8.7.0 | PTB Patch Notes
Important
- Progress & save data information has been copied from the Live game to our PTB servers on April 7, 2025. Please note that players will be able to progress for the duration of the PTB, but none of that progress will make it back to the Live version of the game.
- Players will once again receive 12,500 Auric Cells on the PTB to explore Outfits and Characters in the Store. Both Auric Cells and purchases made on the PTB Build will not transfer to the Live Build.
Content
New Survivor: Orela Rose
New Perks
- Do no Harm:
- When you heal another Survivor, for each hook state they have, heal 30/40/50% faster and gain +3/3/3% progress for succeeding great skill checks.
- Duty of Care:
- When you take a protection hit while healthy, all other Survivors within 16/16/16 meters gain 25/25/25% Haste for 4/5/6 seconds.
- Rapid Response:
- When you do a Fast Locker Exit, you suffer from the Exhausted status effect for 30/30/30 seconds.
- When you gain Exhausted, you see the Killer's aura for 1/1.5/2 seconds.
- Exhausted prevents one from using perks that cause Exhausted.
Killers
The Doctor:
- Added a cooldown to interrupting Unhooks with Shock Therapy repeatedly.
The Houndmaster:
- Decreased the Dog's vault speed during Chase Command to 0.65 seconds (was 0.45 seconds).
- Doubled the Bloodpoint rewards of all her Deviousness Scoring Events.
The Oni:
- Removed the turn rate limit during the open phase of Demon Strike.
Perks
Survivor Perks
- Boon: Dark Theory:
- Increased the Haste effect to 3% (was 2%).
- Breakout:
- Increased the Haste effect while near a carried Survivor to 6/8/10% (was 5/6/7%).
- Champion of Light:
- Increased the Haste effect while using a Flashlight to 70% (was 50%).
- No One Left Behind:
- Now increases the Haste effect for unhooked Survivors by 10% instead of applying a separate Haste effect.
Killer Perks
- Furtive Chase:
- Increased Haste effect after hooking the Obsession to 10% (was 5%).
- Hex: Pentimento (Rework):
- You see the aura of cleansed totems and can Rekindle each Totem once.
- While a Totem is Rekindled, Survivors Heal and Repair 15% slower +3/4/5% for each additional Rekindled Totem.
- If all five totems are Rekindled simultaneously, all Totems are permanently blocked by The Entity.
- Survivors cursed by this perk see Rekindled Totems' auras within 16m.
- Unbound:
- Increased the Haste effect after vaulting a window to 10% (was 5%).
Features
Quest System
- Introducing a unified place for all Quest, which will include daily, event, rift quests and much more.
Base Game Adjustments
- Added a protection to Survivors when their teammates spam the Unhook interaction without ever Unhooking.
- Added a protection for failing Skill Checks that trigger right when the interaction is stopped.
Haste & Hindered Stacking
- The effects of Haste and Hindered no longer stack with themselves.
- While multiple Haste or Hindered effects are active, the largest percentage for each is used.
- The speed bonus/penalty of Haste and Hindered are now shown on their respective status effect icons.
- Perks which affect movement speed now mention Haste or Hindered in their descriptions.
Surrender Option
- Added a new Killer scenario: 10 minutes after the last generator is completed, the Killer has the option to Surrender.
Rarity Rework
- Rarity levels have been revised to better surface different tier value and adding a new tag-based system that allows to surface extra information to players.
Bot Improvements
- Smoothened the camera direction of Bots while they are turning corners.
- Survivor Bots are no longer trigger-happy with their Flashlights.
Bug Fixes
Audio
- Fixed an issue where the wrong terrain type SFX would play when walking in the Grim Pantry's big Cabin.
- Fixed an issue where the wrong terrain type SFX would play when walking on the balcony of the mine tower in the Ormond Lake Mine map.
- Fixed an issue where the wrong terrain type SFX would plat when walking on parts of the ramp inside the mine building in the Ormond Lake Mine map.
Bots
- Fixed an issue where survivor bots revealing The Ghost Face and clearing their Weakened status against The Unknown from normally impossible locations.
Character
- Fixed an issue where the Knight would be stunned at the Guard's spawn location.
- Fixed an issue where the Knight's power could break when being stunned at the start of a summon.
- Fixed an issue where the Knight could stay in the Patrol Path creation speed due to latency.
- Fixed an issue where Deep Wound would not stop depleting when a Survivor is grabbed by the Houndmaster's Dog.
- Fixed an issue where there was no Cancel interaction prompt when the Trickster was in Main Event.
- Fixed an issue where the Nurse could briefly see Survivors in a locker when blinking through a nearby wall.
- Fixed an issue where the Ghoul's hair and mask would briefly appear off his head when reaching the tally screen.
- Fixed an issue where Survivors could bleed out during a Mori.
Environment/Maps
- Fixed an issue Midwich Elementary School error in the script created slowdowns.
- Fixed an issue on Temple of Purgation adding new collision to let zombies reach the arch base.
- Fixed an issue on Treatment Theatre by hiding a yellow collision box visible on a chair.
- Fixed an issue on Father Campbell's Chapel by removing an Invisible Collision present between 2 assets on Carnival section.
- Fixed an issue on Disturbed Ward by reworking collision to avoid zombies that can get stuck on the ramp leading inside the Asylum.
Perks
- Fixed an issue where Teamwork: Collective Stealth would show a second cooldown after exiting the perk's range.
- Fixed an issue where the reduced action speed color and icon were missing on the progress bar when co-oping Invocation: Treacherous Crows.
UI
- Fixed an issue where the Tally Screen would leave the Bloodpoints Earned page before displaying all bonuses.
- Fixed an issue where toast notifications would disappear when transitioning to the main menu.
- Fixed a visual glitch with equipped add-ons in the loadout menu.
- Added audio feedback when hovering collected nodes in the Bloodweb.
- Added audio feedback when hovering items in the offering sequence.
- Added audio feedback when hovering items in the Tally Screen Match Consequences page.
Misc
- Fixed an issue where the What Lurks Beneath achievement/trophy would gain progress when the damage source was caused by a Survivor perk.
- Fixed an issue where the Demogorgon could perform actions while inside portals after pressing F11 throughout the Traverse charge.
Tagged:
Community Manager

Comments
Not gonna lie, all these perks kinda suck.
Do No Harm is just a worse We'll Make It AND We'll Make It is a free perk.
Rapid Response is just terrible. Easily the worst Exhaustion perk.
Duty of Care almost sounds okay, but it's only really usable in SWF's who are looking to bully the Killer, imo.
Couple that with the weird Penti killing and the Haste/Hindered changes that are also pretty cheeks, yeah, not looking forward to seeing footage of this PTB.
Three garbage Survivor perks! I thought they were really going to deliver with at least one compelling perk but nope. It's not only just the numbers; the effects of the perks are pretty mediocre. Why not go all the way? Instead of just haste, take a protection hit and suppress their scratch marks and grunts of pain. That would provide more relief to someone getting tunneled right after you unhook them. But devs are so afraid of making tunneling and slugging a chore for Killers, so nearly everything in this space works one time, has limited reach, and is ultimately pretty meh. Oftentimes you have to stack too many altruistic perks in order to provide even minimal help and it's usually not worth it since you have nothing for yourself at that point.
No offense but there's zero need for any testing to notice how worthless Rapid Response is.
30/40/50% fasterand gain+3/3/3%progress for succeeding great skill checks.Behaviour released "We'll make it" again. ¯\_(ツ)_/¯
16/16/16 metersgain25/25/25% Hastefor4/5/6 seconds.A perk for premades, middle finger for soloQ players again.
30/30/30 seconds.1/1.5/2 seconds.Kinda ok, but does not justify spending 9.000 iri shards.
Edit: I am realizing I misread the description of that one perk
Survivors can also open gates after the last gen is completed. The issue here is some do not.
Frankly why not let it be 5 minutes after? Endgame timer is 2 minutes and a lot of players don't want to give a BMing group or Survivor the satisfaction of a teabag or haha moment. Why bother hunting for Survs when they clearly want to waste your time, and why bother giving them a free out by doing it? It shouldn't be on the Killer player to police and correct Survivor griefing, and make no mistake, refusal to go for gates to annoy the Killer is griefing, as is standing in the gates taunting them until they hit you out. When you can freely end the round any time and purposefully choose not to in order to annoy the other side, I don't care which side it is, that's griefing. It is done to annoy and frustrate people. That's what griefing is.
Going against some of the comments in my thoughts
Do No Harm - Seems fine. Compared to We'll Make It, I can see this being nice for situations where someone else gets the unhook, or you are healing someone who has been hooked but not the target (they took a protection hit, got slugged, etc.). It's not going to radically alter the game or anything.
Duty of Care - Yeah, its easier for SWFs to take protection hits, not impossible for soloq though, and everything is easier for SWFs. It's another way survivors can go for anti-tunnel protection.
Rapid Response - The fast locker exit just seems to create confusion about what the perk does. 2 seconds of aura reading off something like dramaturgy would be nice, but not amazing.
Basically nothing seems broken, a few of them could use minor buffs, but they all have some use.
I think it's a countermeasure against hackers holding the game hostage.
Yeah rip Penti. Sure it needed nerfs but nothing THIS bad. All because some people didn't want to take off second chance #4 or medkit to run an anti-totem perk or map.
I think these perks are very niche but ok if buffed slightly. I really think it's OK to encourage OTHER builds. I actually think more perks should be niche like this and it looks like BHVR agrees.
I actually think more perks should be niche like this and it looks like BHVR agrees.This is a guess on my part, but I think with how many perks there are we're at a point where many new perks won't change the game, but will be modifications of things that can exist. Like: here's another slightly different way to boost healing, here's another way to do anti-tunnel, etc. Maybe they'll surprise me, but I'm not sure how many more perks that feel unique there can be.
thank you for making Oni 180s a true thing again, he finally feels like good ol' Oni and this made me definitely install the game again <3
or better yet instead of giving the killer the option to give up which lets be honest the survivors that are forcing that gets a ego trip where they will be like "ooo look we made the killer quit haha" just make it where they are revealed constanly and exposed so killer will have it easy to hunt them down and get the game over with
In the PTB it says that for the Ashy Slashy cosmetic for Ash Williams he has voice lines in match is this true?
Honestly pretty underwhelming.
TBH, i'm quite worried for the Haste / Slowdown changes. It will reduce the build diversity by a lot, harming specially M1 killers who used haste builds, mostly for fun. Also, this will make killers gravitate even more toward Anti-gen perk, which is the most boring ones - although extremely necessary.
Unless there is a extremely strong Haste / Slowdown perk coming, i think this change will be a bad change, moving players toward the most meta perks. Other perks should be buffed or this change should be reverted.
Also, the nerf to Pentimento will just kill totem builds. If the problem is being too strong on SoloQ, just add an aura reveal from 8m to the rekindled totem. This will be enough.
They're not bad at all.
I think Rapid Response and, to a lesser extent, Duty of Care are products of a somewhat new-ish design philosophy for survivor perks.
Which basically boils down to 'what do killers want out of survivor perks?'.
This is something that stood out the most with invocations, because when playing as killer, you couldn't really ask for a better perk than one that requires survivors to spend 60+ seconds NOT helping their team, in the basement, and then gets them perma-broken.
But I see something similar here. I think the reason that Rapid Response is an exhaustion perk instead of a 60-90 second cooldown is because killers do not like Lithe/Sprint Burst/Balanced Landing, and so BHVR uses a new survivor perk as a tool to try and lure survivors away from using those.
Duty of Care, to a lesser extent, encourages survivors to throw themselves at the killer to give them free hits.
It feels like survivor perks lately are designed specifically to cater to killer players, not to survivors. The only exception here is the healing perk, but that one is effectively a more conditional version of We'll Make it.
UNBOUND
Pain lingers in the air, an alluring aroma that excites the impulses.
When a Survivor becomes injured by any means, Unbound activates for (+more seconds please) "30/35/40 seconds"
Grants a +10% Status Effect for 10 seconds after vaulting a Window
With the "Unbound" buff, do you think it'll stop being a meme perk? I really think they should increase the seconds, not Haste its okay 10%…. but the time it takes to deactivate.
When a Survivor becomes injured by any means, Unbound activates for "30/35/40 seconds" (10 seconds more).
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Batteries Included It's a shame it doesn't receive buffs since Haste won't be able to accumulate, and the map offerings are going to receive changes... sad about that.
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Fire Up !!! I wish it could start with a token. 6/12/18/24/30/36% …. Even if they lowered it to 5%, the perk is simply horrible. 5/10%/15%/20%/25%/30%
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Dark Arrogance. Same as above, because I would use "risky" perks. remove the negative effect
Please revert the haste/hindered change where they don’t stack. There are a lot of fun, niche builds that you can do by stacking those effects on both killer and survivor, and it is very sad to never be able to use those builds anymore. It takes the fun out of using them, and I’m not sure how useful those effects will be anymore. Also, please change the quest system’s color scheme to how the challenges look. I’m not sure why you changed the color, but it looks so dull and bland. I miss the beautiful, bright colors of the blue with the yellow bar that fills up whenever you progress/complete a challenge (now quest). It always made me happy to see those colors; especially when that yellow bar popped up whenever I progressed/completed a challenge. Please bring this color scheme back, but allow an accessibility option to change it for people who are color blind. I attached a screenshot of the color scheme for the challenges (now quests) that I was referring to when I said what I want the quests to look like. I also want to mention an issue I encountered when I was running adrenaline and hope in one of my matches as the new survivor. I was injured before the last gen was done, and I believe right before the last gen was done, I was getting healed by another survivor, and I didn’t automatically gain one health state since I had adrenaline, but I did gain the haste effect, and once that haste effect was gone, I gained the 7% haste effect from hope. But the fact that adrenaline didn’t automatically heal me from injured to healthy is concerning, and I don’t know if it is because I was running other haste perks, but only adrenaline and hope activated during end game.
IMG_5447.jpegHow dare you insult treacherous crows. Ik its bad, but when it works, its satisf
Why not just add a hard cap for Haste and Hinder status effects instead of having them not stack?
For example the haste cap for survivor could be 7% (That’s what Hope gives you so I assume that’s the maximum BHVR want) however there could be an exception or different hard cap for any Haste status that specifies a duration (Maybe a 50% haste cap?).
For example with Exhaustion perks such as Lithe or other perks such as Babysitter (It’d probably be fine to include niche miscellaneous things such as the Refined Serum add-on in this category).
So to summarise in this theoretical suggestion for survivors there could be a 7% Haste cap for anything that doesn’t have specified duration and a 50% Haste cap for anything that does.