{"id":597067,"date":"2026-03-20T00:13:51","date_gmt":"2026-03-20T00:13:51","guid":{"rendered":"urn:uuid:a5f23b5d-9895-4346-88a2-37cd14a830ee"},"modified":"2026-03-20T00:13:51","modified_gmt":"2026-03-20T00:13:51","slug":"dead-by-daylight-designing-the-dredge","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/dead-by-daylight-designing-the-dredge\/","title":{"rendered":"Dead by Daylight: Designing The Dredge"},"content":{"rendered":"\n<p class=\"\">In Dead by Daylight\u2019s new chapter Roots of Dread, the new Killer is The Dredge. A formless mass of twisted limbs writhing in the shadows, The Dredge is a manifestation of darkness itself. A uniquely frightening figure, it was imperative that The Dredge captured the spirit of a monster lurking beneath your bed. And while Dead by Daylight is most certainly a horror game, conjuring such a unique flavor of fear presented an exciting challenge for the game design team.<\/p>\n<p class=\"\">For one, its Reign of Darkness Power shrouds the map in a pitch-black state, turning simple navigation into a matter of life and death. During this supernatural nightfall, visibility becomes severely limited, making it so that Survivors can only see what\u2019s directly in front of them. While this certainly brings an exciting new horror element to Dead by Daylight, such a drastic visual change was not without a few behind-the-scenes hurdles.<\/p>\n<p> <a href=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/05\/dead-by-daylight-designing-the-dredge.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/05\/dead-by-daylight-designing-the-dredge.jpg\" alt=\"\"><\/a> <\/p>\n<h2 class=\"\">Hello Darkness<\/h2>\n<p class=\"\">\u201cOne of the first things, and this is something people don\u2019t often consider, is that we must think about the technical feasibility of our desired experience,\u201d explains Patrick Harris, Dead by Daylight\u2019s lead game designer. \u201cLighting levels and visibility levels are a very technical challenge, and when conceptualizing a Power like The Dredge\u2019s, we have to consider that.\u201d<\/p>\n<p class=\"\">\u201cIt becomes an interesting discussion between the tech side and the design side,\u201d he notes. \u201cThe design side says <em>we want an experience like this<\/em>, and tech says <em>doing exactly what you just said will have implications on performance<\/em>. We work together to find a balance.<\/p>\n<p class=\"\">\u201cIt\u2019s tricky to get the lighting and visibility to change dynamically in a match, maintain performance, and adhere to the original design desire. On top of that, you must then consider the feedback we get from our playtests, which feature a wide range of player skill.<\/p>\n<p class=\"\">\u201cI\u2019m not the most amazing Survivor player in the world, by my own admission,\u201d Patrick says with a laugh. \u201cWhen I faced The Dredge, I found the darkness to be very tough &#8212; especially in early iterations. A lot of the less experienced Survivors felt that. On the other side, many of the high-skilled players had each Map memorized. You could throw a blindfold on them, and they could still find the Generators.<\/p>\n<p class=\"\">\u201cWe had to find a balance where the high-skilled players were scared and impacted by the Power while the newer players were not completely overwhelmed. That was a tricky one, and that\u2019s where the idea of having The Dredge\u2019s aura be visible during the darkness came from. It helped strike a balance between the two groups while maintaining the fear factor. It also helps that when you see The Dredge, it\u2019s absolutely terrifying.\u201d<\/p>\n<p> <a href=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/05\/dead-by-daylight-designing-the-dredge-1.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/05\/dead-by-daylight-designing-the-dredge-1.jpg\" alt=\"\"><\/a> <\/p>\n<h2 class=\"\">Lockers<\/h2>\n<p class=\"\">That&#8217;s only the beginning. The Dredge has the ability to teleport to any locker across the map, granting it an oppressive level of mobility. And should it teleport to a locker while a Survivor is inside? Some things are better left to the imagination.<\/p>\n<p class=\"\">\u201cWe\u2019ve wanted a Killer that jumped out of lockers and scared Survivors for a while,\u201d explains Patrick. \u201cSomething that takes a pillar of safety and flips it on its head. \u2018There\u2019s three lockers in this room, do I really want to go here?<em>\u2019 <\/em>This is going to be the Killer that makes lockers scary.\u201d<\/p>\n<p class=\"\">Survivors can take protective measures by locking a locker door, but there\u2019s one problem. \u201cYou can only lock those lockers once,\u201d says Patrick. \u201cIt\u2019s not necessarily a great idea to run around and lock them all. If you do that at the beginning of the game, The Dredge is going to smash each lock and you\u2019ll be in for a bad time. Slow your roll and be mindful.\u201d<\/p>\n<p> <a href=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/05\/dead-by-daylight-designing-the-dredge-2.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/05\/dead-by-daylight-designing-the-dredge-2.jpg\" alt=\"\"><\/a> <\/p>\n<h2 class=\"\">Finding balance<\/h2>\n<p class=\"\">Dead by Daylight is an asymmetrical multiplayer game where two sides must go head-to-head, and striking an effective balance between Killer and Survivor is an integral part of the game design team\u2019s toolkit. At the same time, both sides are made up of a wide-ranging spectrum of player skill, making it difficult to predict how the community will respond to a Killer\u2019s competitive potential.<\/p>\n<p class=\"\">\u201cYou never know which tier a Killer will end up being until the community gets their hands on it,\u201d muses Patrick. \u201cSometimes it&#8217;s because they figure out how to do something you never thought of. Sometimes they do something they <em>shouldn\u2019t be able to do. <\/em>Lot of times, we\u2019re just impressed with the creativity.\u201d<\/p>\n<p class=\"\">It always helps when a Killer\u2019s Power allows for the possibility of mind games, raising the skill ceiling and inviting a good old-fashioned battle of wits. While The Dredge\u2019s Power allows for map-wide darkness and Locker teleportation, there\u2019s an additional ability Survivors must fear: The Remnant. When The Dredge charges its Power, a static Remnant is created. From there, the Killer has two options: teleport to a Locker or instantly snap back to the Remnant.<\/p>\n<p class=\"\">Consider a scenario where a Survivor you\u2019re chasing is running toward a locker. You prepare to cut them off by teleporting to a locker up ahead, charging your Power and creating a Remnant. After a few seconds, they realize what you\u2019re planning and decide to double back by running toward you. Rather than teleporting to the Locker as originally planned, you can snap back to your Remnant and instantly resume the chase.<\/p>\n<p class=\"center\"><a href=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/05\/dead-by-daylight-designing-the-dredge-3.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/05\/dead-by-daylight-designing-the-dredge-3.jpg\" width=\"460\" alt=\"\"><\/a><a href=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/05\/dead-by-daylight-designing-the-dredge-4.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/05\/dead-by-daylight-designing-the-dredge-4.jpg\" width=\"460\" alt=\"\"><\/a><\/p>\n<p class=\"\">\u201cWhen we did the initial playtests with The Dredge, we didn\u2019t have the Remnant,\u201d recalls Patrick. \u201cIt was one of the last parts of the Power to be added. It added a level of mind-gaming to The Dredge that wasn\u2019t present, making for some interesting gameplay during chases. There\u2019s an exciting level of decision-making.\u201d<\/p>\n<p class=\"\">It\u2019s clear that the game design team is excited for players to get familiar with The Dredge, whose immersive gameplay and unsettling visual design brings a new style of horror to The Entity&#8217;s Realm. This harmonious union of gameplay and character has become one of the game\u2019s beloved pillars, and Patrick is keen to praise the work of Dead by Daylight\u2019s Killer Designers. \u201cThe Killer Designer we have working on The Dredge, Janick Neveu, has been on the team longer than I have,\u201d he notes. \u201cHe is an absolute expert at his craft. I won\u2019t take any credit on The Dredge \u2013 Janick absolutely killed it. He constantly impresses everyone on the team with his fantastic Killer designs.\u201d<\/p>\n<p class=\"\">Embody fear itself as The Dredge in Dead by Daylight\u2019s brand-new chapter Roots of Dread, available on June 7.<\/p>\n<p> <a href=\"https:\/\/blog.playstation.com\/2022\/05\/17\/dead-by-daylight-designing-the-dredge\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In Dead by Daylight\u2019s new chapter Roots of Dread, the new Killer is The Dredge. A formless mass of twisted limbs writhing in the shadows, The Dredge is a manifestation of darkness itself. A uniquely frightening figure, it was imperative that The Dredge captured the spirit of a monster lurking beneath your bed. And while Dead by Daylight is most certainly a horror game, conjuring such a unique flavor of fear presented an exciting challenge for the game design team. For one, its Reign of Darkness Power shrouds the map in a pitch-black state, turning simple navigation into a matter of life and death. During this supernatural nightfall, visibility becomes severely limited, making it so that Survivors can only see what\u2019s directly in front of&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/dead-by-daylight-designing-the-dredge\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":597068,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[316],"tags":[7525,3591,44,45],"class_list":["post-597067","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-official-playstation","tag-behavior-interactive","tag-dead-by-daylight","tag-ps4","tag-ps5"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Dead by Daylight: Designing The Dredge | Arcader News<\/title>\n<meta name=\"description\" content=\"In Dead by Daylight\u2019s new chapter Roots of Dread, the new Killer is The Dredge. 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