[Fan Concept] Chapter: Horror of Darkness – New Survivor Ann Lightway & Killer The Obscurant
Hello everyone!
I'm a huge fan of Dead by Daylight, and for the past several months I've been working on my own original chapter concept. I'd love to share it with the community.
Chapter title: HORROR OF DARKNESS
Includes:
· New Survivor: Ann Lightway (lore, appearance, 3 perks)
· New Killer: The Obscurant (Andy Henderson) (lore, appearance, power "Hunger of Darkness", 3 perks, add-ons, Memento Mori)
· New map: Happy World Amusement Park (abandoned theme park with Ferris wheel, roller coaster, haunted house, etc.)
I tried to keep the balance close to DbD standards. The killer's power revolves around placing Rifts that spread Darkness. Survivors inside Darkness gain Horror Levels (Dizziness, Hindered 8%, and finally Trembling Hands – dropping items when sprinting or healing). Flashlights can push back the Darkness.
You can read the full concept in the PDF attached (Google Drive link). I've also included perk icons and some sketches.
Important note: This is purely a fan creation. I understand Behaviour Interactive cannot accept unsolicited ideas in a legal or contractual sense. I do not expect any compensation or credit, and I waive any claims should similar ideas appear in the game. I'm sharing this just for fun and because I love DbD.
PDF link: https://drive.google.com/file/d/1dtLSWiJk-yf-Xf_mrlx2KOh86TMhPbFz/view?usp=drivesdk
I would be very happy to hear any feedback or just know that someone enjoyed reading it. Thank you for your time!
– Neonast
DEAD BY DAYLIGHT: CHAPTER CONCEPT «HORROR OF DARKNESS»
SURVIVOR: ANN LIGHTWAY
Difficulty: Average
Appearance:
A girl with loose, short, curly wheat‑colored hair. Her long bangs are pinned to one side. She has dark green eyes with a determined gaze, a snub nose, and pale lips pressed into a thin line.
She wears a dirty white t‑shirt with a faded, bleached star print, torn, moderately wide jeans with colorful patches in some places. Her left wrist is bandaged with a bloodstained bandage. Light yellow suspenders are attached to the jeans, pulled over her shoulders over the t‑shirt. On her feet are white socks and ordinary worn‑out sneakers, the soles heavily soiled.
Backstory:
Since childhood, Ann was a kind and impressionable child. She marveled at every ordinary thing or situation: whether it was the first snow or sitting by the TV. Luck wasn’t always on her side, and not everything went smoothly, but that didn’t upset her much – she never relied on luck. Besides, why need luck when you have loved ones who will always help?
Ann loved family walks with her parents by the lake in the city park, feeding the ducks that brazenly begged for food. Childhood seemed eternal and was only getting better and happier.
But one evening, her father told her he had only a few months left to live. He was diagnosed with an incurable disease. From that moment, everything fell apart. All the money went into trying to save her beloved father. Ann did everything to make her father’s final moments happy. But no matter how hard she tried, something inside her broke every day. She became less talkative, gloomy, and constantly withdrew into herself. Although she tried to pretend everything was fine, every night she barely held back cries of despair, crying into her pillow.
She couldn’t save her father, even after paying a large sum to a major organization studying unknown diseases. Sometime after the funeral, Ann distanced herself from everyone, especially her mother, who started drinking heavily and coming home in an incoherent state.
A few years later, after graduating from college, Ann firmly decided: she wanted to help everyone in need. That’s what her father would have wanted. Within a few days, she became a volunteer and spent all her time helping homeless people. In the evenings, she fed starving animals.
After another argument with her mother, Ann packed her belongings and left her hometown. She never arrived anywhere. The police reacted immediately when a missing person report was filed. The search continued for several days until her personal belongings were found abandoned on the road. That was all they found. Ann herself had vanished without a trace.
Ann’s Perks
1. Let There Be Light
Rare Ann Perk
In the first chest you open, you will find a standard flashlight with grey add‑ons with 100% probability.
The flashlight’s battery charge drains 5%/10%/15% slower.
“I always said, light always defeats darkness.”
2. Saving Beacon
Very Rare Ann Perk
Your aura is revealed to all injured survivors within 10/15/20 meters.
While an injured survivor is within 3/5/10 meters of you and receives a hit, and they do not already have the Deep Wound status effect, they suffer from Deep Wound for 10/12/15 seconds instead of entering the Dying State. The survivor has 10 seconds to mend.
Saving Beacon recharges after 300/240/160 seconds.
“No matter what happens, I will help you. Just find me.”
3. Luck of the Coincidence
Very Rare Ann Perk
A skill check you fail while repairing a generator will alert the killer to your location both at your generator and at the nearest generator. If all nearby generators are currently being repaired by other survivors (a repair action in progress), Luck of the Coincidence does not trigger.
Luck of the Coincidence recharges after 160/120/80 seconds.
“Maybe today I’ll get lucky.”
---
KILLER: ANDY HENDERSON / THE OBSCURANT
Movement speed: 4.6 m/s
Terror radius: 32 m
Height: Tall
Difficulty: Hard
Appearance:
A man with short, coal‑black hair and a tousled fringe sticking out in different directions. His face is more like that of an animal: large white eyes and a frozen, horrifying grin with fangs. Parts of his body are streaked with black, flowing from his hair, eyes, mouth, and all over his skin. It looks as if he is melting, yet he never loses his human form. His legs and arms are unnaturally elongated, with fingers twitching menacingly, ending in sharp claws.
His hands, lower legs, shoulders, cheekbones, and thighs are covered in stiff, black, matted fur. His ears are horribly stretched, now resembling horns. Tattered rags hang from his body — the uniform of an amusement park worker.
Backstory:
As a child, Andy Henderson learned what despair was when he lost his father. That fateful night, he was with him when his father was hit by a car, scattering the remains of his body across the rain‑soaked, bloody road. The driver only stepped on the gas and fled. Andy stayed, hunched over his father’s remains until dawn. Only early in the morning, the police and his mother found him in that position.
Time passed, but the horrific image of death still stood before Andy’s eyes. Visits to doctors never ended well. His mental state worsened daily, triggering hysterics, uncontrollable outbursts of aggression and fear. It was decided to stop treatment and switch Andy to home schooling with special medication.
Several years of diligent study and rehabilitation helped Andy gradually recover. After finishing his home schooling, he found a job at an old city amusement park, “Happy World.” Money was a necessity – he cared for his elderly mother, doing everything to make her feel well. So he took the first job he could find.
Like his father, Andy suffered from depression, and in recent months it had only worsened. Coping became even harder. It seemed it couldn’t get worse. Then the sudden closure of “Happy World” due to low visitor attendance pushed Andy over the edge. In a fit of uncontrollable rage, he tore his hands bloody by punching a tree.
The next evening, Andy returned to the park with his mother to collect his remaining belongings. On the way back to the car, they were ambushed by several masked men with knives. Knocked unconscious by a blow to the head, Andy collapsed. Later that night, he woke up to see his mother’s mutilated body lying in a pile of trash. At that moment, everything human in Andy was gone, replaced by an impenetrable, blooming Darkness. After that night, he disappeared. But during the day, several unidentified bodies were found, oozing a strange black substance.
POWER: «HUNGER OF DARKNESS»
The inner Darkness feeds on boundless hatred and devours with hopeless evil, instilling a sense of terror in others.
Press the Power button to place a Rift on any vertical surface. The longer a Rift exists, the more Darkness it spreads.
· Available Rifts: 8
· Maximum Darkness reach from a Rift: 10 meters
· Flashlight exposure pushes the Darkness back by 5 meters (temporarily)
· Time for Darkness to start emitting after Rift creation: 10 seconds
· When a survivor cleanses a Rift and fails a skill check, the cleansing time is slowed by 2 seconds
· If a survivor fully destroys a Rift, the Darkness disappears permanently
Each time survivors stay inside your Darkness, their Horror Level increases over time.
Horror Level I – Survivors staying in Darkness for more than 10 seconds suffer from Dizziness (new visual effects on screen edges, obstructing peripheral vision).
Horror Level II – Survivors staying in Darkness for more than 15 seconds suffer from the Hindered status effect, reducing movement speed by 8%.
Horror Level III – Survivors staying in Darkness for more than 20 seconds suffer from Trembling Hands. Whenever such a survivor begins sprinting or healing (self or others), they immediately drop the item they are holding. The drop creates a loud noise notification for the killer. Effects of previous levels persist.
When survivors are in light, Horror Levels decay:
· 10 seconds in light – Trembling Hands stops.
· 15 seconds in light – Hindered stops.
· 20 seconds in light – Dizziness stops.
Darkness from the Rift – Dense black fog that leaves no room for light. The closer to the Rift, the darker the environment and lower visibility for survivors.
Icon:
RIFT CREATION ANIMATION
Obscurant stands in front of a wall, rising on his toes and stretching his arm forward. He raises it above his head and, from top to bottom, with an extremely unpleasant, disgusting sound that presses on the ears, begins to tear the wall with his claws, opening a Rift.
MEMENTO MORI
Obscurant rises, looming over the survivor. He opens his mouth, revealing white fangs. Black, viscous Darkness oozes from his mouth in disgusting clumps. The survivor tries to retreat in panic. The killer’s long, black‑stained hands grab the survivor by the waist and pull them close to his hideous, disfigured face. One hand holds the survivor while the other grabs their back, bending them backwards, breaking them, forcing the survivor’s face into a grimace of pain with wide‑open eyes and mouth. At that moment, the black, oil‑like substance pours into the survivor’s face, flooding their eyes and mouth. The survivor convulses in agony, then goes limp. Obscurant carelessly drops the dead body.
Obscurant’s Perks
1. Hex: Last Resort
Very Rare Obscurant Perk
While the Hex totem is active, hitting a survivor applies the Weakening effect for 80 seconds to the last 2/3/4 survivors hit.
· The Hex effect remains as long as the associated totem stands.
“He senses your weakness.”
2. Mark of the Outcast
Very Rare Obscurant Perk
You become obsessed with one survivor. The obsession suffers from Obliviousness.
Each time you hit and injure the obsession, they suffer from an action speed penalty of 5%/10%/15%.
Any survivor within 15 meters of the obsession also suffers from an action speed penalty of 1%/3%/6%.
· The killer can only be obsessed with one survivor at a time.
“He savors your helplessness.”
3. Ravenous Pursuit
Rare Obscurant Perk
Once the last generator is repaired and the Exit Gates are powered, you gain +15% movement speed.
The bonus remains active until any Gate is fully opened.
“The hunt is not over. It’s only just beginning.”
---
ADD‑ONS
Ultra Rare
1. Bloody Trash
The pile of bloody garbage from under the mutilated body of Andy’s mother.
· You become obsessed with one survivor.
· The obsession gains a 10% penalty to Rift cleansing speed.
2. Dirty Blood from the Road
Traces of dirty blood from Andy’s murdered father, left on the wet road.
· Darkness emitted from Rifts extends an additional 5 meters.
· Survivors who have been in Darkness leave black tracks behind them for 15 seconds.
Very Rare
3. Rusty Pipe
The sudden blow dealt with this item plunged Andy’s mind into darkness. The last thing he seemed to see was the unmasked face of one of the attackers.
· After a survivor cleanses a Rift, their aura is revealed to you for 4 seconds.
Rare
4. Depression Pills
Pills left by Andy’s father that, when taken, create a feeling of confidence and unreality.
· Moderately slows down survivor’s cleansing of Rifts.
· When cleansing, the survivor suffers from Obliviousness.
5. Newspaper Ad
The job advertisement for “Happy World” amusement park that Andy came across.
· Moderately increases Rift creation speed.
· While creating a Rift, your Terror Radius is increased by 3 meters.
6. Pursuer’s Mask
The mask that fell off one of the attackers fills Andy with rage and darkness.
· Reduces Darkness activation time from Rifts by 5 seconds.
Uncommon
7. Worn Sign
The old, worn park sign instills an eerie, uncomfortable feeling.
· On a failed skill check while cleansing a Rift, the survivor alerts you with a sound notification of their location.
8. Doctor’s Note
A crumpled doctor’s note about transitioning to home treatment.
· On a failed skill check, the cleansing progress is reverted by 10%.
9. Special Medication
Medication to reduce uncontrollable aggression and fear.
· Reduces your Terror Radius by 10 meters.
· Reduces available Rifts by 2.
10. Black Substance
Residue of strange black matter found on the unidentified corpses killed in the park.
· Each time a flashlight pushes back Darkness from a Rift, the re‑activation time of that Rift is reduced by 5 seconds (until the Rift is cleansed).
Common
11. Sleep Mask
A sleep mask belonging to Andy’s mother. Sometimes it comes in handy.
· Survivors inside Darkness suffer from Blindness until they leave.
12. Bloody Bandage
Peeled‑off bandages still stained with blood from Andy’s torn hands.
· Injured survivors inside Darkness suffer from Hemorrhage until they leave.
13. Clouded Mind
A feeling of sluggish body movement after taking medication.
· Injured survivors inside Darkness suffer from Hindered until they leave.
14. Earth with Fingernail Scraps
The torn‑out fingernails of Andy’s mother, left in the ground after the murder.
· Survivors inside Darkness suffer from Exhaustion until they leave.
Concept art:
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REALM: HAPPY WORLD AMUSEMENT PARK
An abandoned amusement park. Once a joyful place, it is now consumed by decay and darkness. Perfectly suited for the Obscurant, yet fully playable for any other killer or survivor.
Main Landmarks:
Ferris Wheel – Visible from almost anywhere on the map. Partially lit before its generator is repaired. After repairing the generator linked to it, the Ferris wheel begins to rotate and illuminates a large portion of the area. The killer cannot interact with either the wheel or the generator after it has been repaired (standard game mechanic).
Roller Coaster – Loops around part of the map, creating visual boundaries. The tracks rise high in some places and run low to the ground in others. Some sections are broken, with cars dangling or lying on the ground beneath the rails. You cannot climb onto or interact with the coaster – it exists purely for atmosphere and as a landmark. The high sections of the tracks are visible from various angles.
Haunted House – The main building of the map. Narrow corridors and a few rooms inside. Old ghost decorations and animatronic monsters that move abruptly and make startling sounds (jump scares, purely atmospheric). No mirrors. Dim lighting.
Shooting Gallery / Kiosks / Arcade Machines – A small street with hanging garlands. The garlands provide dim light but do not interact with survivors. They serve as a permanent but weak light source.
Overgrown Areas and Crumbling Pathways – Grass, bushes, broken lamps. Half-destroyed fences and old signs, emphasizing the park’s abandonment.
Map Features:
The map has numerous vertical surfaces for the Obscurant’s Rifts: the Ferris wheel control booth, the walls of the Haunted House (inside and out), broken coaster cars lying on the ground, kiosks, and tents.
Some areas of the map are initially dark. After repairing certain generators, the lighting activates: the Ferris wheel begins to shine, and the garlands on the kiosk street glow brighter.
Map concept art:
Spatial layout.
Before generator:
After generator:









Comments
This chapter would be SO COOL. I loved your dedication and all the energy you put into it (I'd main the survivor).
Thank you so much for your kind words and comment! I really needed someone from the outside to give me feedback on my chapter and the work I've done, because I truly spent a very long time thinking it through. So I am very grateful to you for writing a comment! Thank you!!
What exactly is the "weakening" effect in Hex: Last Resort? The exposed effect? Or something else?
This is the effect when you are injured and unable to heal (Broken)
This is insane, what a terrific concept
Thank you very much for such kind words and for your comment! It would be great to see her in the game. It's unlikely to happen, but I like to think that it's possible!