing something good your way. When retrieving an item from a chest, there is a chance that an add-on of very rare rarity or lower attached to it.
"Everything that glitters isn’t gold. But gold isn't worth a damn in this place, so this should come in handy." -Ace
All will be well in the end; you just know it. Your confidence strengthens the feeling of hope for those around you. For each other survivor still alive, grant bonus to luck to all remaining survivors.
"What can I say? I’m just a very lucky guy... I’m sure some of it will rub off on you." -Ace
Luck is more than chance, it takes a bit of skill thrown in. You stay alert at all times. Strengthens potential in one's aura reading ability and increases aura reading ranges.
"Paying attention is what kept me alive through the years. That, and my good looks of course." -Ace
It took two tours in Vietnam, a handful of medals, a knee full of shrapnel, and an honorable discharge to get William "Bill" Overbeck to stop fighting and try to live a peaceful life. He hated it. After decades spent drifting aimlessly through dead end jobs, Bill went in for a routine surgery and woke up to find the world he knew was gone. A plague was turning normal people into mindless killing machines. Naturally, the first thing he did was fight his way home and put on his uniform. Making his way through rural ghost towns and pitch-black forests, he found other survivors, and together they fled from the infected hordes. In the end, Bill sacrificed himself to ensure their safety. His body was never found. Bill was left for dead. No one knows that he still has the only thing he ever wanted: an enemy to fight.
Bill is tough as nails and knows how to survive just about anything. He’ll do whatever it takes to help others live to see another day and he’s not afraid to take one for the team.
You are fueled by unexpected energy when saving an ally from a hook within the killer's terror radius. Once per match, after unhooking a survivor within the killer’s terror radius, any damage taken that would put you or the unhooked survivor into the dying state will instead trigger a bleedout timer. Taking any damage during the bleedout timer or reaching the end of the bleedout timer will put you into the dying state.
"Probably stings like hell, but it ain't gonna kill ya. Up and at 'em, soldier. Time to move!" -Bill
Past battles have taught you a thing or two about survival. Grants the ability to fully recover from the dying state once per trial. Increases dying recovery speed.
"Godammit, I am seriously FUBAR!" -Bill
You’ll get the job done… no matter the cost. If you are the last person remaining in the trial, for each generator that needs to be completed, gain a bonus to repair speed.
"I'm not horseshittin' around. I'm doing this alone!" -Bill
Feng Min was a young girl when she first picked up computer games, and she was instantly hooked. The brand new worlds enchanted her with colors, sounds and explosions – a chance to be somewhere else, or someone else. Her parents saw no wrong with a few minutes in front of the screen, but as minutes turned into hours and sometimes days, they finally decided to pull the plug and force Feng Min to put more efforts into her studies.
She felt smothered by parents who refused to see the potential of a future in games, so she left home and spent her time in internet cafés and LAN parties where the old rules didn’t apply. She spent hours playing, streaming, competing to rise to the top. Her parents became what she called “holiday parents” as she never saw them outside the holidays, and she became the black sheep of a one-child-family. In the gaming world, however, she finally found respect. Nicknamed the “Shining Lion,” she was invited to join a prestigious e-sports team and to live in their dorms, where she found a sanctuary free of the misconceptions and prejudice she had felt from her parents and the non-gaming world.
Feng Min pushed her limits to prove she was the best. Sleep was less important to her than training. At the top of her game, she filled stadiums with fans who adored her. But it couldn’t last forever; The pressure to be the best grew stronger and stronger. She pushed herself too far, slept too little, and her performance began to slip. She started to lose. At night, she would stay up, tormented by the thought of disappointing her parents… and her fans.
She spiraled out of control and fell into a pattern of self-destruction. She started wandering the streets and visiting bars, where no one knew of e-sports, waking up in places she didn’t remember. One day she woke up somewhere completely different… in a never-ending nightmare. Feng Min did not despair – as she learned more about the challenge she was up against, she realized this was what she had been training for her entire life. Now, she was going to win.
Feng’s perks are about silence and evasion. About keeping the Killers unaware of your presence. It’s about keeping your distance to those coming after you.
You are apt at handling machinery with the greatest care and precision. The noises caused by your repairs and their hearing distance are reduced. On a failed repair Skill-check, there is a chance the generator explosion will be prevented.
"I’m gonna stealth this one." -Feng Min
Your acute senses are on high alert. When the Killer performs the break action within range, he is revealed to you.
"I have true sight." -Feng Min
After performing a vault, break into a sprint. Activates in chases only. Causes Exhaustion. Lithe cannot be used while Exhausted.
"U mad?" -Feng Min
The single child of a wealthy family, David King seemed destined for greatness. While growing up in Manchester, he demonstrated serious potential in both sports and academics, and with his family connections, all doors were open to him. He could have succeeded at anything, if it weren't for his combative nature. David lived for the adrenaline rush of a good fight and would go out of his way to get into one.
His robustness and athletic abilities led him to rugby, where he could cut loose and really cause a ruckus. King excelled and gained a reputation as a promising, if somewhat reckless, rookie. His meteoric rise came to an abrupt end when he lost his temper and assaulted a referee, earning himself a lifetime ban from the league and cutting short what most people assumed was going to be a long, successful career. King was unconcerned; money was no issue, so he took it as an early retirement and focused on other fun things to do.
Free from the constraints of a career and enabled by the wealth of his family, David King spent most of his time at the pub, drinking, watching games, and getting into fights. Some might say he was wasting his life away. Not many people knew that he was an occasional "debt collector" or that he fought in clandestine bare-knuckle fight clubs.
When David King stopped showing up at the pub, the few friends he still had were not surprised. They figured he had finally picked a fight with someone stronger than he was. In a way, they were right.
David King’s perks are a result of his years playing rugby and stems from his strong physique and his need for adrenaline. But being fast isn’t everything, he’s - sometimes - also a teamplayer. But that side is seldom seen.
You can take a serious beating. When injured, tap into your adrenaline bank and dash forward quickly to avoid damage. Causes exhaustion.
"We were walkin’ through t’ginnel one night when a beer bottle flew past me, then another, and another. I thought to myself, “Gonna ’ave some fun ‘ere lads, let’s get stuck in!’". It were a right dust up, I swear down! " -David King
Your few friends deserve the best protection. Start with a penalty to altruism points gain. Each time you rescue or take a hit to protect a survivor, gain a stackable bonus to all Bloodpoint gains.
"Come on then, let’s ‘ave it! I don’t give a shit pal." -David King
Go on our kid, it's just a scratch.. You start the trial injured and won't let anyone heal you beyond this state. Your thick blood coagulates practically instantly.
"I lost it. Just lamped him one.. They went and banned me didn’t they.. Went t’pub afterwards, had a few pints and moved on to the next chapter. I couldn’t be mithered with it all anyway, you know what I mean? Can’t be arsed." -David King
When he heard that Nancy’s mother had disappeared, Quentin Smith knew instantly that their success had been short-lived. Although their plan had seemed to work flawlessly, Freddy Krueger had beaten death yet again.
But Quentin wasn’t about to give up. It may take many attempts, but he vowed that somehow they would find a way to beat Freddy, once and for all. If he didn’t, it would only be a matter of time before Freddy would win and Nancy was lost.
Someone like Quentin never attracted attention in a library, no matter how strange the texts he requested. He devoured all the information he could find, on shared dream worlds, lucid dreaming, and the methods to control the dream space. Forcing himself to stay awake, via a steady diet of pills and energy drinks, he searched through dusty volumes, finding myths about the demons that live in dreams, trapping their victims in limbo and feeding off their terror. He worked quickly as he knew that Freddy would soon be coming for him.
It wasn’t long before that moment arrived and Freddy began appearing in his dreams. He stayed at the periphery at first, taunting Quentin, seemingly hoping to tire him out. Using all that he had learned, Quentin was able to see flaws in the dream; cracks where escape routes could be formed. He tested this skill carefully, not wanting to show his hand, hoping that it would give him some kind of advantage that he could use to defeat Freddy.
Then, one night, he found himself in the familiar environment of Badham Preschool. Freddy had tired of the taunting and had finally decided to gut him. Quentin ran through the school, his quick eyes scanning for something useful in the maze of rooms. He found a can of paint thinner and quickly formulated a plan. Once the trap was set, he waited, acting as the lure to draw Freddy into the right position. And there he was, claws scraping on metal as he closed in for the kill. Quentin allowed himself time to enjoy the surprise on Freddy’s face as the corridor ignited and then he was away, running through the building, heading for the exit that he knew existed. If he harried Freddy, weakening him and then escaping the dream, surely that would defeat him over time? Before his eyes, the cracks in the dream closed and his escape route was blocked. He was in Freddy’s secret room again, and there was nowhere to run.
As Freddy closed in, a broad grin spreading across his ruined face, Quentin was consumed with a need to see this man finally obliterated. He wished it had been him, not his father, who threw the gas can that ended Krueger’s life, that it had been him who cut Freddy’s throat. Perhaps that desire would be enough? This was a realm of the mind after all.
He let it consume him, concentrating all his thoughts on wishing Freddy gone. His vision was obscured with roiling tendrils of fog and, when it cleared, he was somewhere else. In another dream? If so, it wasn’t his; it felt cold and unfamiliar.
A flickering drew his attention and he realised he was by a campfire, and he wasn’t alone. Other people were trapped here too, and they needed his help.
Quentin’s perks focus on survival and helping others - providing a kind of support in this nightmare.
You have a knack for finding medicine. Searches through chests are faster and the noises they cause along with their hearing distances are reduced. Pharmacy guarantees an Emergency Med-Kit on your first completed chest search.
"Adrenaline, it's going to keep us awake. I stole it from one of the nurse's carts." -Quentin Smith
You watch over your friends even in dire situations. You and your allies within range recover from Exhausted, Hemorrhage, Mangled, Hindered and Blindness status effects faster.
"I'm gonna be here when you wake up. You're gonna make it." -Quentin Smith
Unlocks potential in one's aura reading ability. Once all generators are powered, Exit Gates are revealed to you when within range. While opening the Exit Gates, reveal your aura to other Survivors within range. While Wake Up! is active, you open the Exit Gates faster.
"Ok, look. If we survive the next 24 hours, then I'll take you out on a real date." -Quentin Smith
Detective David Tapp was one of the good guys. His determination to see killers brought to justice and their victims avenged had led him through a long and respected career.
When he first saw the details of the Jigsaw case, it seemed like many others. More grisly and macabre, sure, but just another lunatic with a penchant for the over-dramatic, who would soon be behind bars.
A stroke of insight brought Tapp, and his partner Detective Stephen Sing, to an abandoned mannequin factory, where they discovered Jigsaw’s lair. They apprehended the man but he managed to escape before being unmasked, slashing Tapp’s throat as he did so. Leaving his partner, Sing went in pursuit but fell victim to a booby trap. Tapp had failed to go by the book on this one occasion, entering the lair without a warrant, and it had resulted in a Detective’s death. He was discharged from the force and left with a ruined throat and crippling guilt.
He channelled that guilt into an obsession: he would find the killer, stop the murders, vindicate himself, and avenge his friend and colleague. Following the evidence trail brought him to Dr Lawrence Gordon and he staked out the doctor’s apartment, sure that he would find some evidence of guilt.
Then he saw a stranger at Gordon’s window and heard gunshots. Tapp confronted him and the man fled, with the pursuit leading to an industrial building.
Tapp’s age caught up with him, A fight that he would easily have won in his younger days ended with Tapp taking a bullet to the chest. Slumping to the floor, he saw only failure. He had failed his partner and the other victims. Whoever the killer was, Tapp had been unable to stop him. More would die and it would be his fault.
He let the rage and guilt consume him and closed his eyes for the final time. Beneath him, the concrete floor softened. He dug his fingers into the ground, feeling dirt and leaves. Where his chest had been wet with blood, the shirt was now dry and the pain had gone. His eyes opened onto a darkened sky and the jagged, searching fingers of branches.
Screams echoed through the forest and a new determination filled him. His mind was clear for the first time in months. Victims needed to be avenged, killers thwarted. He didn’t know what this place was, but he was still a cop, and he always would be. He had a job to do.
David’s perks are all about determination and not giving up. You are dead set on reaching your goal and survive no matter what.
There is nothing stopping you. Your ferocious tenacity in dire situations allows you to crawl faster and recover at the same time.
"What the hell is this? I'm taking this bastard down!" -Detective David Tapp
Unlocks potential in one's Aura reading ability. When completing a Generator, Auras of Generators, Chests and Totems within range are revealed to you for 3 seconds. If you are holding a Map that can track objectives, objectives revealed by Detective's Hunch are added to the map.
"Are you able to tell us where you were last night?" -Detective David Tapp
Getting close to the Killer fills you with determination. When standing within the Killer Terror Radius for some time and not in a Chase, you gain a Token up to a maximum. When Stake Out has at least 1 Token, Good Skill Checks are considered Great Skill Checks and consume 1 Token.
"I had you, I had you on your knees. You're runnin' scared because we had you. We're gonna close this case!" -Detective David Tapp
Items can be used by Survivors and are equipped on the Loadout screen - unless specified otherwise. Items generally help the Survivors in-game to ease their way towards escape. Depending on the Item, it is used in different ways. Items can be acquired either in-game or in the Bloodweb.
Items are kept as long as you manage to survive a level, if you die, you lose your item. Items are also recharged if you manage to survive a match and escape with them.
Add-ons are modifications that can be tied to an item, improving their use, making it even more powerful. Add-ons can be gained in the Bloodweb.
The Flashlight can be used for several purposes. However, every time you use the Flashlight, you expend the battery. So be careful not to deplete it. Batteries recharge between matches if you survive and manage to bring it back with you.
The Med-kit is a handheld pack filled with First Aid equipment for a quick patch up. It will greatly enhance healing abilities and will allow you to heal yourself. It can save you life as you are low on health.
The Med-kit has a limit to amount of uses and once depleted it can only be refilled by surviving a match and bringing it back with you.
The Toolbox is a set of tools and mechanical parts that can be used in two situations:
The Toolbox can be depleted as it has a limited amount of uses. It is refilled between matches if you manage to survive and bring it back with you.
The Skeleton Key is used for two things:
The key depletes upon usage, but is reloaded as you bring it back with you when you escape a level.
The Map grants the holder with knowledge of the level, outlining certain objects. You can also place markers in the level and it will also gather information the player finds across the level.
The Map has a limit to use and depletes upon overusing, but is reloaded as you bring it back with you when you escape a level.
Pull-downs are interactable objects in the level that look like pallets. Pull-downs are primarily used to hinder the Killer. Especially effective if a Survivor is being chased.
Chests are found in levels, and can be searched by Survivors to acquire items. They are common and aren’t protected by a lock. Upon opening the Survivor must search the chest to find items.
Survivors can pass through the open window frames they find in the level. They can be used to access buildings or also to escape the Killer as the Survivor can often traverse them much faster than a chasing Killer.
Closets are found across the level and can be used by Survivors to hide from the Killer. Once hidden in a Closet, the Survivors is able to look around to scan the area. View is limited whilst hidden in the Closet.
Dead by Daylight is a trademark of Starbreeze AB and Behaviour Interactive. All other trademarks are properties of their respective owners. Developed by Behaviour Interactive and published by Starbreeze AB. All rights reserved. Starbreeze AB and the Starbreeze logo are registered trademarks of Starbreeze AB. ©Valve Corporation, Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S and/or other countries. The ratings icon is a trademark of the Entertainment Software Association. All other marks and trademarks are the property of their respective owners. All rights reserved.