Dead by Daylight is just weeks away from celebrating its ninth anniversary, and developer Behaviour Interactive is delivering a highly anticipated gift to fans: a Five Nights at Freddy's collaboration. Coming June 17, this Chapter based on Scott Cawthon's iconic horror franchise marks both the culmination of years-long demand and the beginning of an exciting new year of crossovers and gameplay improvements for DBD. This long-awaited crossover is now taking shape, and we've gotten an exclusive early look.
IGN interviewed Dead by Daylight's Creative Director Dave Richard and Killer Designer Jason Guzzo ahead of today's public test build (PTB), which launches at 9 a.m. PT / 12 p.m. ET. We explored how this crossover authentically captures Five Nights at Freddy's distinctive atmosphere and lore. Beyond revealing how Springtrap utilizes security doors, cameras, and jump scares to hunt Survivors, our conversation uncovered other horror icons Behaviour would love to include - and just how much Markiplier footage the team studied for research.
Good news for Nintendo Switch 2 owners: Behaviour confirmed to IGN that DBD's startup issues on the handheld will be resolved before the console's June 5 launch. The developers also explained their decision not to include a new Survivor in this Chapter - though if all goes well, Freddy Fazbear's presence in Dead by Daylight may just be getting started.

IGN: As the PTB launches, how does Springtrap compare to previous Killers in terms of gameplay feel and design?
Dave Richard: Jason can provide more details as the lead designer, but I'm both excited and confident. This is the most requested franchise and Killer we've seen - the community has wanted this for years. Naturally, with that level of hype comes some pressure, but the team has done an incredible job staying authentic to Five Nights at Freddy's while adapting it to Dead by Daylight's mechanics.
Jason Guzzo: Dave summed it up well. While he's been with Behaviour for 23 years and seen many launches, this is only my third Killer after Chucky and Dracula. Being entrusted with FNaF's debut in DBD was both thrilling and nerve-wracking. These projects take nearly a year to develop, so finally revealing Springtrap and getting player feedback is incredibly rewarding.
The gameplay mechanics seem remarkably faithful to FNaF's core experience - I didn't expect to see functioning doors, cameras, or even jump scares. Was Springtrap always the planned Killer, or did you consider other animatronics?
Richard: We explored multiple directions for this Chapter during development. While I can't share specifics about our creative process with partners, we're extremely pleased with the final result.
This marks the first time players can actually control Springtrap in a game - a major moment for FNaF fans. How did you approach designing original gameplay for a character with such limited established mechanics?
Guzzo: Excellent question. FNaF's gameplay differs dramatically from DBD's core mechanics. Our goal was capturing FNaF's essence - what I'd call its "vibe" (yes, I'm that millennial). This required extensive research - I watched about 70 hours of content, primarily from FNaF's most famous YouTuber (we all know who).
Richard: Shoutout to Markiplier!
Guzzo: [Laughs] I'm now a dedicated subscriber. Beyond studying gameplay, observing streamers' reactions helped identify what truly resonated with fans. The community's lore discussions also proved invaluable for adaptation decisions. With such an iconic license, the whole team contributed ideas to ensure authenticity, with Scott Cawthon personally reviewing everything.
Richard: I need to mention the announcement reaction. Revealing Springtrap at PAX created a deafening response - the audience's cheers literally shook the floor. That moment perfectly captured why we pursue these collaborations.
Can you share more details about Springtrap's PTB gameplay? How do the Killer mechanics and new map honor the character?
Richard: Adapting FNaF's single-player experience into DBD's asymmetric format presented unique challenges. Key elements like jump scares, surveillance, and confined spaces were essential to capture. Jason's brilliant door mechanic wasn't originally planned but became crucial to the design.
Guzzo: [Laughs] The creative director calling me brilliant? Interview over!
Springtrap primarily functions as a projectile Killer with two distinct power components. For Survivors, we implemented security doors with camera systems across the map - creating memorable transition sequences that teleport players while maintaining tension. Springtrap can intercept Survivors in these spaces for terrifying grabs.
His fire axe projectile enables unique trick shots rather than traditional sniping. Landing a hit allows instant pickups through brutal grab animations - perfect for jump scare moments. The axe also interacts with environmental elements like doors and cameras.
We aimed to balance Springtrap's lumbering presence with sudden scares, making him feel both physically imposing and unpredictably stealthy.

Did the upcoming FNaF 2 movie influence your design choices?
Richard: We focused entirely on the classic games' experience. While the first movie shares similarities with those earlier titles, our adaptation prioritizes nostalgic elements from the original gameplay.
How did Matthew Lillard become involved as Springtrap's voice?
Richard: Surprisingly, Scott Cawthon suggested the movie's Yellow Rabbit costume inclusion during outfit discussions. Adding Matthew Lillard's voice work was an incredible bonus - he brought phenomenal energy to the character and was fantastic to collaborate with.
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Some players have expressed disappointment about the lack of a new Survivor. Can you discuss this decision?
Richard: Early planning identified several challenges with introducing a Survivor that would do justice to the franchise. Since the original FNaF presents the player as an unnamed security guard, we prioritized that authentic experience. That said, with FNaF's expansive lore, future Survivor additions remain a possibility.
What map details are you most excited for players to discover?
Richard: The map is a faithful recreation that will feel immediately familiar yet fresh in DBD's format. We've packed it with FNaF lore references and environmental surprises that enhance the horror experience. While I won't spoil specifics, expect plenty of atmospheric scares and Easter eggs.
This collaboration took years to materialize. What made the process so complex?
Richard: Unfortunately, I can't discuss partnership specifics - that's Game Director Mathieu Cote's domain. Generally, we maintain confidentiality about licensing negotiations.
How does it feel finally delivering this long-requested crossover?
Guzzo: It's incredibly rewarding. After a year of intensive development, we're eager to see how players engage with our systems. Successful designs create memorable, shareable moments - when playtesters laugh and trash-talk during sessions, I know we've succeeded.
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Richard: Every new Chapter feels like our most important work, but FNaF's significance to the community makes this particularly special. That said, we'll continue pursuing exciting crossovers - there are still many horror universes left to explore.
When did FNaF first become a target collaboration?
Richard: For me personally, discovering Markiplier's FNaF videos sparked initial interest. However, community demand truly solidified this as a must-have crossover. While early DBD couldn't realistically secure major licenses like FNaF, growing the game's success made ambitious collaborations possible.
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What dream crossovers would the team love to pursue?
Richard: We often joke about obvious choices like Pennywise. Personally, I want to collect every major horror icon - think of me as the Pokémon trainer of DBD collaborations.
Guzzo: My personal passion project would be The Thing - my all-time favorite horror movie. While I have no insider knowledge suggesting this might happen, I've spent two and a half years brainstorming how to adapt its shapeshifting mechanics appropriately for DBD.
Richard: We also joke about unconventional choices like Cujo or Christine - challenging adaptations that could surprise players if done right.
There's fan speculation about hidden clues in your recent roadmap. Any comment?
Richard: I haven't seen these theories - no comment regardless.
Any final thoughts about the PTB or DBD's future?
Guzzo: We created this Chapter with immense love for both franchises. While it might not match every fan's dream interpretation, we prioritized authenticity above all. My hope is that FNaF fans feel welcomed into DBD's community through this crossover.
As a lifelong horror enthusiast, contributing to DBD's expanding universe is genuinely a dream come true. The team's passion shines through in everything we create - I sincerely hope players enjoy this Chapter as much as we've enjoyed developing it.
Richard: Well said.