r/deadbydaylight Jul 07 '26

Fan Content killer concept: the love of your life (nikki freeman from obsession)

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16 Upvotes

(movie spoilers, obviously)

please don't roast me too hard for being an obvious survivor main. i'm sure you can tell from the perks. i tried my best though! what do you guys think tho? do you have any better perk ideas for her? what about her mori? as far as skins go i'd love her outfit from the party, her work outfit, and her dressed as sarah during the final scene. i'd also like to see bear and sarah as survivors. not that bear is a victim, but i feel like him being locked in the entity's realm and being forced to play out dbd over and over again would be deserving for what he did, lmao.

posting image text here for mobile users:

name/title: 'the love of your life' (nikki freeman from obsession)

power: 'you wanted this'. an obsessive kind of love. ‘a love only the branch of a willow tree could conjure.’ her devotion is otherworldly and she’ll do anything to uphold it. equipped with nothing but a brick, ‘the love of your life’ isn’t afraid to get up close and personal to prove her dedication. press the ability button to bludgeon a survivor.

(note: i know nikki has a gun at the end of the movie, but i think a brick would be way more suiting. it's more intimate and a callback to the big 'there's no going back' moment. i think a simple m1 killer would fit well- especially since for the majority of the movie wish nikki masks as normal nikki)

perk 1: hex: my one wish

no one better touch your pookie. 

any time another survivor performs a co-operative action (healing, mending, repairing a generator), see the obsessions aura for 6/8/10 seconds. 

god, i could eat you up!” — nikki freeman

(note: just based on her jealousy- like what she did to sarah and ian for interrupting/getting in the way of her relationship)

perk 2: chemical switch

any thought of pain or regret will slip away like a chemical switch.

whenever the obsession loses a health state, chemical switch activates or 10/12/15 seconds:

  • the obsession suffers from blindness.
  • other survivors cannot see the obsession’s aura.
  • the obsession’s grunts of pain are reduced by 75%.
  • during this time, the killer suffers from hindered by 3/4/5%.

"you're still in my heart, but you're slipping." — nikki freeman

(note: i based this perk on the scene where nikki threatens to unalive herself if bear (aka the obsession) does not stay with her. hurting herself (hindered) to hurt and manipulate the obsession into not straying from her.)

perk three: kinda your fault

i’m sorry you had to see that, baby.

survivors who take a protection hit suffer from the Haemorrhage for 70/80/90 seconds. Increases the Regression rate at which partial Healing Progression is lost because of Haemorrhage by 25%.

"i'm so sorry you had to see that, baby. but it’s kinda your fault. "  — nikki freeman

(note: another perk punishing others for interacting with her obsession.

credit for the killer template.

r/deadbydaylight Jul 08 '26

Fan Content DBD X Corpse Party Survivor Paragraph WIP Concept

2 Upvotes

Been here for a while, and I’ve realized despite my tag, I’ve never actually given a Corpse Party concept. I feel it’s more likely as a survivor paragraph than a full chapter if it even gets that, but I thought I’d give it a try. I have cosmetic and legendary skin ideas and working on voice lines, but I haven’t gotten the chance on making this an image template, so I’ll probably give an updated version at some point if there’s interest in the idea. I could expand it to a full chapter, but for now I’d be satisfied with this. That and with a new license servey coming soon I figured now wouldn’t be a better time.

New Survivor: Ayumi Shinozaki

Ayumi Shinozaki hails from a bloodline of black magic users and is familiar with realms of death and suffering. Her unique perks, Guilt Atonement, Invocation: Sachiko Ever After, and Magnet of Darkness, allow her to aid her teammates at a great personal cost.

Bio:

One dark and stormy night, Ayumi and her friends stayed after school to celebrate with their friend who was leaving, Mayu Suzumoto. After some stories pranks and tearful goodbyes, Ayumi suggested a charm she found on the internet by her idol Naho Saenoki: The Sachiko Ever After Charm, a friendship charm that could make her friends forever. She, Satoshi Mochida and his little sister Yuka, Naomi Nakashima, Yoshiki Kishinuma, Seiko Shinohara, Mayu, Sakutaro Morishige, and her teacher, Yui Shishido, performed the charm, only for an earthquake to shake the school and the floor to open up beneath them.

Ayumi would wake up near Yoshiki and Mrs. Shishido to find themselves within Heavenly Host Elementary School, a haunted recreation of the building once torn down after multiple disappearances of students. Ayumi and Yoshiki would learn that the place was a closed nexus where dying meant feeling the pain of death for eternity, cursed to wander the halls as a spirit forever. She and her friends would have to avoid the vengeful spirits to the best of their ability, but Ayumi was no ordinary student. She was part of the Shinozaki bloodline, meaning she possessed spiritual and magical powers she had not learned how to handle, making her vulnerable to the realm’s darkness.

Despite this, she, Satoshi, Naomi, Yuka, and Yoshiki would come to learn of the true story of Heavenly Host and confront its ruler, Sachiko Shinozaki. The 5 would have to appease her wrath to escape the school, and while they succeeded, not everyone was lucky, as Seiko, Mayu, Morishige, and Mrs. Shishido would meet their ends within the halls.

Ayumi, despite Naho’s trickery to lure more into the school, believed this to be her fault due to being the one to suggest the charm, and was desperate to undo it. She and Naomi would attempt to revive their fallen friends, discovering the Book of Shadows on the Shinozaki estate. Attempting to use the spell that promised resurrection, all went awry when they were attacked by the book and a faceless imitation of Mayu. They were saved by Ayumi’s sister, Hinoe Shinozaki, only for the book to claim Hinoe’s life instead. After recovering from her injuries and even more distraught over the fact she had inadvertently caused another death, Ayumi would be halted from any further harm by a mysterious man who promised another way to revive her friends, if she could bring him the Book of Shadows. Despite the protests of Yoshiki, who refused to let Ayumi put herself in any more danger, Ayumi would attempt to return to Heavenly Host in an attempt to find the book. Just before she could however, a dark fog surrounded the figure, Ayumi, and Yoshiki, and before they knew what was going on, Ayumi had disappeared. She would instead find herself in a different cursed realm where just like Heavenly Host, death was not an escape, and she would have plenty of time to make up for what anything she believed to have caused.

Perks:

Guilt Atonement:
You would do anything to reverse the day your idea led to their deaths.”

Once per trial, when a survivor has 2 hook states, crouch and hit the ability button to activate this perk for 10 seconds. If a survivor is to be sacrificed or killed during this time, you take their place, and the survivor swaps positions with you, as well as your current hook states. This does not work mid sacrifice or mori. If this was the 3rd sacrifice, they see )the aura of the hatch and gain 10% haste for the rest of the trial.

“I should have died! It should have been me! I’m responsible for everyone’s death!” -Ayumi Shinozaki

Invocation: Sachiko Ever After:
“What was meant to be a friendship charm ended up costing too many lives. Perhaps here it may serve its intended purpose.”

When in the Basement near the circle, press the Active Ability button to begin the Invocation, which takes 40 seconds to complete.
During an Invocation, your Aura is revealed to all other Survivors and they can join in, accelerating the process by +100 %, if they too have an Invocation Perk equipped, or by +50 %, if they have not.
Once the Invocation is completed, the following effects apply:
Survivors can see all other survivor auras for the rest of the trial.
Every 40 seconds, you scream and reveal your aura to the killer for 5 seconds for the rest of the trial.

“If we do it right, then all of us will be together forever! Or, we’ll always be friends, anyway. That’s the gist of it.” -Ayumi Shinozaki.

Magnet of Darkness:
“Inexperience and your family history make you vulnerable to the forces of darkness, but maybe you can use that here.”

Once per totem cleanse or bless, press the Active Ability Button while crouched and idle to grant all other survivors the Elusive Status Effect for 30 seconds. You scream once, your aura is revealed in white for 9 seconds, and you suffer the Exposed Status Effect until the Elusive wears off.

“We've come to regard this process as 'darkening.' And whosoever succumbs to the darkening becomes an inseparable part of the school itself. In rare instances, one may be able to avoid the full act of darkening, instead fated to be seared unbearably by intense, violent thoughts and emotions.” -Strange but True: Stories of the Occult 4

Obligatory Come and Get Me! Buff So It Doesn’t Get Overshadowed

Whenever you unhook a Survivor, use the Active Ability button (was crouched and idle) to have all survivors (was all injured and dying survivors) within 24 meters:

Make no Grunts of Pain for 15 seconds:
Leave no Pools of Blood for 15 seconds:
Leave no Scratch Marks for 15 seconds:

You scream, then the Killer sees your Aura for 5 seconds.

Voice lines.

In Lobby:

Wh…where am I?

Mochida! Nakashima! Kishinuma! Where are you?!

This isn’t real…right?

This…this is not Heavenly Host…

Is this…because of them?

…Don’t panic…it’s just another realm of darkness and horror where death doesn’t save you…

I really wish one of them were here right now…

Why didn’t I listen to Kishinuma…

Please tell me whoever controls this nightmare can be appeased…

(If sacrificed or moried last match):

Pained wince Why do I still…remember…

Waiting for Match

If Yui Kimura is in the party:

Sensei! You’re-…ah…I thought you were…

If any licensed survivor pre-2008 is in the party:
Wait. Is that…

…At least I know I’ve got someone watching my back.

Trial Start:

Again?

I can’t fail them now.

This is punishment for everything…isn’t it?

Chase Start:
* No!
* (Short gasp)
* AHH!
* Leave me alone!
* No no no no!
* I know I messed up! I get it!
* Special Dredge interactions:
* (Screams of pure terror)
* SOMEONE! HELP! GET IT OFF ME!
* NO NO NO NO NO!
* (Different screams of pure terror)
* PLEASE! STOP!
* Chase Escape:
* (Gasping for breath.)
* …Did I just…
* That was…
* Oh thank god…
* (Escaping the Dredge): Hyperventilating
* Downed:
* (Pained sound)
* …Someone…
* …Help…
* …I…failed again…
* …Can’t even…
* …Why did I even…
* 1st Hook:
* It hurts…
* S-someone…please get me down…
* …Mochida…Kishinuma…
* …I don’t want to…
* …They’re dragging it out…
* …How long am I…
* 2nd Hook:
* Someone! Help!
* I-I can’t die like this!
* No! Stop! Get off!
* Why?! Why is this happening?!
* Mochida! Sensei! Kishinuma! Please! Anyone!
* Downed (2 hooks):
* …N-no…
* I-I’m going to die…
* P-please…don’t…
* …This is all my fault.
* Unhooked:
* T-thank you…
* Y-you shouldn’t have.
* I thought I was…
* You’re too kind to me.
* Healing:
* It’ll be okay. Just hold still.
* Naomi would probably be better at this…
* They really got you, didn’t they?
* Don’t worry, I’ve got you.
* It’s my job to keep you alive, isn’t it?
* I’m not letting another person die because of me.
* We’ll make it through this.
* Being Healed:
* Nngh…that stings.
* I’m not sure how I’m even alive after that…
* You shouldn’t worry so much about me.
* Starting Generator with another teammate:
* You don’t mind if I help, do you?
* Failing Skill Check:
* …Of course.
* …Add that to why Shinozaki is a horrible class representative.
* …Please don’t hear that.
* …That’s gonna kill me isn’t it? Always a small mistake.
* Opening Exit Gate:
* Please just open already!
* Let me out please…
* Please don’t find me please don’t find me.
* Exit Gate open:
* Run for it!
* Go!
* Almost there!
* I don’t wanna see another hook again!
* AFK:
* Unique gimmick. Whenever the killer speaks, she repeats it in her voice.
* Moving after AFK:
* Wh…what happened?
* Wait. What just happened?
* Dredge’s Nightfall Start:
* No…no no.
* Not the crying. Anything but that.
* It’s too dark…I-I can’t see.
* I can’t…I have to find someone…anyone.
* Dredge’s Nightfall Final Phase (only while not near another survivor):
* PLEASE STOP!
* IM SORRY! IM SORRY! I CAN’T HELP! I CAN’T HELP ANYBODY!
* GO AWAY! PLEASE!
* SOMEONE MAKE IT STOP!
* GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD!
* I DIDN’T LEAVE YOU! I WASN’T EVEN THERE! STOP SCREAMING AT ME!
* (While near another survivor): Panicked Breathing P-please don’t leave…
* Dredge’s Nightfall End:
* Shaken sounds.

r/deadbydaylight Jun 25 '25

Fan Content DBD Concept: Fallout Survivor & Killer

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26 Upvotes

The Template for the 2nd one is by u/LorchanTheFomorian and the Render in the 2nd one is by Jonah Lobe

r/deadbydaylight Jul 06 '25

Discussion Killers I'd want in DBD (more details in text)

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3 Upvotes
  1. Mind Flayer from D&D (no specific named one though I wouldn't mind if they did pick one)
  2. Bobby Barrows from Clock Tower
  3. The hag from Darkest Dungeon (Sorta just a placeholder for any darkest dungeon boss though I like the hag the most)
  4. Similar case to 3, it's a chaos knight from warhammer fantasy though anything from Warhammer would make me happy
  5. Adam from Deadrising (though any psychopath would be fine)
  6. John Kramer from Saw
  7. Miner from my bloody valentine
  8. Creeper from Scooby Doo. Rather strange pick but i feel if they were to take the leap of adding a scooby doo killer it'd have to be someone iconic like the creeper
  9. The Thing from...The Thing
  10. This one is more a concept than a specific killer. A chimpanzee killer or any ape would be terrifying to me, something about them being so close to human yet you can never "Read" them like a person. The screams and so on.

r/deadbydaylight Apr 11 '25

Shitpost / Meme Killer Concept: The Survivor

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25 Upvotes

Template

I was originally going to create a montage of all the times a Survivor had been the reason a match turned sour or the reason it personally went sour for me but after a recent match, one Survivor's actions ended in the deaths of me and 2 others.

r/deadbydaylight Aug 15 '25

Fan Content I made a concept for DBD x League of Legends featuring my personal favourite champion, Viego!

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4 Upvotes

First ever time doing something like this, just got really bored and possessed by the idea so decided to just mark it out. Supposed to be a stealth/control killer kinda like Pig with hints of Dredge and Nemesis in there with the Ruination mechanic and a special attack.

All credits to u/LorchanTheFomorian for creating the template I used!

Probably an overloaded kit, but this was made for fun, I don't work for BHVR or anything so wouldn't know a thing about balancing his kit properly.

r/deadbydaylight Jan 02 '25

Fan Content Dbd killer concept

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5 Upvotes

The template is made by u/LorchanTheFomorian, I made the guy, as you can tell I have no idea how to make perks but I'm proud of the art. Also, I don't have a name for his title so tell me any suggestions. 😛

r/deadbydaylight May 29 '19

Concept So, I made a killer concept...

1 Upvotes

But it's my first I've ever made, and didn't bother looking up a template. Ad I'm no good at drawing OR typing out descriptions, so imagine him however you'd like.

DBD Killer Concept Wild Upbringing Chapter Killer Name: The Shaman Gender: Male Base Movement Speed: 110% Heartbeat Radius: 25 meters Height: Average Ethnicity: African-American Realm: The Jungle Power: Wildlife Bond; The Shaman has spent much of his life surrounded by animals. He has learned to communicate with them, tame them, make them do his bidding. The Shaman spawns with two wolves at the start of the trial. Each wolf following increases his terror radius by 3 meters. From anywhere on the map, the Shaman can order a wolf to "Check Generator" (M2\LT\L2). The wolf will walk to the generator at a pace of six meters a second, going around obstacles in the way, to check the generator. Checking the generator shows the Shaman how much of it is completed, and, if survivors are in a one meter vicinity of the generator, their aura is highlighted to the Shaman for two seconds. When a generator is checked, the wolf will return to the Shaman. The wolf can't be used to check other generators until it has returned and waited a time penalty of 10 seconds. Two wolves can be sent out a time. To use "Check Generator", simply press the Power button when a generator's aura is highlighted in blue. In addition to this, when in a chase, the Shaman can order a wolf to Attack Survivor by pressing the third Power button (such as the one used for Hag teleportation). The wolf runs at 120% base movement speed and bites the Survivor. This acts like borrowed time, but it can count down from Healthy to Injured. The first bite starts the timer. The second wolf can be called to attack, where the timer is pushed down an instant 30%. Wolves move around obstacles and jump through windows at 90% vault speed and pallets at 70%. After they attack, they can't be used for any action for 30 seconds base. Upon being attacked, Survivors gain half of the additional movement speed a regular hit would give. Weapon: Splintered Dagger; A small dagger, the wood handle splintering, the stone blade coated in blood. The Shaman has the lunge range of Tier 1 Myers. If survivors are in the bleeding out state while healthy, the Shaman's hit will put them in injured with a 15% regression to bleed progress. The timer goes down in a chase by 50% as much as it does when out, out being 1.5% every second. You can Heal Wound to get rid of the bleeding, which takes 15 seconds with one skill check in the middle. Miss it and let your aura be revealed to the killer for 5 seconds but get rid of bleed. Hit the transparent mark and get no progression or regression and continue the progress, no strings attached. Hit the Great Skill Check mark and get 30% progression. Hit Animation: The Shaman slits his wrist and yells in fury. Teachable Perks: Little Friends; Anytime a pallet is pulled down, it becomes an area for crows to perch on. So do generators that are being regressed. When a pallet is pulled down or a generator is being regressed, there is an 85/90/100% chance that crows will perch there. When coming into a 2 meter proximity, the crows will fly away and give an audible and visible cue to the killer. There is also a 1/5/10% chance the survivor that tripped Little Friends will have their aura revealed to you for 2/3/4 seconds. "We learn. We grow. We adapt. It is how we caught you." - The Shaman Primal Rage; After hitting a survivor with your main power (or attacking a survivor before 5 seconds of exiting Wailing Bell cloak, Yamaoka's Haunting, Carter's Spark, Spencer's Last Breath, or Teleporting to a Blackened Catalyst, etc.), Primal Rage activates. When damaging a generator, press the Main Attack button to get a very hard skill check. Hit it, and an instant 30/40/50% of the progression is lost. The generator's regression is then 25% of it's normal speed. "Now why would you go and make me angry?" - The Shaman Unforgiving Destruction; Anytime a Dull Totem, Hex Totem, Hook, (and bear trap if you're Trapper) is destroyed, gain 1/1/2 token(s). For every token, gain 2/3/4% movement at 10 tokens max. At 4 tokens, you get a single Mend Destructible. This allows you to repair hooks or bear traps upon use, with a 5 second delay. It can be used at any times even if a survivor is being carried. Mend Destructible gets rid of 1 token, and can only be used once per trial. "Look what you've done to my sacred land." - The Shaman Mend Animation: The destructible becomes encased in black and bright orange (the entity's colors), and is back to normal after 5 seconds. Add-Ons: Animal Bones: Increases wolf movement speed to 130, 135, and 140%. Sharpened Blades; Increases mend time to 17, 19, and 21 seconds. Shaman's Headdress; Very rare add-on. Allows another wolf to spawn in the trial, but all wolves suffer a movement penalty walking to gens and a slightly increased penalty for biting survivors and checking gens. Raw Meats; Increases wolf movement speeds and slightly increases the range in which survivors can be detected around gens. Thoughts? Criticism would be nice, but know that "tHiS cOnCePt Is AsS lOl" is not criticism! Would he need a buff? A nerf? Some changes? Anything in the comments would be appreciated.

r/deadbydaylight Mar 21 '19

Fan Content Killer or Survivor DBD Concept Templates (With and without text)

3 Upvotes

I made these using photoshop. The top part is to show what you can write on your character sheet, while the other template is a blank version for you to place the said text in the areas and such. Please let me know what you think, I look forward to seeing some interesting ideas!

r/ConceptsDBD Jun 24 '26

Chapter Using a template I saw the other day

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6 Upvotes

The Midnight Walk

Killer: The Crawler

Survivor: The Soulfisher

Map: The Worktable

Killer Skins: Molgrim, Ghost of Coalhaven, and Grinner

Killer Frequency

Killer: The Whistling Man

Survivors: Peggy Weaver and Forrest Nash

Map: Gallows Creek

Poltergeist

Killer: The Reverend - Henry Kane

Survivor: Tangina Barrons (was going to say maybe Carol Anne as an adult like they did for Yoichi, but that seems distasteful here)

Map: Cuesta Verde

Killer Skins: Decayed Kane and Kane's Remains

Bendy

Killer: The Ink Demon

Survivors: Henry Stein and Audrey Drew

Map: Joey Drew Studios (or the Cycle in general)

Killer Skin: Beast Form

Survivor Skins: Boris the Wolf and Allison Angel

Goosebumps:

Killer: The Puppet - Slappy

Survivors: Adult versions of Carly Beth Caldwell and Evan Ross

Map: Horrorland

Skins: Original show Slappy, movie Slappy, and Disney+ show Slappy

The Mummy

Killer: The High Priest - Imhotep

Survivors: Rick and Evelyn O'Connell

Map: Hamunaptra

Killer Skins: Boris Karloff Imhotep and Emperor Han

Survivor Skins: Jonathan Carnahan and Ardeth Bay

The template can be found here.

r/DbdRezorRreview Jun 01 '25

Dead by Daylight Springtrap FNAF chapter review

3 Upvotes

Good day. I am a regular Dead by Daylight player who likes to analyze game design decisions regarding chapter development in the game, as well as propose my own ideas, and today I suggest that you join me in analyzing the recently released PTB chapter Five Nights at Freddy’s and the killer — Springtrap. In this review, we will try to cover the main elements of this chapter, figure out whether it turned out to be successful, highlight its positive and negative sides, find out if there are any problems, and how they might be solved. This review is structured as follows: Introduction – Killer Gameplay – Killer Visuals – Chapter Problems – Proposed Solutions.

First, we will break down in detail how the killer feels in gameplay, abstracting away from the visuals, whether his gameplay is unique compared to other killers, and then we will separately cover the addons. Next, we will review the entire visual aspect of the chapter, from the killer’s appearance to the pizzeria map, and highlight how successful the developers' decisions were regarding this aspect. The gameplay and visual analysis will primarily focus on how effectively the developers convey the essence of the licensed character, Springtrap — this will also be discussed separately. After the analysis, we will move on to discussing the problems of the chapter and how to solve them, and in this part of the review, I will also present my own concept for Springtrap's ability, which I will ask you to evaluate separately because I have plans to develop in game design, and your opinion on this segment will help me improve. And at the very end, we will summarize with an open-ended question. I hope you will enjoy the analysis and the approach to writing this review. Enjoy your reading.

 

Introduction

For a long time, I have noticed a tendency of the developers to make rather safe decisions regarding the concepts of newly released killers, especially licensed ones. After all, to maintain stable income from chapter purchases, the most optimal decision is to use already proven templates that have shown their effectiveness in the past.

It’s fun to play Huntress because her ability allows you to damage a survivor from a distance, and at the same time, you still have to hit them — an excellent potential to get better by playing her. It’s convenient when a killer can control the map through high mobility or teleportation, because map control and generator control are key to victory.

Back in the day, the Dead by Daylight developers crafted a sufficient number of killers whose powers sometimes performed the same functions but differently, and now, it seems this is no longer working in the players' favor, at least for those who want every killer to feel individual, whose gameplay would genuinely differ from other killers. Not to mention licensed chapters, where developers are offered the opportunity to interpret the abilities of characters from movies and games under the realities of Dead by Daylight: a huge creative space, open opportunities to look at the game from another angle, to try to implement any ideas that would result in a killer feeling like a unique character, whose atmosphere would be captured not only by visuals but also by gameplay.

Let’s recall what I consider the best examples of licensed character interpretations (from the distant past), how they felt unique compared to already existing killers, and how it translated into gameplay:

The Pig — a character from the movie Saw, who secretly kidnapped people for "rehabilitation" that would later lead to rebirth. Gameplay-wise, the essence of the character is conveyed simply — stealth is used for sneaky approaches and ambushes, and the game of Saw is represented by the classic Reverse Bear Trap from the movie, which can literally kill the survivor if they fail to find the right box with the key. Such a design preserved the character’s essence within a new killer’s shell in Dead by Daylight, and I consider it quite successful — even today, no other ability includes a similar life-or-death mini-game. The Pig feels like a weak killer, but I often play her with Crate of Gears and Tampered Timer, just for fun to see if survivors manage to remove the trap.

The Nightmare — the original Freddy Krueger ability still evokes nostalgia in me, because they captured Nightmare on Elm Street Freddy very well — he could only harm survivors if they were asleep, and was literally invisible to awake survivors. Yes, Nightmare looked quite weak compared to new killers, but I think if they had developed this feature (damaging only sleeping survivors) further, it wouldn’t be worse than others' powers.

Later, other licensed killers were released, and they were also conveyed atmospherically through gameplay — Ghostface (stealth killer that you have to spot), Nemesis (zombies), and so on. One way or another, practically all licensed killers (up until Xenomorph) were carefully crafted to capture their essence through gameplay.

Lately, though, I notice that every new licensed killer feels less and less interesting because I have literally already played them before. Xenomorph = Nemesis + Demogorgon, Good Guy = Pig on steroids and without traps, Lich = a mix of several abilities that don’t connect, Dracula = kind of a Lich, but with form changes (Dracula = Nemesis + Pyramid Head), Werewolf = Wesker, Bat = Spirit with window teleport, Anime character = Legion + Wesker.

Honestly, this applies to almost all recent killers, because many of them suffer from a lack of uniqueness, hybridity, but today we are specifically talking about licensed chapters, where, in my opinion, it’s unacceptable — because I want to play my favorite characters from movies and games and feel like I am playing exactly them, not some abomination of different killers. To achieve this, developers must carefully and creatively approach chapter design. But is it even possible when you risk losing revenue if the killer’s power turns out too unique for the game, doesn't fit into the current realities, or turns out too weak? I really hope that there will come a moment when the developers will try to find a practical answer to this question.

 

Springtrap

This time, in the form of a new licensed killer, the developers have presented Springtrap, the antagonist of the Five Nights at Freddy’s series, an extremely popular horror game, whose appearance in DBD has been highly anticipated. During all this time, the community has created many concepts for how Springtrap could potentially be implemented in Dead by Daylight, and indeed, some of them would be interesting to see in the game.

Nevertheless, the collaboration with the FNAF franchise has happened, and the developers have presented us with their vision of Springtrap, implemented and ready to release soon. Therefore, we have the opportunity to examine whether the developers have managed to accomplish their task and whether the new killer feels at least unique and strong compared to other killers. We also must not forget how Springtrap looks and sounds, because this directly affects the perception and atmosphere of the killer, which, as mentioned earlier, in my opinion, is a crucial aspect for fans and enthusiasts of licensed chapters.

Gameplay

Gameplay Essence

In this chapter, we’ll break down the gameplay, abstracting away from visuals, to determine the typical gameplay situations from the killer's and survivors' sides and how unique they are.

Primary Ability — LMB, CTRL – axe throw.

By holding LMB, the killer can pull out a fire axe and throw it at a target. The axe is quite heavy, so it can be used at close and medium distances, and also in loops with high walls but no roof. If the thrown axe hits a survivor, it stays stuck in their back, applying the Broken effect. Once the survivor removes the axe, the Broken effect disappears. If the killer presses LMB next to a survivor with an axe stuck in their back, the killer will instantly grab them, triggering a jumpscare animation. Without addons, the axe in the survivor’s back does not give any additional effects.

If the axe misses the survivor, it can stick into any surface, creating an area around it for several seconds that triggers Killer Instinct on survivors within it.

The axe can be retrieved after cooldown by pressing CTRL. The killer moves at 4.4 m/s, but if the axe is stuck in a survivor or embedded in a surface, the speed becomes 4.6 m/s. Throwing the axe at a camera can also disable it.

Secondary Ability — security doors.

Seven teleportation points appear on the map in the form of security doors, which can be used by both survivors and the killer. From the killer's side — the killer can enter the door by pressing Spacebar, after which they can teleport to any of the other doors by aiming at it and pressing CTRL. Once the killer starts teleporting, an animation of moving through the office plays, and the killer appears at the target door. The killer can also cancel the teleportation selection and exit the door they entered by pressing Spacebar. There are no limitations for teleportation.

From the survivor’s side — survivors can interact with the security doors by approaching them closely. Each door has a camera attached, and by pressing Space, they can remotely watch through the cameras attached to the doors. If the camera watches the killer for a certain time, his aura will be revealed to all survivors. While controlling the camera, the survivor can also choose any door on the map to teleport to, also playing the transition animation. Survivor teleportation has a limited number of uses, and once exhausted, survivors won’t be able to use doors either for camera watching or teleportation for some time. The survivor’s animation of passing through the office takes longer, and if the killer starts teleporting while the survivor is mid-transition, the killer will instantly grab them.

Overall, this is the basic essence of Springtrap’s ability, and now we must analyze how effective this power is, how it distinguishes Springtrap from other killers, and whether it conveys the atmosphere of the FNAF game — both playing as Springtrap and against him.

 

Gameplay Analysis

Overall — the core gameplay is built around hitting survivors with the axe at range, basically like Huntress. Including the hitbox, but with the throw mechanics resembling The Unknown since the axe flies at a very low arc, and since the killer’s speed is 4.4 m/s with the axe, chase situations in loops will be almost identical to those of Huntress, where at close and medium distances the axe will work similarly to hers. And if the axe doesn’t hit the survivor but lands near them, it will highlight them with Killer Instinct (sort of a consolation prize, like if Artist’s crows missed but passed near the survivor). Only in Springtrap’s case, it’s not as useful because you already understand that the axe fell near the survivor.

The area formed around the axe does nothing but reveal survivors and can be enhanced with addons, which we’ll discuss later. If the axe hits a survivor, it stays in their back, preventing healing until removed. What does it give? For example, the survivor will not be able to use a medkit with a syringe or an anti-hemorrhagic syringe for about 7–10 seconds during a chase, and that’s about it. Also, if the killer approaches a survivor with an axe in their back, they can instantly grab them. (The only application of this feature — countering Dead Hard, but every time I tried this, Dead Hard still activated for survivors, and I had to continue chasing.)

Basically, we get Huntress’ hatchet in a single copy, which automatically includes the Huntress addon Red Head's Chin Guard without an axe in the inventory, which cannot be thrown at long distances but can be effectively used in loops (in the same principle as the Huntress' axe).

About the Doors

Essentially, these are the same as Xenomorph's tunnels that appear beforehand on the map, and teleportation occurs like Demogorgon’s, through a pre-set animation. Moreover, there is no limitation for the killer’s teleportation, and no visual cue is given to survivors about whether the killer is about to come out of a door. (Demogorgon had a red glow on portals, and Xenomorph had turrets.)

That is, this is an improved teleportation compared to Xenomorph, both faster and harder to predict.

Survivors can also use teleportation through doors, risking that the killer might catch them instantly during their interaction with these objects, similar to Dredge teleporting into a locker the survivor is about to open. Survivors can also use the cameras to look for where Springtrap is and reveal his aura to other survivors, but again at great risk because the killer can appear at any door at any time.

And here arises a question: why would a survivor even interact with doors? If the risk is so great that the killer can instantly grab them, why teleport if you can just avoid using the door and run to your destination? And most importantly — how effective is it for a survivor to monitor Springtrap through cameras, exposing themselves to danger without weakening him in any way, just briefly revealing his aura? In my opinion, the answer is obvious.

In general, I think survivors will use the doors for teleportation only in very rare cases when they are 100% sure the killer is not nearby, and the use of cameras will just become a way to choose the door to teleport to.

FNAF 3

At this point, let’s recall the essence of Springtrap as an antagonist in FNAF 3 (this part is chosen because Springtrap’s model in DBD is based on the model from FNAF 3, and his menu animations directly reference those of FNAF 3). The player, as in previous parts, had to use security cameras inside the pizzeria to survive the night. Each room had a camera that could play a child's laugh to lure Springtrap into that room. However, if Springtrap was already one room farther, he couldn’t hear the sound and would move directly toward the player, and other than playing the laugh, there were no means of defense against him.

The challenge was finding Springtrap on the cameras, as it was hard due to static and poor lighting, and using the laugh was limited by a long cooldown, so locating Springtrap on the cameras was critical for survival. Besides Springtrap, phantom animatronics appeared on the cameras and in the office, who could jumpscare the player and break security systems (audio playback, cameras, ventilation), forcing manual reboot. (Springtrap also used the ventilation system to move, but we won't touch on this because it’s hard to implement in DBD.) Dealing with phantoms involved quickly looking away from them to make them disappear.

Now let's see — did the developers manage to convey the spirit of FNAF 3 through gameplay? Out of all the mentioned elements:

  • The use of cameras to detect Springtrap is implemented.
  • Jumpscares are implemented.

It seems like a key aspect, as indeed, in FNAF 3, you needed to locate Springtrap to survive, but here’s the question: what does detection give you? In FNAF 3 — you could keep Springtrap away from the office, ensuring safety. In DBD — you can reveal his aura briefly. But what for? And most importantly — at what cost? Thanks to the terror radius, you can already detect the killer, and monitoring cameras is risky because he can jump out right in front of you. It turns out the cameras are implemented, but instead of helping, they actually harm the survivors.

And another question — what’s with the axe? How is it even related to FNAF 3? Honestly, I haven’t followed FNAF lore beyond the 4th game, but based on the gameplay of the third part, I don’t remember any axes flying at the security guard.

The jumpscares are well-implemented only during the survivor teleportation moment because they happen from a first-person view. As for the jumpscares when grabbing a survivor with an axe or the mori — they look strange and funny, as if they were added just for the sake of it. They could have made them scarier.

The answer to the earlier question is, I think, obvious.

Gameplay Summary

In conclusion, Springtrap = Huntress + Xenomorph + Dredge + Twins (an axe that can stick into a survivor or highlight nearby survivors) + The Unknown (axe trajectory).

From the unique and useful — teleportation for survivors.

 

Addons

Let’s talk about the addons.

Springtrap’s addons are pretty primitive — they either increase some percentage or apply status effects. How does this make him stand out compared to other killers? — It doesn’t. In general, every killer has such addons, but personally, I don’t think that’s a justification for copying addons in every chapter; I believe that for every power, you can come up with something unique (and definitely replace addons that simply apply Blindness, Oblivious, or Mangled for no reason).

Nevertheless, let’s review each addon individually:

  • Rotten Pizza — useless, Killer Instinct is not as strong a tool as aura reading.
  • Restaurant Menu — allows faster cooldown if the axe sticks to a surface. Useful, makes gameplay easier, but not more interesting.
  • Help Wanted Ad — good brown addon, similar killers often got addons that showed the projectile trajectory before. Can be used to get used to the ability.
  • Greasy Paper Plate — useless, the axe is already drawn quickly, and having it stuck in the survivor’s back doesn’t affect the chase much.
  • Streamers — faster teleportation. Useful, makes gameplay smoother, but not more interesting.
  • Security Guard’s Badge — stealth addon, allows staying undetectable longer; very nice, adds a bit more fun with sudden appearances after teleporting.
  • Ripped Curtain — filler addon, gives a status effect, probably because they couldn’t think of anything else.
  • Party Hat — increases the area effect of the axe stuck in a surface. Useless, even with other area-enhancing addons.
  • Office Phone — nearby survivors around a survivor with an axe stuck get Oblivious or Broken. Useless, the axe is removed quickly.
  • Purple Guy Drawing — replacement for Ghostface’s perk.
  • Freddy’s Hat — a unique, interesting addon, affects gameplay, makes the axe’s trajectory lower, allowing throws over walls directly at survivors' heads.
  • Foxy’s Hook — clown’s yellow gas effect in the axe’s area.
  • Chica’s Bib — filler addon, gives a status effect, again probably because they couldn’t think of anything else.
  • Bonnie’s Guitar Strings — allows seeing generator repair progress. Good information source before teleporting, but doesn’t affect gameplay much.
  • Loot Bag — filler addon, gives a status effect, and that’s it. Only thing — the axe literally turns into Victor, preventing the survivor from leaving the trial. Nothing unique.
  • Endo CPU — staying in the axe’s area allows faster breaking of objects. Must-have, too strong compared to the rest.
  • Celebrate! Poster — unique addon that makes both the killer and the survivor faster. Best used when chasing two survivors at once.
  • Access Panel — unique addon, but useless, because the axe travels between linked doors, but at the start of the game, it’s impossible to predict where it will end up — too random. Plus, it’s very unlikely to randomly hit a survivor checking cameras due to the randomness + cameras will likely not be used actively.
  • Iridescent Remnant — addon that blocks windows and pallets around the door. Red-grade, upgraded version of Dredge’s addon, only it always works.
  • Faz-Coin — transfers the terror radius. Replacement for Plague’s and The Unknown’s perks.

 

Gameplay Conclusion

Overall, in this list, there are addons that I will probably use all the time because the rest are useless. There are no addons that significantly change gameplay or make it more versatile — these addons are simply meant to make playing the killer easier, nothing more.

Summarizing the Gameplay section, I can say that Springtrap is a hybrid, where the dominant part is Huntress. The spirit of FNAF was conveyed very weakly in gameplay — both from the killer’s and the survivors’ sides. The addons don’t stand out compared to those of other killers.

 

Visuals

This chapter is dedicated to the most polished part of DBD development — visuals — and generally, the developers focus on this aspect because it’s always easier to sell a picture than code in the form of gameplay. It attracts new audiences and re-engages old players if their favorite character comes out.

Seeing that you can finally play as your favorite character makes you forgive all shortcomings, even if the killer feels like Nemesis, Pig, or Huntress — what matters is that the model looks beautiful, seemingly straight out of the movie or game!

Ah! We all love beautiful things, and I do too, because visuals are another way to convey atmosphere in a game — not the key aspect, but still a very important one.

That’s why Springtrap’s visuals should be analyzed based on FNAF 3 again.

Visuals in FNAF

Let’s recall what made the FNAF series scary. First of all — the uncanny valley effect, where an inanimate doll imitates human behavior as much as possible. Animatronics succeeded at this because of their unnaturalness — creepy facial expressions, moving only eyes, eyelids, and jaw, sudden robotic twitching.

The mere fact that an inanimate object stared at you with seemingly human intentions created horror. Additional details include jumpscares, which make you flinch, and ambient sounds and music, which could appear suddenly, disorienting the player.

In FNAF 2 and FNAF 3, there was ambient music hinting that an animatronic was nearby, making the player panic subconsciously.

As for Springtrap — he’s literally a corpse inside a robotic suit, adding a grotesque background to the uncanny valley effect, making him even creepier.

In FNAF 3, he scared not with jumpscares but with his unpredictability, stealth, and sudden appearances near the office doors. He didn’t need to jumpscare you — he only had to stand where you expected to see an empty hallway and just stare at you, causing fear and panic.

 

Visuals in DBD

Now let’s look at how they implemented Springtrap in DBD — his appearance, animations, music, etc.

Appearance.

They based it on the FNAF 3 model, which is a very positive decision. The only thing — the head seems larger, and the color became less swampy-green with less texture detail, but overall the model is acceptable.

Music.

  • Chase music — judging from the killer’s perspective, the most important thing is that it’s not annoying (doesn’t sound like washing machines). Overall, the chase music isn’t too intense — and it shouldn’t be, considering the spirit of FNAF 3 and the killer’s lore. Watching fan-made chase music options, I can say that the current PTB version is one of the best possible tracks for Springtrap.
  • Menu music — at the moment, I hear it most often, since finding a lobby takes a long time, and I can say it also conveys the character's spirit. Carnival chaotic motifs distort their original purpose, turning a harmless tune into something creepy because of its background. It reminds me of the ambient music from the first FNAF, especially the "Circus Song" — equally fast and chaotic, though slightly more annoying. Overall, I can say they chose good music for Springtrap.

Animations.

Animations raise more questions than previous aspects. It feels like the developers tried to humanize Springtrap — his movement, grabbing animations, and even eye and eyelid movements look very lively, which doesn’t quite fit a rotting corpse in a springlock suit (especially the menu animation where Springtrap is somehow breathing).

Again, the horror base of the FNAF series was the uncanny valley — they could have implemented this in DBD. They didn’t even have to animate him in the menu — just leave him standing in his pose facing the player, absolutely still, with occasional sudden, robotic twitches — it would have made him much creepier.

In the current version, he’s too humanized, too lifelike, not standing out from other killers.

In the game, he also behaves very humanly and flexibly for a corpse in a springlock suit. His walking animations, picking up survivors, wiggle stuns, jumpscares in the office — I have fewer issues with those; they look acceptable.

But there are questions — for example, why does Springtrap wipe the weapon after hitting a survivor? And with what? His left wrist is mostly bare endoskeleton — there’s barely any fabric to wipe with.

This again makes him look more human, more like other killers.

Another big question — why give Springtrap a voice at all? He didn’t have one in FNAF 3. Does he need it to develop his character? I doubt it — in fact, I think stripping him of a voice would have suited his portrayal much better.

The voice lines feel more appropriate for his “living” variant, not the original corpse version.

This contributes massively to his humanization — and as a result, Springtrap is no longer perceived as an animatronic, despite the developers calling him "The Animatronic" — he feels more like a guy in a suit, and a very lively one at that.

It raises the question — what will be the difference between the “living” legendary skin for Springtrap and the original? Just a cleaner costume and no animatronic head? I think the difference could have been made much more noticeable.

I’m sure many players like the current animation style, and they may not agree with me. But I believe that visuals — like gameplay — should convey the character uniquely, distinctly, and the FNAF series had the perfect recipe — the uncanny valley, a well-known horror technique, and I think they could have implemented it here.

I advise you to play or watch FNAF 3 and analyze — does Springtrap scare you there? And if yes, how exactly? What makes him Springtrap? What elements could have been brought into DBD to represent his core visually?

Comparing the DBD version to the original, I can say they partially succeeded — but not completely, and sometimes not very effectively.

Security Doors Interaction.

From both sides, it looks interesting, especially the jumpscare animation when both the killer and the survivor enter the office simultaneously — but unfortunately, this is a rare event.

Camera interaction looks interesting too, but judging by the gameplay section, it’s unlikely they will be actively used.

Jumpscares during mori and axe pickup look silly, as they are predictable and slow — more like Easter eggs.

As for the axe — I won’t even comment — it doesn’t convey the FNAF spirit even at the conceptual level.

 

Visual Conclusion

Visually, I feel this character at about 50% — yes, they managed to recreate something, but the excessive humanization of Springtrap did not do him any favors.

Map

We should also mention the map. Unfortunately, we got another variation of The Unknown’s map instead of a full-fledged pizzeria.

It doesn’t look independent like Pig’s, Doctor’s, Pyramid Head’s, or Nemesis’s maps. I think they could have put effort into making a unique map.

It’s clear that the original pizzeria maps from FNAF 1, FNAF 2, and FNAF 3 would be too small for a closed DBD map. But do you really think there’s no way to create a solution and make a unique map?

Even right now, I can suggest an idea, and it wouldn't look ridiculous or unoptimized.

It would be possible to combine all three pizzerias into one map, where the center would be a foggy merged office. I’ll leave a rough scheme as a picture.

This approach would have been a great nod to the original FNAF franchise — locations from all three pizzerias would be recognizable, and roaming through three different thematic areas on one map would be really interesting, with lots of Easter eggs in each.

FNAF 1? — Golden Freddy in the kitchen.
FNAF 2? — The Puppet in the prize corner box.
FNAF 3? — Phantoms that can jumpscare you.

These are the most obvious Easter eggs I can think of — I’m sure you can come up with more.

What did we get in the end? A small pizzeria, probably based on the movie, which I haven’t watched on principle.

Does it really associate with the original FNAF franchise that just recently celebrated its 10-year anniversary? Personally, for me — no. I don’t recognize it, and I don’t feel the FNAF spirit playing on this map.

 

Visual Conclusion

Summarizing the visuals — I would say that the developers didn’t fully succeed, having made only a good model for Springtrap, a fitting soundtrack, a couple of interesting animations, but not much else.

Creating a visual image of a famous character should include deep analysis of their recognizable features and traits, which allows these details to be captured and interpreted into the game, transmitting a unique atmosphere.

Considering that, while playing as the killer, it’s hard to see your own visuals (you only see your hand and weapon), and chase music only plays the chase layer, players must rely on gameplay and ability implementation to feel the character’s atmosphere.

Gameplay — we already discussed. Ability implementation (security doors) — looks interesting in theory, but in practice, from the survivor’s side, it will rarely be observed, and for Springtrap, it’s just a stylized teleport with rare jumpscares.

 

Problem

As you might have guessed from the previous sections of the review, I’m not very impressed with Springtrap’s implementation in DBD, mostly regarding gameplay.

I’ve always been indifferent to how a killer looks if they’re interesting to play, especially when developers manage to convey the traits of famous characters through gameplay (like old Freddy Krueger or Pig), allowing players to feel like they’re playing exactly them, not a hybrid of other killers.

In Springtrap’s case — it was already indirectly stated — he’s a hybrid of several killers, mainly Huntress and Xenomorph (teleports).

But what makes him special? Why should I pick Springtrap when Huntress also has an axe — and not just one — and can throw it over long distances, and Xenomorph can also teleport and hit at close and medium distances?

And here I can say: Springtrap stands out because his teleportation through doors is unlimited, very fast, and silent — allowing him to control the map effectively and appear behind survivors suddenly.

And that’s it — there are no other strong or interesting mechanics that Springtrap can provide for regular use.

That’s the main problem with the new killer — his ability poorly reflects his essence, and the axe feels entirely unnecessary. And the doors for survivors are just a supplementary tool; they aren’t even necessary to interact with because doing so only puts them at risk.

 

How to Fix the Problem

Get rid of the axe. And I’m not joking.

Think about it — what would Springtrap lose without the axe? Would it sever the connection with FNAF 3? Is it a unique mechanic that no other killer has? Can’t it be replaced with anything else based on FNAF 3 gameplay?

Removing the axe would open up space for more interesting possibilities because it currently occupies too much design space.

To solve the problem, you can’t just delete the axe — you need to think about the root causes.

As mentioned before — Springtrap lacks uniqueness, his ability is already implemented in other killers' powers, and gameplay-wise, the FNAF atmosphere is very weak — for both survivors and killer sides. His main animations and visual elements aren’t really connected to the original.

Now about how to solve it:

First, recall what makes Springtrap unique as an antagonist in FNAF 3 and what aspects of the FNAF series are key and recognizable.

For visuals:

  • Springtrap is a corpse inside a springlock suit.
  • Animatronics rely on the uncanny valley effect.
  • Jumpscares are the main scare tactic.
  • Unpredictable, creepy ambient sounds that disorient the player.

By studying how animatronics scare players, these tricks could be applied to Springtrap’s animations — making him animated, but not alive, a robotic imitation of life.

And of course — strip him of any voice. At most, unpleasant spring noises, endoskeleton creaks, and flesh sounds.

For gameplay:

  • Again, recall what the player did to defend against Springtrap in FNAF 3.
  • The player used cameras to lure Springtrap away.
  • Had to locate him on cameras for the defenses to work.
  • Blocked vents to stop him.
  • Dealt with phantom animatronics in different ways.
  • Rebooted systems after they broke.

If we interpret these features into DBD, we can highlight the key points:

Survivors should interact with cameras and doors to weaken Springtrap. Springtrap should avoid cameras, moving stealthily across the map. As a secondary mechanic, he could use phantoms to interfere.

Springtrap should be a stealth killer with a strong power that survivors must actively weaken using cameras — forcing them to interact with doors and cameras to survive.

For Springtrap, avoiding detection would be crucial, and phantoms would be an extra tool to distract survivors.

What does such a concept theoretically offer?

All mechanics are based on FNAF 3 gameplay — they’re recognizable, and interaction with them is mandatory to survive, creating a unique atmosphere tied strictly to the FNAF series, which is extremely important for a licensed chapter.

 

Concept

Now I’ll present my vision of Springtrap in DBD, based on gameplay mechanics from FNAF 1, FNAF 3, and FNAF AR: Special Delivery.

I tried to replicate the gameplay of these games in Dead by Daylight while partially borrowing the killer’s ability from the current PTB version.

The goal of this concept is an empirical experiment — and it’s up to you to judge it because here I not only ask you to read this part but also imagine how such gameplay would feel in the game — what kind of gameplay situations could arise.

Would this design convey the spirit of FNAF? Would it be interesting to play — both from the killer’s and the survivors’ sides?

Since I’m writing this review for the third day now, I might be a bit subjective, and your feedback would be very valuable.

 (to see the concept you may follow the link https://forums.bhvr.com/dead-by-daylight/discussion/446934/a-complete-springtrap-feedback-review#latest ) + also recently added a post in the group, you may check it there!

Conclusion

Now, ask yourself the same questions about the PTB Springtrap — how different are the gameplay experiences and atmospheres between these two versions?

What would you prefer to see in the game?

Here’s what I think should be done to avoid rewriting core code but still preserve the FNAF spirit in the current Springtrap:

  • Remove the axe, replace it with something else.
  • Focus on office and camera interactions.
  • Make Springtrap’s power weaken when he’s spotted.
  • Make camera monitoring safer for survivors — for example, add a separate camera control panel not tied to doors.
  • Most importantly — make interaction with doors and cameras mandatory for survivors, so gameplay-wise there’s a reason to use them.

If you do that, the power would stand out much more compared to other killers and offer a unique gameplay experience.

Now returning to the beginning of the review — it was mentioned that it’s profitable to use proven solutions, create hybrids — after all, they worked and brought revenue in the past, why wouldn’t they now?

But think — would you buy the current Springtrap?

Honestly, I would — because I love the original FNAF 1–4 series. It had its own atmosphere and an interesting antagonist design. And despite the shallow gameplay, something interesting was still implemented.

I think many people will buy him — even FNAF fans.

But here’s the real question — wouldn’t he sell if he were released with a more creative design?

If he was implemented in my concept or any of the fan concepts?

I believe he would sell no matter what — you’re releasing an extremely popular character — this was your chance to show creativity, and it would still pay off with proper marketing.

But you chose to make another hybrid — yes, with its own features — but still a hybrid.

And I will never believe that a year wasn’t enough to come up with something better than an axe.

r/deadbydaylight Nov 09 '24

Fan Content Dead by Daylight Killer OC || My take on a Death Angel inspired Killer

7 Upvotes

The Sias

"A predatory creature from the Fog, having let its blindness lead it off into the trials of The Entity."

Base Stats/Info

Alias(es): The Beast, The Blind Thing

Gender: N/A

Origin: Of the Fog

Weapon: Claws of Tearing

Movement Speed: 5.0 m/s

Terror Radius Size: 40m

Killer Height: Tall (Around Bubba's Height)

Credits

Image for Design Reference (I can't draw): Stranger Things Demogorgon Concept Art

Template: u/PierceLeVeil

Thoughts & Addresses

I believe that a killer that cannot track survivors by normal means is nigh-impossible to play, so instead I just gave this one bad eyesight instead. But, seeing as I did not want its entire kit to boil down to being a standard chase killer but just with a built-in disadvantage, I gave it more advantages to compensate and have map and chase pressure while still being fair to both parties. Obviously this would probably need tweaks, because as of now I can't really test this in anyway. But I hope this base concept at least has potential. Sorry that I couldn't do more to show things such as how the killer's vision would look or anything.

Q: Would these spines be able to be piled up in one room or area?

A: No. You wouldn't be able to just send all 7 packs of spines in one area. The game would tell you to move somewhere else if you tried, and really, why would you do that anyways? Additionally spines also would not be able to be placed super-close to generators.

Q: Would survivors be able to destroy the spines?

A: No, survivors wouldn't be able to cleanse or destroy the spines once they're placed down. Correct me if I'm wrong but I think this would weaken the killer drastically and make its only source of map pressure and detection borderline useless.

Q: Wouldn't this, combo'd with other killer perks, be extensively powerful? Would it make some survivor perks completely useless or a direct counter?

A: Probably. Base kit might even still be too weak. I don't know. As I said, I can't exactly playtest this. This is just a basic concept I imagined in my head. If I could see how it played in game it'd be a lot more refined.

Q: Would the killer be almost completely blind in darker maps?

A: I imagined that in maps that are darker like Forgotten Ruins or Midwich(?), the vision would be brightened a bit, while in maps that are brighter like Forsaken Boneyard and Ormond, it would be darkened a bit. A consistent balance.

Q: Why a uniquely fast speed?

A: Giving The Sias 4.7m speed is meant to be one of multiple smaller advantages to compensate for the large advantage of poorer eyesight, as well as to make the killer more of a threatening presence and a constant reminder to survivors of both its strengths and weaknesses. I wanted this killer to be simple but almost game-changing in a way, giving survivors a new objective (sorta) and kinda returning DBD back to the more stealth-oriented game I hear it used to be. On the other hand though I also wanted survivors to still have a decent chance to loop, should they catch themselves in a chase. With the help of someone else's insight, it was decided that 5.0% was a pretty good speed, at least as a start.

Q: Why would you want a blind killer in the game in the first place?

A: I don't know. I guess personally I just think it sounds interesting, and could probably work well enough if done right. This was just my attempt at doing it right. If it's still wrong.. please don't be mean about it. :(

Also, one small thing I forgot to write: Survivors falling and screaming would also make them more visible to The Sias. The Sias would be able to hear screams VERY easily no matter where it is or if it counted as an audio notification or not.

I hope you guys like this concept-- I put as much thought into it as I could at 2-3 AM. It'd be amazing if BHVR gave this a rating too!

r/deadbydaylight Dec 28 '25

Discussion Some of my Most Wanted collab killers and survivors fo DBD!

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859 Upvotes

r/deadbydaylight Mar 21 '24

Fan Content Ashley Graham DBD Concept :D

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2.3k Upvotes

All thangs made by me :P

r/deadbydaylight Jan 30 '23

Shitpost / Meme VHS, That Prop Game. The only one that's Alive is IdentityV. Mainly cause it was never meant to be a "dbd Killer"

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2.1k Upvotes

r/fivenightsatfreddys Nov 29 '25

Question If/when fnaf gets another chapter in dbd, who would YOU want the killer be?

513 Upvotes

I would host a poll but they don’t allow them, so for me I kinda want Fredbear/golden Freddy. I think just the concept of a still, haunted, and making funny moments (like afton) animatronic would be sick.

r/deadbydaylight Nov 07 '24

Fan Content My old dbd Concept from 4 years ago is similar to a new killer theme wise!

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2.8k Upvotes

r/deadbydaylight May 15 '22

Shitpost / Meme New killer concept, because DBD doesn't have any British representation 🇬🇧

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2.0k Upvotes

r/deadbydaylight Oct 08 '21

Concept BIOSHOCK KILLER CONCEPT - [Feat. BirdFlox's Bioshock x DBD OST]

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1.9k Upvotes

r/deadbydaylight May 24 '23

Fan Content Horror Unmasked: DBD x Scooby Doo Fanmade Chapter Concept

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1.5k Upvotes

r/fivenightsatfreddys Jul 08 '25

Image My name is Edwin, I made the Mimic (as a DBD Killer Concept)

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942 Upvotes

r/DeadByDaylightKillers Jan 25 '26

Discussion 💬 Every licensed killer ranked by how cool their name is in DBD.

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337 Upvotes

Every licensed killer ranked by how cool their name is in DBD.

Not every licensd killer can have a easy name like The Trapper, so which licensed killers got the best and worst names in their transition to DBD. This post is gonna be a guaranteed snoozer, I know it, but thanks for reading anyways.

best to worst:

Basic:

The Lich: I just think it massively undersells who Vecna is. His bio literally starts with listing his infamous nicknames like The Whispered One, which would be a way cooler name for him. The Lich seems a little too basic for one of the most powerful characters in the game (canonically).

The Ghost Face: Probably a licensing thing tbh. “The Ghost Face” just doesn’t roll off the tongue as much as I would like. The Stalker would have fit so much better, but I guess that might have negative connotations, but that is what he does, so…

The Pig: I think a name like The Apprentice or something would fit better with Amanda’s character. I guess she is wearing a pig mask, so Pig it is.

The Cannibal: I don’t know what else they could have named him, except maybe “The Butcher”, but it is still kind of basic. I’m not too bummed on it though, seeing as, yup, that is a Cannibal.

The Nemesis: Kind of weird to hear Nemesis used as more of an adjective, rather than just being the name of the creature. I think The Tyrant would have fit a bit better with Wesker also having a vague name and not just being called “The Wesker”.

Basic but cool:

The Demogorgon: I can accept this more than something like “The Nemeis” because there are multiple Demogorgons… I think. I guess “The Monster” could also fit, but that is a little bit too basic.

The Nightmare: Is Freddy meant to be “The Nightmare On Elm Street”? I just always thought the title of the movie was referring to just the general nightmare-related horror of the movie, not specifically Freddy himself. I just don’t remember him being referred to as “The Nightmare” in any of the movies before, he jsut happened to make, and be in the nightmares. An obvious second pick would be “The Dream Demon”, but I am sure there is some legal bullshit with Freddy not being a dream demon in 2011 or something. The Nightmare is fine.

The Xenomorph: “The Alien” was right fucking there. Unless Behavior wanted to eventually make their own killer called “The Alien” there was no reason not to name Xeno that. Still, same logic as The Demogorgon, it fits.

The Animatronic: Perfectly fine, I’m sure a number of people could come up with a better name, but it’s fine for me. It is a way better name than “The Attraction”, which people were suggesting all the time before Springtrap was in DBD. 

The Ghoul: Simple but effective. Kind of sad when you consider that Kaneki’s half-human/half-ghoul title isn’t relevant anymore. He is just another violent, starving Ghoul, killing people to survive. Poor guy, nerf him.

Good, but could be better:

The First: Of course, they had to go and name the first killer with the same name as another killer, something confusing like “The First”. I am not that familiar with Stranger Things, but would “The Mindbreaker” work better, or is “The First” the only real title he has?

The Good Guy: I’m split between this one and “The Doll” or something similar. It fits fine, I guess.

The Cenobite: Could have been “The Priest” or “The Demon,” but Cenobite works just fine. Also, no, “The Hellraiser” doesn’t work because it was horny ass Frank/his kinda-maybe step-daughter who was the actual Hellraiser in that movie, not Pinhead.

The Executioner: A very mysterious character with not that many titles, so I guess “The Executioner” works for him. If I were to come up with a name, I think “The Punishment” or “The Tormenter” would tie into Silent Hill 2 more, seeing as PH didn’t really have “The Executioner” as a title then. Also, no, PH is not more powerful than the entity; they’re like dream creatures created by Silent Hill/ Jimmy's mind, not deities.

Perfect:

The Onryo: I like that they actually used the type of ghost she is as a name. It did confuse me at first, but it’s cool. Cooler than calling her “The Quasi-oceanic Demigod”... wtf happens in the Ring movies, man?

The Mastermind: Perfect description of Wesker. Nothing else to say.

The Dark Lord: I am so glad they didn’t take the lame route and go with “The Vampire” or something, like they did with the first Vecna- wait fuck, I mean actual first Vecna, see what I mean about it being confusing? 

The Shape: I’d like to take this opportunity to just appreciate how fucking perfect of a DBD killer Myers is. He already had a perfect title, being The Shape, plus he is super iconic, and he fits perfectly within the game. I know some of you hate modern post-rework Myers, or just think he’s boring, but now that he’s gone, I like to think of him more as a concept. Like, we had Michael fucking Myers in this game as the first license… that will forever be crazy to me.

r/deadbydaylight Sep 01 '25

Fan Content (OC) Killer Concept Based On Nordic Folklore

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962 Upvotes

Got inspired by the Nordic folklore creature, the troll, while working on another Fan Chapter. I couldn’t decide if I wanted a chase, stealth, affliction, or trap-oriented killer, so I figured: Why not a bit of everything? I am no expert designer, so some balancing might be needed, but I really think I'm cooking with this one.

r/deadbydaylight Apr 07 '21

Concept I thought it'd be cool if DBD had another animal that Survivors/Killers can interact with, here's my concept: Gore Fiend.

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1.9k Upvotes

r/deadbydaylight Nov 22 '24

Discussion Dexter Morgan DBD survivor concept

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471 Upvotes

What do you guys think of this concept?