Dead by Daylight’s Survivor chat wheel is coming this fall as Behaviour takes aim at system bloat
The first version will support Survivors in 1v4, while Killer bots, progression changes, and a new mode remain in development.

Behaviour Interactive has outlined several plans for Dead by Daylight, including a Survivor chat wheel scheduled for the game’s fall mid-chapter. The first version will be exclusive to Survivors in 1v4, while the team also reviews progression, add-ons, perks, bots, game modes, and years of accumulated systems.
The details came from a developer Q&A thread on Reddit, where several members of Behaviour’s team answered community questions about the game’s future.
The Survivor chat wheel will arrive in the fall mid-chapter
Associate Product Director Justin confirmed that the Survivor chat wheel is close to release. It will give players preset messages for communicating intentions quickly, which should be especially useful for solo players who cannot rely on voice chat or coordinated groups.
Behaviour also expects the feature to make Killer balancing easier. If Survivors have a more consistent way to communicate, the information shared between teammates should vary less from match to match. The wheel will begin in 1v4 for Survivors, although Justin said the team expects to find more uses for it over time.
A match replay system is still something many developers want to make, but it will not arrive before the planned major update. Justin described replays as a heavy system that would be better built around the updated version of Dead by Daylight instead of being created now and converted later.
Behaviour is reviewing progression, add-ons, and inventory clutter
After a decade of new perks, add-ons, offerings, characters, and cosmetics, Behaviour says several parts of Dead by Daylight now need a closer review. Senior Game Designer Jeff Melo said the offering system needs a clearer identity and stronger impact, while reducing the number of add-ons and making the remaining ones more meaningful is also being discussed.
Senior Design Director Daniel Drapeau added that the team is reviewing every progression track and system. The goal includes reducing the number of perks and add-ons that sit unused in player inventories, but the work will take time because progression connects to nearly every part of the game.
Better sorting for characters, perks, and outfits is also becoming more necessary as the roster grows. Justin acknowledged the need, though Behaviour does not have firm plans for improved sorting yet.
Black Banquet missed the mark, according to Behaviour
Product Manager JP gave a direct assessment of the recent Black Banquet event, saying the team did not consider it a success. Behaviour is using player feedback to plan next year’s event, and JP said it will not return in its current form.
The team still believes some parts of Black Banquet can be preserved. Behaviour plans to keep the better elements while removing the parts players did not enjoy.
JP also addressed complaints that recent events and modes have favored Survivors. The team does not intentionally favor one role, and player surveys indicated that the first version of Lights Out was both Killer-sided and more interesting for Killer players than Survivors. Later versions added more for Survivors in an attempt to balance the experience.
That balance remains a work in progress. Behaviour wants players to continue using surveys to explain what is and is not working for their preferred role.
Swamp, Skull Merchant, and Killer bots are still in development
The long-awaited Swamp rework is still planned, although Behaviour did not provide a release date. Justin said the level art and design teams are focused on preparing realms for the major update ahead, which is also affecting the timing of other map work.
Behaviour is reviewing older Killers that lack add-on variety, and the team is considering changes to map generation to help Killers who are especially dependent on the realm they receive.
The Skull Merchant rework has also returned to the drawing board. The strong response to the recent Trickster update led Behaviour to reconsider an earlier Skull Merchant design that had moved too far from the character’s identity. Melo said the new direction keeps that identity while expanding it through five design pillars: Track, Hunt, DIY Tech, Trophy, and Kill. Behaviour did not share specific mechanics yet.
Custom games may eventually receive Killer bots as Behaviour continues its work on bots. Killers already supported in 2v8 are the first candidates because the team has already built disconnect-bot support for them. Adding every Killer would take much more work, so those existing 2v8 options will receive priority.
2v8 will add more options without becoming another perk system
JP confirmed that more classes and Killers are planned for 2v8, but the mode will keep both categories limited. Not every Killer will be added, and the classes will remain simpler than a full perk loadout so players can jump into the mode without dealing with another layer of system clutter.
Behaviour also plans to release at least one new mode within the next year. A third-person Killer mode is something the team is interested in trying at some point, but there is no guarantee that it will be released.
More varied quest objectives are being considered as well. Justin said players have asked for challenges closer to the harder objectives once offered through Tomes, and future quest design will depend on which kinds of challenges receive the best feedback.
More Dead by Daylight changes are being planned
Lead Community Manager MandyTalk said Behaviour has plans to address the continuing anti-cheat battle, based partly on a recent in-game survey. The team expects to share more about that work in the coming weeks rather than waiting several months.
Behaviour is also discussing the number of players who leave matches early when the game is not going their way. There is no timeline yet, but the team is looking for ways to reduce how often it happens.
A lighter update focused on underused mechanics is planned for early 2027. A gifting system is expected around the same period, while the cosmetics team is working toward releasing more outfits with each chapter and mid-chapter.
The Pig’s licensed chase music remains unresolved. Justin said licensing arrangements mean the music could arrive alongside the next cosmetic release for The Pig.
Finally, Daniel Drapeau reflected on the community-assisted Grimoire chapter. Behaviour came away from that project believing players want the team to take creative risks, while the direct feedback shared throughout development showed how useful a closer connection with the community can be.
Which of these Dead by Daylight plans would you like to see arrive first? Share your thoughts in the comments, and follow us on X, Bluesky, YouTube, Instagram, Steam, and Telegram for more gaming news.
Dead by Daylight
Developed by Behaviour Interactive





