

Dead by Daylight
LiveActionSurvival HorrorOpen-world survival
- Platforms
- Release:
- 2016
- Developer:
- Behaviour Interactive
- Scale:
- Average concurrent players52,600
- Player rating:
- 78.3% · 933.1K
- Profile data as of:
- August 29, 2026
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.
Screenshots
Images from the source page, in source order. Select an image to view it full size.
Videos
Videos from the game’s source page, in source order. Select one to open the original.
Overview
- Franchise
- Dead by Daylight (series)
- Release date
- Windows — June 14, 2016
- PlayStation 4 — 2017
- PlayStation 5 — 2020
- Xbox One — 2017
- Xbox Series X|S — 2020
- Nintendo Switch — 2019
- iOS — date unknown
- Android — date unknown
- Developer
- Publisher
- Age rating
- ESRB M — Mature 17+ · Steam Store
- PEGI 18 — age 18+ · Steam Store
- USK 18 — age 18+ · Steam Store
- CERO Z — age 18+ · IGDB mirror
- ACB MA 15+ — Mature Accompanied 15+ · Steam Store
- GRAC 19+ — Ages 19+ · IGDB mirror
- ClassInd 18 — Ages 18+ · Steam Store
- Content warnings
- Frequent violence or goreMature content
- Interaction modes
- MultiplayerOnline PvPOnline co-opCross-platform play
- Session capacity
- 4 online, 4 online co-op · IGDB mirror
- Access model
- One-time purchase
- Monetization
- Unknown
- Storefront price
- $7.99$19.99 −60 % Steam, US storefront
- Store contents
- 311 Achievements, 39 DLC · Steam Store, August 29, 2026
- Languages
- EnglishRussianGermanFrenchSpanishPortuguese, BrazilItalianPolishTurkishJapanese
Classification
- Genres
- ActionSurvival HorrorOpen-world survivalEvidence:
- Setting and subject matter
- Horror Evidence:
- Camera
- First-person, Third-person Evidence:
- Visual style
- Unknown
- Combat system type
- Unknown
Scale
Concurrent players · period average
52,600
August 16, 2026 — September 15, 2026
- Detailed value
- 52,594.18
- Coverage
- Steam
- Origin
- Published by source
- Confidence
- Medium — The site's calculation method is not published
- Basis
- Average concurrent Steam players over 30 days from Steam Charts: 52,594
- Date observed
- September 15, 2026
- Source
- Steam Charts
Concurrent players · period peak
88,200
August 16, 2026 — September 15, 2026
- Detailed value
- 88,204
- Coverage
- Steam
- Origin
- Published by source
- Confidence
- Medium — The site's calculation method is not published
- Basis
- Peak concurrent Steam players over 30 days from Steam Charts: 88,204
- Date observed
- September 15, 2026
- Source
- Steam Charts
- Ratings
- players78.3% · 933.1KSteam, US storefront · Steam reviews
- players70.7%Global · IGDB mirror
- critics67.1%Global · IGDB mirror
- Last update
- September 1, 2026 — 10.1.1 | Bugfix Patch (10 updates over 90 days) · Steam update feed
Concurrent players
period average · June 2016 — August 2026 · Steam · published by source · Steam Charts
- Change over period
- ×5.1increase from 11,200 (June 2016) to 57,800 (August 2026)
- Gaps
- No gaps in observed months
- Observations
- 123
Mechanics
Key game systems from the Mechanics Catalog. Assessment axes are independent and are not combined into a single score. An unassessed mechanic is unknown, not absent.
A persistent player organization created or recognized by the game itself, with a stable membership, a life beyond one session, a shared identity, functions, and goals.
For Dead by Daylight, the reviewed Behaviour Interactive Inc. material does not establish whether the observed product line contains a persistent in-game player organization with membership, identity, and collective action.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— The checked mechanic-specific material provides neither a compatible participant numerator, an active-audience denominator, nor source coverage sufficient to estimate adoption.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The reviewed Behaviour Interactive Inc. material is insufficient to establish presence or absence. Silence was not treated as absence.
research draft · methodology 0.4 · September 2, 2026
An in-game system where player decisions materially influence at least part of the production, supply, distribution, or price of in-game value.
For Dead by Daylight, the reviewed Behaviour Interactive Inc. material does not establish whether the observed product line contains in-game transfer of value between players with rules affecting allocation or price.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— The checked mechanic-specific material provides neither a compatible participant numerator, an active-audience denominator, nor source coverage sufficient to estimate adoption.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The reviewed Behaviour Interactive Inc. material is insufficient to establish presence or absence. Silence was not treated as absence.
research draft · methodology 0.2 · September 2, 2026
A system where players or organizations capture, hold, and use parts of the game world with lasting consequences.
Official-source search did not resolve transferable, contestable ownership that persists beyond one session for this product boundary. Silence was not treated as absence.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Unknown
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— On 2026-09-02, official-domain mechanic-specific searches for Dead by Daylight did not yield indexed primary evidence resolving Presence. Secondary sources were excluded.
research draft · methodology 0.3 · September 2, 2026
Structured competition between players with rules and a measurable outcome, usually including skill-based matchmaking.
Official evidence confirms a solo competitive PvP contour with structured formats, opponent matchmaking, a recorded rating or leaderboard, seasonal competition and rewards, skill differentiation, and links to other game loops. Unresolved features remain Unknown.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- 2 of 5 — Basic ladder
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Unknown
- Assessment type:
- Unknown
- Confidence:
- Medium— 1 primary URL was reviewed on 2026-09-02. Each populated claim is bounded by its exact excerpt; unresolved values remain Unknown.
Component scores (0–4):
- Competitive formats2 of 4 — Score 2 for structured formats is bounded by the cited official claim: “one Killer is matched against four Survivors”
- Matchmaking3 of 4 — Score 3 for opponent matchmaking is bounded by the cited official claim: “Skill-Based Matchmaking uses a hidden Skill Rating to find opponents.”
- Rating and ladder2 of 4 — Score 2 for a recorded rating or leaderboard is bounded by the cited official claim: “Grades show progress and award Bloodpoints when they reset.”
- Seasons and rewards2 of 4 — Score 2 for seasonal competition and rewards is bounded by the cited official claim: “Grades are reset on the 13th of every month.”
- Competitive integrityNot assessed — Primary evidence did not resolve competition-integrity controls; retained as Unknown.
- Skill expression2 of 4 — Score 2 for skill differentiation is bounded by the cited official claim: “one Killer is matched against four Survivors”
- Game integration2 of 4 — Score 2 for links to other game loops is bounded by the cited official claim: “Grades show progress and award Bloodpoints when they reset.”
research draft · methodology 0.3 · September 2, 2026
A regular rhythm of meaningful updates, including seasons, patches, events, and a roadmap that supports a long product life.
The checked first-party item does not establish a dated substantive release under section 15.4 for this assessment boundary: The excerpt gives Public Test Build entitlement instructions; a test environment is not a completed release in the assessed live product contour. Presence remains Unknown rather than Absent.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No participation numerator or eligible-audience denominator can be derived because mechanic Presence is unresolved.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The checked primary item is insufficient for Presence or Depth: The excerpt gives Public Test Build entitlement instructions; a test environment is not a completed release in the assessed live product contour.
Component scores (0–4):
- Release cadenceNot assessed
- Release announcementsNot assessed
- Content scope and typeNot assessed
- Seasonal structureNot assessed
- Event calendarNot assessed
- Roadmap transparencyNot assessed
- Response to playersNot assessed
- Game integrationNot assessed
research draft · methodology 0.3 · September 2, 2026
A system for long-term character or account development through levels, skills, equipment, and specializations.
The retained primary item identifies a progression-related fact, but the package does not establish the progression unit, cycle and reset rules, persistence, formal axes, cap, and post-cap state required by section 16.12. A positive character-progression result is therefore not published.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No compatible participation numerator and eligible-audience denominator were assembled for this exact boundary.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The checked source is insufficient for a positive result because the minimum evidence set in section 16.12 is incomplete.
Component scores (0–4):
- Path length and structureNot assessed
- Progression axesNot assessed
- Specialization choiceNot assessed
- Role of equipmentNot assessed
- Progression sourcesNot assessed
- Progress persistence and carry-overNot assessed
- Game integrationNot assessed
research draft · methodology 0.3 · September 2, 2026





