Dead By Daylight - Five Nights At Freddy's
Springtrap finally crawls into The Fog, and the security door teleportation alone makes this one of the more mechanically interesting Dead by Daylight chapters in years. FNAF fans who have been waiting for this crossover will find a lot to love, though veteran killers should know the learning curve is real.
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I went into this one with tempered expectations. Dead by Daylight has a long history of licensed chapters that look great on a trailer and then play like a reshuffled deck of existing mechanics. Springtrap does borrow familiar ideas, but the way this chapter weaves in Five Nights at Freddy's' DNA is smarter than it has any right to be, and after several hours on both sides of the trial I came away genuinely impressed by how much tension the Security Door system generates. Here is the core of it: at the start of every match, seven Security Doors spawn across the map. As Springtrap, you enter any door and instantly exit through any other one on the map, including a door that a survivor is currently using, which triggers a jumpscare grab with no down required. That one interaction captures the dread of the original games better than most FNAF adaptations have managed. Survivors are not helpless, though. They can use those same doors to access a camera network, cycling through views to track Springtrap's position and reveal it to teammates, all while sharing a collective battery that drains with every use. When battery runs dry, door access goes dark until it recharges. The trade-off between information and vulnerability is exactly the cat-and-mouse that the source material is built on, and it translates surprisingly well into DbD's format. Springtrap's second power is a throwable fire axe. Land it and the survivor is Broken, Oblivious, and unable to heal until they rip it out. Get close before they do and you can yank it yourself for a grab and a face-level jumpscare. It is satisfying to pull off but punishing to miss, with tight hitboxes and lengthy charge and recovery animations that a chunk of the community has flagged as genuinely frustrating. The official difficulty rating is Hard, which is accurate. His three perks, Help Wanted, Phantom Fear, and Haywire, each have creative angles. Phantom Fear makes survivors scream and reveal their auras the moment they look at Springtrap. Haywire makes the endgame genuinely chaotic by draining exit gate progress whenever survivors step away from the switch. Help Wanted rewards pre-planning by shortening basic attack cooldowns after a compromised generator fires. None are meta-defining on arrival, but the synergies are real and the perk designs feel thematically on point. The Freddy Fazbear's Pizzeria map is a bonus that free-for-all players get regardless of owning this chapter. It is colorful, packed with franchise easter eggs, and the outdoor area gives chases room to breathe. Some critics have noted it feels like a remix of existing layout templates rather than a fully custom space, which is a fair shot. The launch also shipped with audio bugs and some add-on description errors that dampened the first impression, issues Behaviour has been known to patch but which sting at release. On the cosmetic side, the Legendary Yellow Rabbit outfit featuring Matthew Lillard's likeness and original voice lines is a standout, and the Glitchtrap legendary skin is a nice nod to the Help Wanted crowd. The bottom line on reception is honest: Steam reviews are Very Positive at 87 percent, but a visible segment of players feel the kit does not fully capture Springtrap's identity as a slow, psychological predator, leaning instead into a mobile aggression style that feels closer to existing killers. Both takes have merit. If you are coming as a FNAF fan, the fanservice is dense and affectionate. If you are a DbD veteran hunting a truly novel power loop, there are rough edges to work through before he clicks. Either way, this is a chapter with a genuine mechanical idea at its center, which puts it well above the average licensed add-on.

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Mínimos
- Processor
- Intel Core i3-4170 or AMD FX-8120
- Memory
- 8 GB RAM
- Graphics
- DX11 Compatible GeForce GTX 460 1GB or AMD HD 6850 1GB
- DirectX
- Version 11
- Network
- Broadband Internet connectio…
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Requires a 64-bit processor and operating system
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Información del juego
- Desarrolladora
- Behaviour Interactive Inc.
- Distribuidora
- Behaviour Interactive Inc.
- Fecha de lanzamiento
- 17 jun 2025

