Accessibility: The current audio mix forces players to choose between pain and missing gameplay info

Dead by Daylight’s audio settings currently provide only Main Volume and Menu Music. That is not enough for a game where audio is essential.

The problem is not simply that the game is “too loud.” It is the extreme difference between different sounds. Skill-check cues, hook screams, generator-completion sounds, chase music, and Endgame Collapse music can be much louder or more overwhelming than footsteps, breathing, generators, and environmental effects.

If I lower Main Volume until the loud sounds are comfortable, important quieter sounds become difficult or impossible to hear. If I raise it enough to hear normal gameplay clearly, the sudden alerts and music become painfully sharp and exhausting.

Please add separate controls for:

  • Chase, Terror Radius, and Endgame music
  • Skill-check and notification sounds
  • Character screams and voice lines
  • Environmental and gameplay sound effects

I understand that chase music intentionally masks certain gameplay information. That does not justify having no audio-accessibility controls at all. Balance could be preserved with limited slider ranges, minimum music levels, or a developer-designed “Reduced Intensity” preset that reduces sudden peaks without amplifying footsteps or other competitive cues.

Players with tinnitus, hyperacusis, sensory sensitivities, autism, or auditory-processing difficulties should not have to choose between physical discomfort and losing necessary gameplay information. At minimum, please add a reduced-intensity audio preset and normalize the loudest transient sounds.

Comments

  • tbh i get why they are trying to balance the games audio with other mandatory audio tracks, but they are kind of underestimating how stubborn people get. some people including younger me rather risked ear damage from the music blasting your eardrums off than not hearing the footsteps

  • Exactly. The current mix doesn’t stop determined players from hearing quiet cues; it just makes tolerating potentially harmful volume levels part of playing competitively. That’s the problem.