Grimms Update

Hey there! With the first voting phase done, and the second phase underway, the team is hard at work on bringing The Grimoire, our first community-made Chapter, to life. You're an important part of this process, and we wanted to walk you through what’s been happening behind the scenes. As is expected from the development process at this stage, a lot of this is bound to change, but we still wanted to take you with us every step of the way as we iterate on the many different aspects of this Chapter. Gameplay After the votes for the Killer Power were done, our design team held a kickoff meeting with art, programming, and animation to explain the full design for the Power. Once everyone was aligned, design and programming started working on the prototype.  Their first step was to explore how the Exile and the active Power, Ray of Retribution, would work and if they would fit within the Dead by Daylight gameplay before testing them. The internal playtest with our consultants showed encouraging results, but as expected, we were not there yet…Exile was too easy and not very rewarding, and the Ray of Retribution was too difficult and repetitive. The team went back to the drawing board to explore ways to expand and add more depth to the gameplay. And that’s where we are at today.VFX While design and programming are figuring out how the Ray of Retribution will work, our VFX  team has been busy researching and defining the art direction and the visual effects that would fit with our divine Killer. First on the list is the Pillars of Light, a placeholder name for one of the features of the Exile, and the team is currently testing its functionality and defining its look and feel.  They also continue to support the prototype by creating all the visual feedback needed. Animation The animation team is investigating how the Survivor animation would work when interacting with the Shrine of Repentance, a placeholder name for the Killer object that Survivors will use to pray and save others from Exile. World & Characters Art Let’s talk Hopeless Exile. This place in between is in its early stages but based on the team’s initial proposals, it will leave you...hopeless. Right now, we’re in the research and concept phase, focusing on defining the general vision and how art will work with the plans for the gameplay. As for the characters, the art team is hard at work creating their final concepts for the next vote by combining the previous winning results into a couple exciting and original Survivor and Killer visual proposals. Perks The Perks are in the brainstorming stage, and the team is putting together options that could work well within the narrative. After syncing with our creative director, the next step is going to be putting the ideas onto paper and doing an internal check with other designers. That’s it for today. Thanks for creating this Chapter with us, and we love seeing how you've already made the content your own through your art, ideas, and conversations. Keep an eye on our socials for more behind the scenes content as we continue to work on this release. Until the next update!  Grimm, out 

Feb 12, 2026 - 05:05
 0
Grimms Update

Hey there! 

With the first voting phase done, and the second phase underway, the team is hard at work on bringing The Grimoire, our first community-made Chapter, to life. 
You're an important part of this process, and we wanted to walk you through what’s been happening behind the scenes. As is expected from the development process at this stage, a lot of this is bound to change, but we still wanted to take you with us every step of the way as we iterate on the many different aspects of this Chapter. 

Gameplay 

After the votes for the Killer Power were done, our design team held a kickoff meeting with art, programming, and animation to explain the full design for the Power. Once everyone was aligned, design and programming started working on the prototype.  

Their first step was to explore how the Exile and the active Power, Ray of Retribution, would work and if they would fit within the Dead by Daylight gameplay before testing them. The internal playtest with our consultants showed encouraging results, but as expected, we were not there yet…Exile was too easy and not very rewarding, and the Ray of Retribution was too difficult and repetitive. The team went back to the drawing board to explore ways to expand and add more depth to the gameplay. And that’s where we are at today.

VFX 

While design and programming are figuring out how the Ray of Retribution will work, our VFX  team has been busy researching and defining the art direction and the visual effects that would fit with our divine Killer. First on the list is the Pillars of Light, a placeholder name for one of the features of the Exile, and the team is currently testing its functionality and defining its look and feel.  

They also continue to support the prototype by creating all the visual feedback needed. 

Animation 

The animation team is investigating how the Survivor animation would work when interacting with the Shrine of Repentance, a placeholder name for the Killer object that Survivors will use to pray and save others from Exile. 

World & Characters Art 

Let’s talk Hopeless Exile. This place in between is in its early stages but based on the team’s initial proposals, it will leave you...hopeless. Right now, we’re in the research and concept phase, focusing on defining the general vision and how art will work with the plans for the gameplay. 

As for the characters, the art team is hard at work creating their final concepts for the next vote by combining the previous winning results into a couple exciting and original Survivor and Killer visual proposals. 

Perks 

The Perks are in the brainstorming stage, and the team is putting together options that could work well within the narrative. After syncing with our creative director, the next step is going to be putting the ideas onto paper and doing an internal check with other designers. 

That’s it for today. Thanks for creating this Chapter with us, and we love seeing how you've already made the content your own through your art, ideas, and conversations. Keep an eye on our socials for more behind the scenes content as we continue to work on this release. 

Until the next update! 
 
Grimm, out 

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