Ten years after its June 2016 launch, Behaviour Interactive’s Dead by Daylight has evolved from a janky indie horror experiment into one of gaming’s most resilient live-service phenomena. On June 14, the Montreal-based studio will host its first-ever in-person anniversary celebration—a sold-out gathering that caps a decade of record-breaking growth, dozens of blockbuster crossovers, and a cultural footprint rivaling its Hollywood inspirations. The milestone arrives just weeks after industry leaders gathered at the Game Developers Conference (GDC) in San Francisco, where Behaviour’s head of partnerships, Mathieu Côté, and creative director Dave Richard sat down with IGN to reflect on the game’s improbable journey—and what comes next for a franchise that refuses to die.
Key Takeaways: How Dead by Daylight Defied the Odds
- Dead by Daylight was developed by a team of just 30 people when it launched in 2016, but Behaviour Interactive has since grown to over 1,300 employees—with 400-500 dedicated solely to the game’s ongoing evolution.
- The studio avoided the "live-service trap" by launching with a solid core experience and gradually adding features like the Rift Pass (year four) and in-game store (year three), rather than forcing monetization upfront.
- A decade of crossovers—from Stranger Things to Alien—has kept the game fresh, with Richard noting that "today, being good is not enough" without constant reinvention.
- The upcoming Montreal anniversary event (June 14) will be the first in-person celebration, broadcast live and featuring "big surprises," though Côté jokes he’s been forbidden from "dropping the mic."
- Despite industry trends, Behaviour insists there will never be a Dead by Daylight sequel, prioritizing the original as a "perfect storm" of timing, community, and design.
From 30 to 1,300: The Scaling of a Horror Empire
When Dead by Daylight debuted on June 14, 2016, Behaviour Interactive was a studio of 275 employees, with just 30 dedicated to the game’s development. Today, the company employs over 1,300 people, and the Dead by Daylight team alone has swelled to between 400 and 500—reflecting the demands of a live-service beast that releases new content, cosmetics, and even full crossovers on a near-monthly basis. Richard credits this scalability to Behaviour’s two-decade history as a contract developer (working on projects like *Warhammer 40,000 Online*). "We knew what to do when success hit," he says. "It wasn’t like, ‘Oh my God, we have a hit—now what?’ We had systems in place."
The Luxury of a Small Team in a Big World
Côté highlights a critical advantage during Dead by Daylight’s early years: financial stability. "We had the luxury of working on a game while not worrying about where the next paycheck was coming from," he explains. With the rest of the studio handling client work, the core team of 30 could focus entirely on refining the game’s asymmetrical horror formula—a killer stalking four survivors in a procedurally generated world—without the pressure of immediate monetization. This freedom allowed them to prioritize gameplay over crunch, a rarity in the industry. "We weren’t creating an eternal loop for people to be in," Côté says. "We were creating a game you could play and replay and still not know what you’d face next."
We were at the right time with the right game, with the right people internally, with the right people in our community. All of this came together. So we were extremely lucky that it happened like that.
Why Dead by Daylight’s Live-Service Model Works When Others Fail
The live-service game landscape has become a graveyard of projects that burned out within years—or months—of launch. Yet Dead by Daylight thrives, thanks to a counterintuitive approach: it wasn’t designed as a live-service game. The in-game store didn’t arrive until 2019 (year three), the Rift Pass debuted in 2020 (year four), and even the iconic "4v1" formula was a gamble in 2016. Richard admits the game’s niche appeal—"we’re in a space of our own"—was both a blessing and a curse. "People now in the industry, players, are attached to a single game they always go back to," he says. "Already having people in there is amazing. But we always need to continue to scale up and find new ways to get these people in, and keep them engaged."
The Perils of Pre-Launch Monetization
Côté paints a stark contrast between Dead by Daylight’s organic growth and the industry’s current obsession with day-one monetization. "Today, all these features [battle passes, in-game stores] need to be in from day one. It’s expected. So it costs a lot," he explains. "If you need to cut features from the game to support a store, everybody loses." Early sacrifices included scrapping tutorials to add a third killer at launch—a decision Côté calls "clunky" but necessary. The studio’s ability to delay non-essential features gave the core experience time to shine, fostering a community that remained loyal even as bugs and rough edges persisted.
The Art of the Crossover: How Dead by Daylight Became a Pop Culture Magnet
No live-service game has leveraged crossovers as effectively as Dead by Daylight. From *Stranger Things* and *Halloween* to *Resident Evil* and *Alien*, the franchise has partnered with horror’s biggest IPs to introduce new killers, survivors, and cosmetics. The strategy isn’t just about hype—it’s about tapping into existing fanbases and injecting freshness into the meta. Richard emphasizes that the collaborations are mutually beneficial: "It’s not just us taking from them. We’re giving them a new way to engage with their audiences." The upcoming *Hellraiser* and *Tomb Raider* crossovers, teased for the anniversary, promise to keep the momentum going.
From Board Games to Movies: The Expanding Dead by Daylight Universe
Dead by Daylight’s cultural footprint extends far beyond the game. Behaviour has explored spin-offs like a dating sim parody (*Dead by Daylight: A Dating Sim*), an interactive choice-based story (*Dead by Daylight: The Outbreak*), and even a board game. Most tantalizing is the upcoming film adaptation, with Richard hinting that "maybe news" about the project could drop during the anniversary broadcast. "There’s a comic book, there’s maybe news about the movie," Côté adds. "There’s a lot of other things that we want to show people what Dead by Daylight is about—new ways to enjoy it."
The Anniversary Celebration: A Love Letter to the Community
For the first time in its decade-long run, Dead by Daylight will host an in-person anniversary party in Montreal on June 14. Tickets went on sale March 19 and sold out quickly, reflecting the game’s devoted fanbase. The event will feature a live broadcast packed with "big surprises," though Côté teases that his infamous mic-drop joke won’t make the cut. ("I’ve been told I’m not allowed to drop mics," he laughs.) The celebration isn’t just about nostalgia—it’s a testament to how far the game has come. "We’re not slowing down," Côté says. "If anything, we’ve increased the cadence."
Will There Ever Be a Dead by Daylight Sequel? The Studio Says No
Industry trends suggest franchises rarely survive past a decade without a reboot or sequel, but Behaviour has no plans to disrupt Dead by Daylight’s legacy. Richard dismisses the idea outright: "No, there won’t be a sequel." The reasoning? The original game’s "perfect storm" of timing, community, and design can’t be replicated. "A tornado. A sharknado," Richard quips, referencing the absurdity of attempting to recapture the magic. Instead, the studio will continue evolving the core experience, with Richard emphasizing incremental changes like new gameplay modes and character types to keep players engaged.
The Future of Dead by Daylight: Matchmaking, New Modes, and the Next 10 Years
Looking ahead, Behaviour is doubling down on player feedback—and addressing pain points. One major focus is a matchmaking rework, a response to decades of complaints about uneven killer/survivor distributions and long queue times. Richard hints at "new modes, new characters, new types of gameplay" to keep the loop fresh. But the studio’s philosophy remains unchanged: "We didn’t create a live game. We created a game, and then through the years, because people kept coming back, we turned it into a live game." If the next 10 years mirror the first, Dead by Daylight will remain a case study in sustainable game design.
Frequently Asked Questions About Dead by Daylight’s 10th Anniversary
Frequently Asked Questions
- Why did Dead by Daylight delay monetization features like the in-game store?
- Behaviour chose to prioritize gameplay over immediate monetization, launching the store in year three and the Rift Pass in year four. This allowed the core experience to shine without forcing players into a "hamster wheel" of content.
- Will there be a Dead by Daylight sequel or remake?
- No. Creative director Dave Richard ruled out a sequel, calling the original’s success a "perfect storm" of timing and community that can’t be replicated. The studio plans to evolve the game through new modes and characters instead.
- What’s the biggest lesson Behaviour learned from Dead by Daylight’s success?
- The studio emphasizes that a great game is just the starting point. "Being good is not enough," Richard says. Success came from listening to the community, reinventing constantly, and avoiding the pitfalls of day-one monetization.




