Dead by Daylight Gameplay Mechanics Encyclopedia
Complete breakdown of all DBD core mechanics: generators, hooks, totems, hatch, skill checks, bloodweb, offerings, add-ons, and a full terminology glossary.
Core Game Loop
Every match of Dead by Daylight (called a "Trial") follows this core loop:
- Spawn: 1 killer vs 4 survivors, random map, 7 generators spawn
- Repair Phase: survivors spread out to repair generators, killer patrols and tracks
- Chase Phase: killer finds and chases survivors, survivors use terrain to loop
- Hook Phase: killer downs survivors and hooks them
- Rescue Phase: other survivors evaluate whether to rescue
- Gate Phase: after 5 generators, exit gates power on, survivors open gates and escape
- Endgame: gate opening triggers Endgame Collapse, 2-minute countdown
Generators & Skill Checks
7 generators spawn on the map, and survivors need to repair 5 to power the exit gates.
Repair Mechanics
- Solo repair base time is approximately 80 seconds
- Multiple survivors on the same gen have an efficiency penalty (two people ≈ 43 seconds, not 40)
- Repairing randomly triggers Skill Checks
Skill Checks
A skill check is a circular progress bar with a spinning pointer — you need to press the button in the designated zone:
- Good: white zone, grants 1% repair progress bonus
- Great: smaller colored zone, grants 2% repair progress bonus
- Miss: not pressing or mistiming causes the generator to explode ("pop"), regressing progress and making noise
Hooks & Sacrifice Mechanics
8 hooks spawn at fixed locations on the map (plus 4 in the basement). After downing a survivor, the killer can pick them up and hook them for sacrifice.
Hook Phases
- Phase 1: survivor is hooked, needs another survivor to rescue. If nobody rescues, the progress bar fills and enters Phase 2
- Phase 2: survivor must repeatedly press buttons to "struggle" (skill checks). Failing or the bar filling means sacrifice
- Phase 3 (Sacrifice): the Entity consumes the survivor, who is out of the match
Basement Hooks
Every map has a basement with 4 hooks and only one entrance. Survivors hooked in the basement are extremely difficult to rescue because the killer can guard the only entrance.
Totem System
5 totems spawn on the map, in two types:
- Dull Totem: ordinary bone totem with no special effect. Survivors can cleanse (destroy) it for bloodpoints
- Hex Totem: totem bound to a killer's Hex perk, emits flames. As long as the hex totem exists, the corresponding Hex perk is active; once cleansed, the perk deactivates
Hatch & Endgame
The Hatch
When only one survivor remains on the map, the hatch spawns at a random location. Survivors can:
- Jump in directly to escape (no key needed)
- Use a key to open it early (works in full matches, but must find the hatch first)
Endgame Collapse
When any exit gate is opened, or the hatch is closed, the Endgame Collapse triggers:
- 2-minute countdown
- When the timer ends, all remaining survivors are sacrificed by the Entity
- Hooked survivors sacrifice faster
- Killers can use this time to secure more kills
Bloodweb & Bloodpoints
The Bloodweb is each character's skill tree, where you spend Bloodpoints to unlock nodes for perks, items, add-ons, and offerings.
- Earn bloodpoints each match based on performance (repairing, rescuing, looping, downing, etc.)
- The bloodweb has multiple nodes per level, spend bloodpoints to unlock them one by one
- The bloodweb refreshes each time the character levels up
- At level 50, you can "Prestige" to reset the level but earn permanent rewards
Offerings & Add-ons
Offerings
Before each match, both killer and survivors can bring one offering that affects the entire match:
- Fog Offerings: increase/decrease map fog density
- Map Offerings: increase chance of a specific map appearing
- Bloodpoint Offerings: increase bloodpoint earnings this match
- Generator Offerings: reduce number of generators on the map (killer use)
Add-ons
Killer powers and survivor items can each equip two add-ons that enhance or modify effects:
- Add-ons have rarity tiers (Common → Uncommon → Rare → Very Rare → Ultra Rare)
- Add-ons are consumed after each match (unless specific perks preserve them)
- Smart add-on combinations can significantly change character playstyle
Game Terminology Glossary
| Term | Meaning |
|---|---|
| Looping | Survivors using pallets and windows to circle around the killer, buying time |
| Camping | Killer staying near a hooked survivor waiting for rescuers |
| Tunneling | Killer specifically targeting one survivor who was just rescued |
| Slugging | Killer downing a survivor but not hooking them, leaving them on the ground |
| Bodyblock | Survivor using their body to block the killer's path, protecting teammates |
| Pop / Generator Explosion | Failing a skill check causes the generator to explode |
| NOED | Hex: No One Escapes Death — killer one-hit downs after gates open |
| Transition | Survivor moving from one pallet zone to another |
| Infinite Loop / God Window | Building with multiple windows and pallets where survivors can loop for a long time |
| Red Stain | Red light in front of the killer's vision, survivors use it to judge killer position |
| Terror Radius | Range of heartbeat sound survivors hear when the killer is nearby |
| Skill Check / QTE | Quick time event — the skill check that appears during repairs, healing, etc. |