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Dead by Daylight

Behaviour Interactive · Horror, Survival

Overview

10 years of horror. 10 years of jump scares and close calls. 10 years of brutal sacrifices and thrilling escapes. Trapped forever in a realm of eldritch evil where even death is not an escape, four determined Survivors face a bloodthirsty Killer in a vicious game of nerve and wits.

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Death Is Not an Escape.

Trapped forever in a realm of eldritch evil where even death is not an escape, four determined Survivors face a bloodthirsty Killer in a vicious game of nerve and wits. Pick a side and step into a world of tension and terror with horror gaming's best asymmetrical multiplayer.

Survivors play in third-person and have the advantage of better situational awareness. The Killer plays in first-person and is more focused on their prey.

The Survivors' goal in each encounter is to escape the Killing Ground without getting caught by the Killer - something that sounds easier than it is, especially when the environment changes every time you play.

Key Features

  • Survive Together… Or Not - Survivors can either cooperate with the others or be selfish. Your chance of survival will vary depending on whether you work together as a team or if you go at it alone. Will you be able to outwit the Killer and escape their Killing Ground?
  • Where Am I? - Each level is procedurally generated, so you’ll never know what to expect. Random spawn points mean you will never feel safe as the world and its danger change every time you play.
  • A Feast for Killers - Dead by Daylight draws from all corners of the horror world. As a Killer you can play as anything from a powerful Slasher to terrifying paranormal entities. Familiarize yourself with your Killing Grounds and master each Killer’s unique power to be able to hunt, catch and sacrifice your victims.
  • Deeper and Deeper - Each Killer and Survivor has their own deep progression system and plenty of unlockables that can be customized to fit your own personal strategy. Experience, skills and understanding of the environment are key to being able to hunt or outwit the Killer.
  • Real People, Real Fear - The procedural levels and real human reactions to pure horror makes each game session an unexpected scenario. You will never be able to tell how it’s going to turn out. Ambience, music, and chilling environments combine into a terrifying experience. With enough time, you might even discover what’s hiding in the fog.

WARNING: PHOTOSENSITIVITY/EPILEPSY SEIZURES - READ THIS NOTICE BEFORE PLAYING

A very small percentage of people may experience epileptic seizures or blackouts when exposed to certain kinds of flashing lights or light patterns. These persons, or even people who have no history of seizures or epilepsy, may experience epileptic symptoms or seizures while playing video games. If you or any of your relatives has an epileptic condition or has had seizures of any kind, consult your physician before playing any video game.

IMMEDIATELY DISCONTINUE use and consult a physician if you or your child experience any of the following symptoms: dizziness, altered vision, eye or muscle twitching, involuntary movements, loss of awareness, disorientation, or convulsions. Parents should watch for or ask their children about the above symptoms.

You may reduce risk of photosensitive epileptic seizures by taking the following precautions: sit farther from the screen, use a smaller screen, play in a well-lit room, do not play when you are drowsy or fatigued.

From the game's Steam store page.

THE GAMEQ VERDICT9,985 reviews analyzed

What players are actually saying

GameQ verdict: Mixed

A tense, unique chase game with a great horror roster that shines with friends, soured by a hostile community, matchmaking and balance.

78% positive on Steam · 939,843 reviews

1. Summary

Ten years after launch, reviewers still praise the same things: the tense one-versus-four chase, a big roster of killers who each play differently, the licensed horror icons (Jason, Springtrap, Wesker, Ghost Face, Nicolas Cage), and the chaos of playing with friends. Some recommend it while calling it a "toxic relationship" they can't quit.

The complaints start with other players. Reviewers describe abuse in end-game chat and on their profiles, and lobbies that put 100-hour players against squads with thousands of hours. They argue over balance: most reviews that name a side call the game survivor-sided, while survivor players, solo ones especially, say the opposite. The Judgement, a killer released in late August, drew complaints about a beam that hits from across the map and about the stated reason for a pre-release nerf, which was that streamers reading chat were getting hit. Then there are the technical problems: crashes and server drops punished with matchmaking bans, a Steam-only Denuvo anti-cheat trial in early September that froze some PCs, cheaters, and killer queues of 10 to 45 minutes.

2. What keeps coming up

What players praise
Tense, varied chasesHigh

Positive reviewers who explain why they stay point to the core loop: mind games at a pallet, a last-second escape, a "perfect 4K" as killer. They describe a high skill ceiling on both sides, dozens of killers that each play differently, and hundreds of perks, so that "no two matches ever feel the same." A few say there is "nothing else quite like it," and several note that the game has no real competition because rival asymmetric games died off, a point some negative reviewers make as a complaint. Some negative reviewers also concede that the core idea is fun and blame everything built around it; one still calls the gameplay "easy to learn, hard to master."

Playing with friendsHigh

Many reviewers advise playing with friends. Survivor with a coordinated group, custom lobbies with five friends, and 2v8 with a partner are described as some of the most fun people have had in multiplayer games, and a few couples and parents write about the game as something they play together. Solo survivor, by contrast, is described as far worse (see below), and a couple of players say they only play custom games now.

The licensed horror rosterHigh

Licensed characters bring people in and keep them playing: Jason's long-awaited arrival, Springtrap, Resident Evil, Tokyo Ghoul, Castlevania, Stranger Things, and the chance to see "Nicolas Cage running from Dracula." One reviewer calls the game "the closest we'll likely ever get to a horror hall of fame." Original killers and their lore get warm mentions too. The roster draws complaints as well: every licensed character costs real money, a couple of players miss Michael Myers and Pinhead since they left the store, and a minority feel the collabs have turned it into "the Fortnite of horror."

Atmosphere, sound and adrenalineMedium

Reviewers praise the terror radius heartbeat, the chase music and sound design, and the jump scares from stealth killers. A few others, some with only a few hours played, say the game isn't scary at all and plays as a competitive chase game. A couple object to overly bright maps and colorful cosmetics. The planned graphics update gets hopeful mentions in a handful of reviews, and one worries about performance on low-end PCs.

Where players are split
"I hate this game, 10/10": the love-hate loopHigh

A distinctive kind of review here recommends the game while describing it as an addiction, "Stockholm syndrome," or a toxic ex the player keeps going back to. Most of these reviews still give the thumbs-up, often sarcastically or reluctantly, and some reviewers with hundreds or thousands of hours say they would not recommend it to a new player. One long-time player quotes a line about playing for the one match in twenty that is "really fantastic and life affirming." Others describe uninstalling and reinstalling for years out of sunk cost and write their negative review as a warning.

Which side is favored?High

Reviewers split on balance by the role they play. 64% of the reviews that explicitly name a side say the game is survivor-sided. Killer players describe high pallet density, fast generators, second-chance perks (Dead Hard, Decisive Strike, Shoulder the Burden), coordinated voice-chat squads, and events like the 10th anniversary and Lights Out that handed survivors invisibility or free Windows of Opportunity. Some call the game "a humiliation ritual" for killers. Solo survivors describe the opposite: new killers that teleport, see auras and shoot across the map, tunneling and slugging that remove them from the match, and a string of survivor perk nerfs (Sprint Burst, Windows of Opportunity, Vigil). A middle view holds that the game favors whoever is better coordinated, with SWF on top and solo survivors at the bottom. One reviewer sums it up as "killer sided when im survivor, survivor sided when im killer."

Tunneling, camping and sluggingMedium

Survivors, especially solo players, describe being chased straight off the hook, camped on second hook, or left on the ground until they bleed out, and say the anti-camp and anti-tunnel systems don't prevent it. Killer players answer that these are the only reliable ways to win against strong teams, and resent the "survivor rulebook" that labels them toxic for playing to win. The split follows the same lines as the balance debate. The game itself doesn't settle the question, so, as reviewers describe it, each side polices the other in end-game chat.

A brutal learning curveMedium

Reviews that discuss the new-player experience are divided. Some call the game hard but rewarding and recommend watching guides; one says it takes "a good 100 hours to get the hang of the game." Others describe an outdated tutorial, walls of perk text, first matches against Prestige 100 players, and almost no in-game way to learn what each killer does. The topic comes up about as often from players under 50 hours as from veterans, and some newcomers quit within a few hours. One reviewer says the new killer guide helps.

2v8 and the rotating modesLow

2v8, Lights Out and Chaos Shuffle get praise even in some negative reviews ("2v8 is the only thing that makes this game fun"), and some players ask for 2v8 to become permanent. The trouble is the queue: reviewers describe 2v8 killer waits of 30 minutes or more. When a survivor drops out in the loading screen, the lobby fails and sends the killer back to the start of the queue. While 2v8 runs, normal killer queues get longer too. A few players also object to specific 2v8 balance choices (Nemesis zombies, removed killers).

What frustrates players
A hostile communityHigh

Reviewers describe slurs and "kill yourself" messages in end-game chat, hate comments on their Steam profiles, doxxing threats, and teammates who sabotage or report each other. 15% of longer reviews complain about the community. Both sides describe the same pattern: win and you're called a sweat or tryhard, lose and you're called trash. Playing a disliked killer, using Lightborn, or tunneling brings abuse. A few reviewers, including some who recommend the game, advise turning chat off ("you can simply turn off endgame chat"). Several also say reporting does nothing.

Lopsided matchmakingHigh

Matchmaking complaints appear in about 5% of longer reviews, more often from players with hundreds of hours than from newcomers. Reviewers describe lobbies that swing wildly: one game against first-timers, the next against a four-person squad with "10k hours each," and after a few wins killers get fed Prestige 100 teams. A few tie this to the recent MMR reset. Even some positive reviews mention "questionable matchmaking."

Balance decisions and killer power creepHigh

Beyond the survivor-versus-killer argument, some reviewers on both sides say the developers don't play their own game. They point to new killers released overtuned and nerfed only after DLC sales, older killers (Trapper, Wraith, Myers after his rework) left behind, the same meta perks every match, and diminishing-returns changes that killed fun builds but not strong ones. Jason, the Ghoul, Nurse and Blight come up by name as frustrating to face. "Each new killer is stronger than the last," one negative review says.

The Judgement and the "reading chat" nerfMedium

The community-designed killer from the Chorus of Sin chapter, released in late August, drew far more complaints than praise, including from reviewers who still recommend the game. Survivors describe a beam that hits through walls and floors from across the map with almost no cooldown, a Heresy effect that regresses generators on good skill checks, and an exile mechanic that bypasses hook perks. Other reviewers object to a pre-release nerf and its stated reason, that streamers reading chat were getting hit; they read it as balancing the game around players who aren't paying attention. One says the nerf was taken back after the backlash. A minority like her design and her high skill ceiling.

Cheaters and an anti-cheat that doesn't stop themMedium

Cheating comes up mostly in reviews from players with hundreds of hours. They describe speed hacks, wallhacks and lag switching, and one describes a cheater holding a match hostage and getting a ban himself for leaving it. A few believe most cheaters play on Epic, where, one says, free-to-keep weekends supplied throwaway accounts.

Bugs, hitboxes and pingMedium

Veterans describe "spaghetti code": every patch adds new bugs, hits land through pallets and windows, high-ping killers get favored hit registration, killers get stuck on invisible walls, and licensed characters and skins break (a paid Springtrap skin lost its head for weeks). Players in South Asia, the Middle East and South Africa describe routine 150 to 200 ms ping with no nearby servers. A few ask the developers to fix bugs before adding new content.

Getting banned for the game's own crashesMedium

Crashes, "Dedicated server is not responding" errors and anti-cheat validation failures kick players out, and the game follows up with matchmaking bans of 5 to 30 minutes, sometimes hours. There is no way to rejoin a match after a short drop, and reviewers on unstable home internet say they can't play at all. Even the handful of reviews that mention these bans and still recommend the game complain about them.

The Denuvo anti-cheat trialMedium

In early September a Steam-only Denuvo anti-cheat trial rolled out, and 4% of all reviews written from 2 to 14 September mention it or the anti-cheat. Players report stutter, doubled ping, whole-PC freezes that needed a hard reset, crashes that then triggered disconnect bans, broken Linux play, and conflicts with Razer software. They also object to the anti-cheat being added without any notice on the store page, and to testing it only on Steam when, as they see it, the cheaters are on Epic. The few reviews that name Denuvo and still recommend the game complain about it too. About a week in, one reviewer reported it was no longer running; others had said they would not play, or told people not to buy, until it was removed.

Paid perks and the grindMedium

Some players call the game pay-to-win, or "pay to have fun": the strongest perks sit on licensed characters that can only be bought with money, the Shrine of Secrets offers four random perks a week out of roughly 300, and prestiging characters to share their perks takes hundreds of hours. A few put the cost of owning everything at $200 to $300, and others complain about expensive skins and recolors in the Rift pass. A minority defend the model: original characters can be earned for free, and paying for licensed content is "fair."

Solo queue survivorMedium

Solo survivors describe teammates who hide all game, give away positions, rush to unhook in front of the killer, or quit on first hook and get replaced by bots. With no voice chat or visible teammate perks, they feel outmatched by killers tuned to beat coordinated squads. A few advise never playing survivor solo.

Long killer queuesMedium

Killer players report 10 to 30 minute waits for normal matches, and longer for 2v8, while survivor queues take seconds. The August UI update removed the estimated wait time, so players no longer know how long they'll be waiting. Some like the option to play a survivor match while they wait. Others say it throws off their killer play.

A repetitive objectiveMedium

After enough hours, reviewers find holding M1 on generators and running the same loops stale. They call it a "generator repair simulator" and ask for new objectives or permanent modes. New players raise this about as often as veterans.

Events that tilt one wayLow

Killer players criticized the 10th anniversary event, saying survivors got invincibility and invisibility modifiers while killers got a slowing projectile. Reviewers also objected to cuts in anniversary cake rewards, which one says the developers partly reversed. Lights Out drew similar complaints. A few survivor players described the same events as killer-sided.

Support, bans and account linkingLow

A smaller group describes support tickets that took weeks to get an answer, permanent bans they say came without explanation, lost progress when linking PlayStation or Epic accounts to Steam, and, in one case, premium currency deleted after logging in from another country.

3. The player conversation

The conversation is loud, sarcastic and split. Many of the older reviews in this slice were edited to add a new grievance ("edit: still very bad in 2026, if not worse"). Jokes, memes and ironic reviews ("ruined my life, 10/10 game") are common and make the recommend button hard to read: some thumbs-up reviews tell people not to buy the game, and some thumbs-down reviews say "I love it."

Weekly positivity held around 75% in early August, then fell to about 67% in the week of 31 August. The drop came after The Judgement's release and the UI change in late August and overlapped the start of the Denuvo trial; the reviews don't show which change mattered most. Positivity was back to about 72% by mid-September, after the trial was pulled, and slipped again in the last, partial week. Community and balance complaints held a steady share of reviews from week to week. Denuvo mentions peaked in the first half of September and fell away once the trial ended, while The Judgement kept drawing complaints from late August on.

4. What the developers could do

  1. Tighten matchmaking after the MMR reset. Veterans describe 100-hour players matched against squads with thousands of hours and wild swings between stomps and losses; new players in particular need their own protected bracket.
  2. Rebalance The Judgement for attentive play, and slow killer power creep. Players in both roles objected to her cross-map beam and to the stated reason for her pre-release nerf, and reviewers name Jason and the Ghoul among recent killers that stack mobility, ranged attacks and aura reading.
  3. Stop penalizing involuntary disconnects and add a way to rejoin. Reviewers who mention bans for crashes, server errors and anti-cheat validation failures call them unfair, and the lack of a reconnect option locks out anyone with unstable internet.
  4. Make anti-cheat effective without breaking PCs. The Denuvo trial caused freezes, stutter and crash-related bans for Steam players, while veterans still report cheaters and lag switchers; one long-time reviewer argues that server-side checks would catch more of them.
  5. Act visibly on abuse in end-game chat and on profiles. Community hostility is among the most frequent complaints, and players say reports seem to go nowhere while slurs and threats continue.
  6. Cut killer queue times, especially in 2v8. Reviewers describe 2v8 waits of 30 minutes or more that reset when one survivor drops in the lobby; keeping the killer's queue position and restoring the estimated wait time would answer two specific complaints.
  7. Lower the perk paywall and grind, and update onboarding. New players describe needing hundreds of hours or real money to access the meta perks locked on licensed characters, and an outdated tutorial that doesn't explain killer powers.
  8. Give solo survivors more of what coordinated squads have. Solo players ask for better in-match communication and visibility of teammates' perks, which they say would also make the game easier to balance between solo queue and SWF.

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