by Patrick May 28,2025
As Dead by Daylight approaches its ninth anniversary, fans are in for a thrilling treat with the long-awaited collaboration featuring Five Nights at Freddy's (FNaF). This exciting new Chapter, set to launch on June 17, marks a significant milestone for both franchises and promises to bring the iconic horror elements of FNaF into the world of Dead by Daylight.
IGN had the opportunity to discuss this collaboration with Dead by Daylight's Creative Director Dave Richard and Killer Designer Jason Guzzo, just as the public test build (PTB) for the Chapter goes live today at 9 a.m. PT / 12 p.m. ET. The team delved into how the new Killer, Springtrap, embodies the spirit of FNaF with his use of doors, cameras, and jump scares to hunt down Survivors.
For those eagerly awaiting the Nintendo Switch 2, Behaviour Interactive has confirmed that Dead by Daylight's startup issues on the current console will be resolved in time for the new console's launch on June 5. While this Chapter introduces Springtrap, it does not include a new Survivor, though the team hints at potential future additions from the expansive FNaF universe.
Springtrap comes to Dead by Daylight. Image provided by Behaviour Interactive.
IGN: Heading into the PTB, how are you feeling about how Springtrap looks and feels to play compared to other past Killers in previous PTBs?
Dave Richard: Jason can provide more detailed insights, but overall, I'm excited and confident. Springtrap is the top-requested Killer, and we've worked hard to stay authentic to the FNaF experience while fitting it within Dead by Daylight's gameplay. There's a lot of excitement and expectation, which makes it a bit stressful, but the team has done an excellent job.
Jason Guzzo: Absolutely, the excitement is high, and the pressure is on, especially for me as this is my third Killer design. Bringing FNaF into Dead by Daylight has been a year-long journey, and it's thrilling to finally share it with the community.
The new Chapter seems incredibly authentic to Five Nights at Freddy's. Was there ever consideration to include other animatronics, or was Springtrap always the focus?
Richard: There were many iterations of what this Chapter could be, but we settled on Springtrap. That's all I can share on that front.
This is the first time players can play as Springtrap in a video game, which is huge for the FNaF community. What was it like creating original gameplay for this character?
Guzzo: The challenge was to capture the essence of FNaF while adapting it to Dead by Daylight's multiplayer format. We watched about 70 hours of FNaF content, including a lot from Markiplier, to understand the vibe and what players react to. It was about translating the fear and suspense into our game.
Richard: The community's reaction at PAX was incredible. The excitement was palpable, and it reinforced our belief that we're on the right track.
Can you give more detail about what players can expect from Springtrap in the PTB?
Richard: Jason can dive into the specifics, but the key was to create a sense of surveillance and fear, utilizing jump scares and the iconic security doors.
Guzzo: Springtrap is primarily a projectile Killer with a unique fire axe. He can also utilize the security doors, which serve as a transitional space for both Survivors and Killers. Survivors can use cameras to see through doors and teleport safely, but if Springtrap catches them, he can grab them in a thematic jump scare. The axe allows for some exciting trick shots and can disable cameras and doors.
Springtrap wielding his pizza knife. Image provided by Behaviour Interactive.
Was the upcoming Five Nights at Freddy's 2 movie considered during the development of Springtrap?
Richard: No, we focused on the classic experience of the FNaF games, aiming to recreate that nostalgia while adapting it to Dead by Daylight's modern gameplay.
How did Matthew Lillard come to be involved with this Chapter?
Richard: Scott Cawthon suggested including the Yellow Rabbit from the movie, and we were thrilled to have Matthew Lillard bring the character to life in our game.
Some fans are disappointed about the lack of a new Survivor in this Chapter. Why was that decision made?
Richard: Early in the planning, including a Survivor was challenging. We wanted to stay true to the first game's vibe where the security guard is the player. However, the FNaF universe is vast, and we may have the opportunity to add more content in the future.
What can players expect to discover in the new map, Freddy Fazbear's Pizzeria?
Richard: The map is a faithful recreation packed with surprises and nods to the FNaF lore. There are plenty of jump scares and hidden details for players to uncover.
How long did it take to make this collaboration happen, and what elements took the longest to nail down?
Richard: I can't go into the specifics of the process, but it involved a lot of back-and-forth to ensure we were pleasing fans on both sides.
What's it like for the team to finally bring this collaboration to the players?
Guzzo: It's amazing. We've worked hard on this, and while there's always some nervousness about the reception, we're excited to see how players explore and enjoy the new content. Our goal is to provide tools for those memorable moments that players share and enjoy.
Richard: Every Chapter feels like the most important one we're working on. FNaF is huge, but there are always new universes to explore.
When did Five Nights at Freddy's first come up as a potential addition to Dead by Daylight?
Richard: It was a gradual process. I first learned about FNaF through Markiplier's videos, and as the community started asking for it, the idea solidified.
Is there a crossover the Dead by Daylight team would love to see happen?
Richard: Pennywise would be amazing, and there are other horror icons we'd love to include.
Guzzo: My dream is to bring The Thing into Dead by Daylight. It's a challenging design, but it's on my personal crusade list.
Is there any comment on the faded letters theory from the recent roadmap?
Richard: I haven't seen it, so I can't comment on that.
Is there anything else you'd like to add about the upcoming PTB, Five Nights at Freddy's, or the future of Dead by Daylight?
Guzzo: We love this game and the FNaF franchise. We want FNaF fans to feel welcome in Dead by Daylight. This Chapter might not be what you expect, but it comes from a place of love and respect for both communities. We hope everyone enjoys playing it as much as we enjoyed creating it.
Richard: Absolutely, we're always striving to bring new and exciting content to our players.
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