http://dbd.game/killswitch
An extensive look at my dream Outlast Chapter.
The Outlast Saga DLC Concept - 8 Killers, 5 Maps, 5 Survivors, 1 New Game Mode
After spending the past several hours meticulously plotting and fleshing out an expansive Outlast-themed chapter, I’m excited to share my vision for what I call The Outlast Saga, a massive DLC chapter concept that captures and celebrates the terrifying and immersive horror of the entire Outlast franchise in one comprehensive package.
Overview
This DLC pack includes:
8 Original Killers drawn from all three Outlast games, the original Outlast, Outlast 2, and Outlast Trials.
5 Atmospheric Maps that perfectly capture the eerie and unsettling environments from the series.
5 Survivors, iconic protagonists from the Outlast universe, each with their own unique stories and gameplay styles.
A price point of $35, which feels justified given the sheer volume and quality of content, especially considering most of the current most expensive DLC packs hover around $25 and offer less variety.
A new game mode.
Killers Breakdown
The killers are split across the three games to provide a rich and diverse roster of menacing antagonists:
Outlast 1:
Chris Walker - The Enforcer
Richard Trager - The Surgeon
Eddie Gluskin - The Groom
Outlast 2:
Marta - The Apostle
Val - The Whisperer
Father Loutermilch - The Cleric of Madness
Outlast Trials:
Leland Coyle - The Shock Enforcer
Mother Gooseberry - The Performer
Each killer is designed with unique powers and lore that ties directly into the source material, maintaining the brutal psychological horror and unsettling atmosphere that Outlast fans love.
Maps Included
The map selection encompasses key locations across the series, offering a variety of settings and gameplay experiences, each map would include 2 versions, 1 of which would simply be an expanded, larger version of the map. The same map would be used for both modes, but the only thing that separates the 2 versions is one has debris blocking paths to the extended versions. The maps include:
Outlast 1: Mount Massive Asylum - A sprawling, claustrophobic complex filled with dark, flickering corridors and oppressive atmosphere.
Outlast 2: Temple Gate - The eerie cult village where faith and madness collide.
Saint Sybil High School - The derelict, haunted high school saturated with fear and mystery.
Outlast Trials: The Police Station - A grim, militarized facility filled with traps and danger.
Fun Park - A twisted, abandoned amusement park that hides horrors beneath its once joyful exterior.
Survivors
The survivors represent key characters who have braved the horrors of the Outlast universe.
One important challenge would be that Red Barrels would need to design and create detailed character faces for the playable protagonists from the first two Outlast games, who have yet to be realized in official capacity.
Their inclusion is designed to add emotional depth and narrative continuity:
Outlast 1:
Miles Upshur - The investigative journalist who started it all.
Waylon Park - The whistleblower turned survivor.
Outlast 2:
Blake Langermann - The cameraman caught in a nightmare.
Lynn Langermann - His partner and fellow victim.
Outlast Trials:
Amelia Collier - A survivor shaped by the trials’ brutal experiments.
Why This Price Feels Right
At $35, the Outlast Saga DLC concept packs an incredible amount of content, balancing value and quality. Here’s why I believe this price point is justified:
Compared to other DLC chapters that typically include 1-3 killers and fewer maps or survivors, this pack offers 8 killers, 5 maps, and 5 survivors, making it a substantial expansion.
The diversity of killers across different Outlast titles creates a unique roster that appeals to a wide range of players.
Maps cover a broad spectrum of environments and gameplay styles, offering lasting replayability.
Survivors add narrative depth and personal connection to the DLC’s lore.
The detailed abilities, visuals, and audio designs reflect a high level of polish and dedication to capturing Outlast’s signature horror.
New Game Mode Concept - Prime Time
Inspired by: The Outlast Trials' special event featuring two Prime Assets released into a single trial.
Overview:
“Prime Time” is a conceptual new limited-time game mode for Dead by Daylight that draws from the chaos and spectacle of The Outlast Trials' most dangerous experiments. In this high-stakes mode, the Entity stages a 6v2 match: six survivors must work together to escape while being hunted by two killers simultaneously.
Key Features:
Two Killers, One Match: Just like Murkoff’s “Prime Assets,” two killers are released into the same map to work in tandem... or chaos.
Six Survivors: Survivors have numbers on their side, but teamwork is critical to counter the pressure of two simultaneous threats.
Shared Progression: Killers do not have friendly fire, but cannot see each other’s auras by default. Coordination is possible, but not guaranteed.
Unpredictable Synergy: Killer powers can unintentionally clash or amplify one another, making every trial a unique experience.
Prime Chaos: Survivors face impossible odds. Will you be part of the carnage, or the escape highlight reel?
Balance Disclaimer:
Prime Time is intentionally chaotic and may be unbalanced by design. It’s not meant for ranked or competitive play, but for unpredictable, memorable matches that push both sides to their limits. Think of it as a “prime-time special”, a brutal experiment of synergy, betrayal, and survivor panic.
Ideal For:
Custom matches, limited events, and community challenges.
Testing new killer pairings and perk synergy.
High-stakes chaos with friends or randoms.
Celebrating crossover events like The Outlast Saga DLC.
Chris Walker – The Enforcer
Weapon: Bare Hands (brutal punches, slams, and grabs)
Power: “Containment Protocol”
Visual Description
Chris is a hulking, muscular former military police officer turned feral monster.
His bulky frame is covered in scars and remnants of his bloodstained guard uniform, torn and grimy.
His movements are heavy but surprisingly swift, with a low, guttural growl accompanying his footsteps.
Chains rattle from his wrists and ankles, a haunting reminder of his past confinement.
His face bears a wild, enraged expression with piercing eyes and a scarred jaw.
Lore Expanded
Once a military police officer tasked with maintaining order in Mount Massive Asylum, Chris Walker was subjected to brutal experimentation that transformed him into a near-indestructible variant. His strength is terrifying, capable of ripping through steel and flesh alike. Although monstrous, he retains a ruthless intelligence and a soldier’s discipline, using his enhanced senses to relentlessly hunt intruders.
Primary Ability: “Breach Charge”
Chris can perform a powerful forward charge up to 8 meters.
During the charge, he can instantly break through pallets and breakable walls, shattering obstacles that survivors normally use to evade him.
If he collides with a survivor:
They are slammed against a nearby surface, entering the Deep Wound state.
The survivor is stunned for 3 seconds and knocked down briefly.
Cooldown: 20 seconds after each charge.
Charge can be interrupted by vaults or pallets if timed perfectly.
Passive Ability: “Variant Awareness”
Chris's senses are highly acute:
Lockers and crouching survivors don’t fully conceal their presence within 6 meters.
Footsteps and breathing leave faint, visible auras within a 6-meter radius (last 2 seconds).
Survivors' vaulting and pallet breaking animations appear 10% faster to Chris.
His base movement speed is slightly slower (4.4 m/s) due to his massive bulk but balanced by his powerful abilities.
Vaulting and breaking speeds are increased by 10%.
His collision box is larger, allowing him to body-block survivors more effectively.
Audio and Visual Flair
Chris’s footsteps emit heavy, thunderous sounds punctuated by the rattling of chains.
His breathing is deep and labored but audible within close range, adding tension during chases.
When charging, a low guttural roar builds and crescendos upon impact.
His attacks feel heavy and brutal, accompanied by bone-crunching sounds and guttural snarls.
Ambient sounds include faint echoes of military commands and warnings, as if remnants of his past echo in his mind.
Gameplay Role and Strategy
Chris is a powerful brawler, designed to punish survivors who rely on pallets and breakable walls.
His charge can disrupt survivor loops, forcing them to rethink typical escape routes.
His passive senses reduce effective stealth, pressuring survivors to stay vigilant and avoid close proximity.
While slower in movement, his power and disruption abilities make him a formidable pursuer, especially in tight maps with many pallets and walls.
Richard Trager – The Surgeon
Weapon: Bone Shears
Power: “Experimental Procedure”
Visual Description
During the Mount Massive Asylum Incident, Trager fashioned himself as a surgeon, adopting a grotesque, makeshift medical appearance.
He wears a blood-stained apron crafted from dark green patient sheets, tied loosely around the front of his legs, ragged and worn.
His face is partially obscured by a tattered surgeon mask hanging unevenly.
Over his eyes, he sports steampunk-esque monocles, featuring a shattered right lens, adding to his unsettling, fractured visage.
His left arm is wrapped in a patient drip, which pierces his veins, giving the impression of self-inflicted suffering or twisted medical experimentation.
His movements combine the precision of a surgeon with the madness of a man unhinged.
Bone shears remain his weapon of choice, gleaming coldly as he stalks his victims.
Lore Expanded
Rick Trager was once Murkoff Corporation’s head of Business Development and a close associate of Jeremy Blaire, known for his sleazy charm, workplace harassment, and disturbing personal habits. After an HR investigation exposed his nasty habits, Trager violently stabbed an employee during a confrontation and was subdued after a brutal scuffle that left him scarred and partially bald. Declared unfit and dangerous, he was forcibly committed to Mount Massive Asylum as a Reagent, where he was subjected to the Morphogenic Engine. During the asylum outbreak, Trager reemerged as a self-styled surgeon, luring victims with charm before mutilating them in grotesque procedures, including amputating journalist Miles Upshur’s fingers. Despite his madness, Trager remained disturbingly articulate and cunning, mocking his victims and collecting body parts, all while rejecting religion and aligning himself with Murkoff’s ruthless pragmatism.
Primary Ability: “Patient Designation”
Every 45 seconds, Trager can mark one survivor as his “Patient.”
While chasing this Patient:
Gains +3% movement speed.
The Patient’s skill checks are harder: their success zones shrink by 20%.
A successful hit applies the Mangled and Hemorrhage status effects.
Additionally, the Patient’s vaulting speed is reduced by 5% for 20 seconds.
If the Patient escapes the chase or is hooked, a new Patient can be selected after cooldown.
Secondary Ability: “Procedure Zone”
After hooking a survivor, Trager can activate a Procedure Zone on any generator (lasting 20 seconds).
Survivors working within the Procedure Zone:
Experience tighter and faster skill checks.
Have healing and sabotage speeds reduced by 20%.
Cannot see the aura of the hooked survivor.
The Procedure Zone is visible to Trager, glowing faintly, allowing him to patrol or camp strategically.
Audio and Visual Flair
Trager emits unsettling surgical sounds: bone shears clicking, muffled screams, and distant cries.
His voice lines are chilling, alternating between calm instructions and maniacal threats.
Visual effects include faint surgical lights flickering near his Procedure Zones and subtle blood splatter when hitting survivors.
His footsteps are quiet but deliberate, enhancing the tension of his surgical hunt.
Gameplay Role and Strategy
Trager is a psychological tormentor and tactical disruptor.
His Patient mechanic forces survivors into risky situations and punishes focused healing or skill-based play.
The Procedure Zone controls key map objectives, pressuring survivors to avoid or quickly finish generators.
His movement speed boost on the Patient and debuffs on skill checks make him lethal in focused chases but less punishing if survivors spread out.
Trager’s power rewards strategic zoning and clever use of chase priority.
Eddie Gluskin – The Groom
Weapon: Rusted Scalpel
Power: “Till Death Do Us Part”
Visual Description
Eddie Gluskin is a very tall and muscular middle-aged man with a menacing presence.
His hair is styled in a black slicked-back disconnected undercut, neatly combed down, emphasizing his unsettling, meticulous nature.
His eyes are a chilling light blue, but severely affected by his exposure to the Morphogenic Engine: his face is marred with red scabs, peeling skin, and severe subconjunctival hemorrhage in both eyes, with the right eye notably worse.
He wears old-timey gentleman’s clothing crudely stitched together:
A stained white dress shirt with sleeves rolled up slightly
A dark blue bow tie and matching waistcoat
Black fingerless gloves, cargo pants, and work boots
A thick belt and matching armbands complete his outfit
Lore Expanded
Known as “The Groom,” Eddie is obsessed with the idea of marriage and devotion, seeing survivors as brides to be claimed and “perfected” through pain and obedience. His actions are ritualistic and chilling, blending stalking, capture, and psychological torture. He is relentless in pursuing his chosen Bride, punishing survivors who try to interfere or neglect their roles in his twisted ceremonies.
Primary Ability: “Bride Binding”
Eddie marks one survivor as his “Bride” (selected automatically or via ability).
While chasing the Bride:
Gains +5% movement speed.
The Bride hears constant whispers and fake footsteps in misleading directions.
Other survivors near the Bride hear phantom heartbeat sounds, confusing their tracking.
If Eddie neglects pursuing his Bride, meaning he spends more than 15 seconds away from the Bride during a chase, he suffers a movement speed penalty of 10% for 20 seconds, representing his obsessive fixation and frustration.
Secondary Ability: “Ceremonial Preparation”
After hooking the Bride, Eddie can activate Ceremonial Preparation for 20 seconds.
During this time:
The next vault or pallet interaction by any survivor causes a loud noise notification.
Eddie gains a 3-second haste boost immediately after the triggered noise.
This simulates Eddie preparing the “wedding stage,” punishing survivors’ attempts to escape or stall.
Audio and Visual Flair
Eddie softly hums wedding tunes or mutters about love and devotion during chases.
His voice lines are twisted and obsessive, mixing declarations of “love” with threats and taunts.
Visual effects include faint veil-like distortions at the Bride’s screen edges during chases.
When Ceremonial Preparation triggers, eerie wedding bells and muffled choir vocals play.
Gameplay Role and Strategy
Eddie is a single-target obsessive hunter, forcing survivors to stay close and under pressure.
His Bride mechanic forces survivors to prioritize protection or escape tactics around one individual.
The movement speed penalty for neglect encourages him to stay relentless and focused, balancing power with risk.
Ceremonial Preparation punishes stalling and escape tactics, rewarding attentive and aggressive play.
Marta – The Apostle
Weapon: Crucifix Scythe
Power: “Piercing Faith”
Visual Description
Marta is a tall, imposing woman clad in tattered, bloodstained religious garments, a worn, dark nun’s habit fused with ragged armor-like layers.
Her face is partially obscured by a makeshift veil or hood, with haunting, vacant eyes that glow faintly in the dark.
She wields a large crucifix-shaped scythe, cracked and rusted but still deadly.
Her posture and movements are rigid and ritualistic, blending fanatic devotion with brutal violence.
She carries an aura of divine wrath, radiating chilling zealotry and merciless judgment.
Lore Expanded
Marta was a devout yet conflicted follower of Sullivan Knoth, who referred to her as his “best beloved” and a close companion since childhood. Though she was chosen to act as the cult’s brutal enforcer, serving as witness, judge, and executioner, Marta struggled with guilt over the murders she committed. Her faith was considered “imperfect” by Knoth because she viewed her violent acts as sinful, despite believing in his teachings. Knoth reassured her that even inaction would be sinful in God’s eyes, and that eliminating the wicked before their prophesied sins was a sacred duty. Through metaphor and manipulation, he convinced Marta that her violence was not only justified but holy, a divine service to purify their world.
Primary Ability: “Crucifix Cleave”
Marta can charge a powerful wide 90° arc melee attack with her crucifix scythe.
This cleave can hit multiple survivors standing close to each other.
Survivors hit suffer:
Deep Wound status effect (they must mend before they can be healed).
A 5% movement hindered penalty for 10 seconds, representing the pain and shock from the wide strike.
This wide attack has a slower recovery time compared to other killers’ swings.
Passive Ability: “Devotion”
After hooking a survivor, Marta enters a state of religious fervor.
Gains Undetectable status for 10 seconds (terror radius drops to 0, and no chase music plays).
Following the Undetectable phase, Marta’s terror radius increases by 8 meters for 15 seconds, representing her heightened wrath.
This ebb and flow of presence forces survivors to carefully time their stealth and evasion.
Balance Mechanic: “Zealous Recovery”
To balance her powerful wide attack, Marta’s recovery between swings and after successful hits is significantly slower than other killers (roughly 20-25% longer).
This encourages deliberate timing and punishes reckless swings.
Audio and Visual Flair
Marta’s attacks produce a deep, resonant scythe slash sound with a chilling metallic ring.
Her footsteps are heavy and measured, punctuated by the faint echo of religious chants or whispered prayers.
She occasionally murmurs scripture or zealous threats, enhancing the fanatical atmosphere.
When entering Undetectable, the environment becomes eerily silent, heightening tension.
The increase in terror radius is accompanied by a low, ominous drone that signals her wrath.
Gameplay Role and Strategy
Marta is a close-quarters, crowd-control killer with powerful area attacks that excel in tight loops or clustered survivors.
Her wide cleave punishes grouped survivors and can disrupt coordinated rescues or healing attempts.
The Undetectable + increased terror radius cycle adds mind games, forcing survivors to adapt their stealth and rush tactics.
The slower attack recovery demands precise timing, rewarding skilled and patient play.
Marta excels on maps with narrow corridors and clustered objectives where her cleave can maximize damage.
Val – The Whisperer
Weapon: Rusted Sickle
Power: “Hallucinogenic Relay”
Visual Description
Val appears as a gaunt, ethereal woman draped in tattered, cult-like robes stained with dirt and blood.
Her eyes are sunken and glassy, often darting nervously, reflecting her fractured mind and constant paranoia.
She carries a rusty sickle, wielded with a chilling grace that belies her fragile appearance.
Her movements are jittery and erratic, punctuated by sudden, unsettling stillnesses that unsettle survivors.
Her presence is accompanied by a faint mist that clings to her, symbolizing the fog of hallucinations she spreads.
Lore Expanded
Val, once the chief deacon of Sullivan Knoth’s Testament, began as a compassionate foster parent to Temple Gate’s sick children, deeply sympathizing with their suffering. However, forced by Knoth to kill many of these children for his harsh doctrines, she spiraled into torment and doubt. Haunted by vivid, disturbing dreams of bloodshed and murder, Val’s faith in the cult’s holy mission shattered as she wrestled with involuntary, twisted desires in her sleep. These visions led her to secretly meet other disillusioned Testament followers, sparking a rebellion that birthed the Heretics, who embraced the coming apocalypse instead of fearing it. Now, living in the mines’ tunnels, Val and her followers await the Anti-Christ’s birth, driven by a dark craving for the chaos and destruction it promises.
Primary Ability: “Illusion Manifestation”
Val can spawn up to two illusions at strategic points such as generators, lockers, or vaults.
These illusions:
Emit a 16-meter terror radius, mimicking a genuine chase presence.
Play sounds like heartbeat and chase breathing to mislead survivors.
Can be disarmed by survivors in 3 seconds, removing the illusion prematurely.
Last for 20 seconds if not disarmed.
Secondary Ability: “Hallucinate Strike”
When Val hits a survivor, they suffer 5 seconds of disorientation, which includes:
Screen blur and warping.
Audio distortions, muffled sounds and whispers.
Controls slightly reversed or delayed, causing survivors to struggle with movement.
Audio and Visual Flair
Val’s footsteps are soft but erratic, occasionally accompanied by faint whispering voices and unsettling laughter.
Illusions flicker with a translucent, ghostly effect, often shimmering with faint light distortions.
Her voice lines are fragmented and echoing, a mix of pleading, threats, and cryptic murmurs.
When activating illusions, subtle mist swirls around her hands and feet, enhancing the surreal atmosphere.
Gameplay Role and Strategy
Val is a mind-game focused disruptor, specializing in confusion and deception.
Her illusions distract survivors and cause wasted time, forcing them to second-guess their surroundings.
The hallucination effect on hit disrupts survivors’ ability to navigate or respond effectively during chases.
She excels at controlling key map areas and breaking coordinated survivor actions.
Survivors must stay vigilant to distinguish real threats from illusions, adding tension and paranoia.
Father Loutermilch – The Cleric of Madness
Weapon: Rosary-Wrapped Blade (normal form)
Power: “Sanctuary of Sin” & “Inner Demon”
Visual Description
Normal Form: Traditional priest’s robe, black clergy shirt tucked into black pants with matching belt, carrying a rosary-wrapped blade.
Inner Demon Form: Nude, blood-coated, multiple grotesque limbs, no nose, jawless and lipless, with an inhumanly long pulsating tongue. No weapon, his monstrous body itself is the weapon.
Lore Expanded
A corrupted preacher who hides behind a façade of faith and salvation, Loutermilch’s true nature is a writhing abomination, a nightmarish fusion of human and demon, revealed only in terrifying bursts. His powers are tied to this duality: the false sanctuary that deceives and the monstrous revelation that shatters minds and bodies.
Primary Ability: “False Sanctuary”
Can place two Sanctuary Zones on the map (lasting 30 seconds each).
Inside these zones:
Survivors have no terror radius.
Survivors cannot heal, cleanse, or perform altruistic actions.
Aura-reading perks are disabled.
Survivors experience faint whispers and shadowy visual distortions, sowing unease.
Secondary Ability: “Confession”
Once per hook, mark the rescuer as “Unforgiven.”
The next failed skill check by the Unforgiven causes:
6% generator regression.
Their aura revealed to Loutermilch for 6 seconds.
Monstrous Form Ability: “Inner Demon”
After hooking 2 survivors, Loutermilch may activate Inner Demon for 15 seconds (60-second cooldown).
Transforms into his monstrous hallucination form (visual change + heavy reverb and light distortion applied to voice lines).
Gains 10% increased movement speed.
Survivors within a 12-meter radius suffer hallucinations:
Screen warping.
Ghostly whispers and screams.
Periodic control distortion (e.g., slight input delay or reversal for 1-2 seconds).
Survivors leave scratch marks visible from 6 meters further away.
After 15 seconds, he reverts to normal form.
Visual and Audio Flair
Normal form wears traditional priest attire with rosary-wrapped blade.
Inner Demon is a nude, blood-coated monstrosity with multiple limbs, no nose/jaw/lips, and a long pulsating tongue symbolizing his abusive nature.
When transforming, haunting choir and whispering voices swell in the background.
Survivors near Sanctuary zones hear low chanting and sinister murmurs.
Gameplay Role and Strategy
Father Loutermilch is a dual-phase, area denial and psychological warfare killer, whose core strength lies in disorienting survivors both mentally and mechanically. He thrives on controlling sacred spaces with False Sanctuary while leveraging his horrific true form through Inner Demon to create bursts of aggression and visual chaos.
Map Control & Deception (False Sanctuary):
Sanctuary Zones act like cursed altars, safe in appearance, but functionally dangerous.
Their no terror radius lulls survivors into false safety, which can be weaponized for stealth ambushes or baiting them into unsafe heals or rescues.
Their inability to heal, boon, or use altruism in these zones stalls teamwork, slowing tempo and fracturing survivor cohesion.
Position Sanctuary Zones near hooked survivors, generators, or escape routes to cut off support options and isolate targets.
Punishment Through Guilt (Confession):
“Confession” adds delayed pressure to altruism. The Unforgiven status acts like a ticking time bomb.
It creates paranoia, especially on high-skillcheck builds or solo queue players who must gamble on failing and revealing themselves.
This mechanic subtly discourages rescues or encourages skill-check-based sabotage.
Aggression Spike (Inner Demon):
After 2 hooks, Loutermilch’s Inner Demon form offers a temporary but terrifying power spike.
10% haste allows for rapid map pressure or chase closure.
Disorientation effects mirror Val’s illusions but are non-avoidable, affecting all survivors nearby.
Increased scratch mark visibility compensates for lack of a terror radius, turning him into a chase predator in tight maps.
This form is best used in high-traffic areas or mid-chase to overwhelm coordination and punish mistakes.
Overall Strategy:
Loutermilch is strongest when playing long-term pressure, not immediate lethality.
Use False Sanctuaries to force survivors into predictable patterns, then exploit those habits with Inner Demon.
His ideal maps are mid-size to large with layered interiors or chokepoints where Sanctuary Zones and transformation effects shine.
Success with Loutermilch demands map awareness, zoning foresight, and timing, knowing when to pressure with silence and when to unleash the beast.
Leland Coyle – The Shock Enforcer
Weapon: Electric Baton
Power: “Conductive Authority”
Visual Description
Coyle wears a modified police uniform, stripped of insignia, stained with sweat and grime, reinforced with leather straps and metal rings.
His electric baton crackles with volatile blue energy, sometimes arcing even when idle.
His expression is a permanent snarl, veins bulging, face twisted in rage and control-lust.
He moves like a predator with purpose: calculated, powerful, always watching.
Sparks and static ripple along his arms when he’s near survivors, distorting the air around him.
Lore Expanded
Leland Coyle was born in 1923 in Blackwell, Oklahoma, a town known for its dark, racially charged history. Troubled by a violent and abusive childhood, he joined the military academy and later the U.S. Marines, where he served honorably in World War II but left with a reputation for cold brutality. Returning home, Coyle became a police officer deeply involved in corruption, extortion, and possibly foul play surrounding his family’s mysterious deaths. His violent tendencies and authoritarian nature made him a perfect candidate for Murkoff’s PROJECT LATHE, where he was recruited after a brutal confrontation with Clyde Perry. Though his exact path to Murkoff is unclear, Coyle embodies the sadistic, power-driven enforcer who thrives on control and punishment.
Primary Ability: “Overload Trap”
Coyle can place up to 3 electrified traps anywhere on the map.
When a survivor steps within 2 meters of a trap:
They are stunned briefly (1.5 seconds).
Their currently held item becomes disabled for 30 seconds (toolbox, med-kit, flashlight).
If dropped, the disabled item emits sparks and cannot be picked up again until reactivated.
Traps recharge after 45 seconds and can be repositioned at will.
Survivors can disarm traps with a 4-second interaction, but disarming emits a loud noise notification.
Secondary Ability: “Rig Lockdown”
After hooking a survivor, Coyle can activate a “Lockdown Zone” for 15 seconds.
Within a 24-meter radius of the hooked survivor:
Survivors’ aura-reading perks are suppressed (e.g., Bond, Kindred, Empathy).
All survivors suffer 5% slower action speeds (healing, sabotage, gen repair).
Survivors who enter the zone for the first time suffer a loud noise notification.
Audio and Visual Flair
A constant low-voltage hum follows Coyle, growing louder when near survivors.
His traps emit small crackles of electricity, occasionally surging when idle.
When chasing, sparks shoot from his baton, and each strike lands with a sizzling jolt and sharp electric snap.
His voice lines include angry commands, threats of compliance, and insults like:
“If you ain't guilty, then why you running?”
“I wish your mama was here to see you die.”
“It's your... native proclivities. Physical gifts to balance your limited mentality.”
"T, P, D, A, T, F, C, I, A, F, B, I, U, S, P, I, S, D, O, D, S, S, S, U, S, A."
"It's amazing the way a little excitement focuses a man's attention."
Gameplay Role and Strategy
Coyle is a tactical enforcer killer who punishes item reliance and coordinated play.
His Overload Traps deny healing, flashlight saves, and sabotage, disrupting survivor tools at key moments.
The Lockdown Zone shuts down aura-dependent builds and discourages altruism or grouped repairs.
He thrives on zoning, disruption, and attrition, forcing survivors to operate under pressure and without support.
Best played with map knowledge and precision trap placement to manipulate survivor flow.
Mother Gooseberry – The Performer
Weapon: Doctor Futterman (Puppet Drill)
Power: “Sweet Suffering”
Visual Description
Mother Gooseberry is a large, moderately obese woman clad in disturbing parody of vintage children’s show attire:
A white blouse beneath a long, plaid dress and torn grey stockings, worn over knickers.
Black low suede pumps, a black belt with a golden buckle, and a red necktie resting atop a white bib-like accessory.
Her black gloves hide blistered, flaking skin, red and irritated, resembling extreme sunburn.
A crude skin mask, held on by visible metal staples, obscures her facial deformities.
Her scalp is bald on top, but greasy, greying hair lingers around the sides.
On her right hand is Doctor Futterman:
A grotesque, leather duck puppet with crude feathers, bulging red eyes, and a metal drill inside its bill.
Futterman wears a yellow bowtie, white polka dots, and a top hat, a twisted relic of childhood innocence.
When she attacks, the puppet's drill extends and spins violently, boring into flesh with horrifying whirs.
Lore Expanded
Mother Gooseberry was the daughter of a Philadelphia dentist who assisted him by using puppets to calm young patients during procedures. She gained local fame with her children’s variety show, The Mother Gooseberry Hour, which aired from 1951 and featured her puppet Doctor Futterman. After the mysterious death of Dr. Futterman, she suffered a dissociative breakdown, causing the show to shift into a darker, more disturbing tone. Secretly, she used her platform and a mail-order “dental drops” business to indoctrinate children into drug addiction, violence, and criminal behavior, leading to a police raid in 1955 that turned deadly. Sentenced to Holmesburg Prison, she survived horrific dermatological experiments and maintained control over guards and inmates alike, expressing a twisted desire for new surroundings.
Primary Ability: “Drill Love”
Hitting a survivor with her puppet drill applies Perpetual Bleed to the last survivor struck.
Perpetual Bleed causes the survivor to leave a blood trail regardless of health state, including when fully healed.
The status remains until she hits a new target.
Does not affect healing efficiency but makes tracking that survivor far easier and constant.
Secondary Ability: “Futterman Bomb”
Gooseberry can deploy up to 2 Futterman Bombs at a time.
These mascot-shaped bombs resemble Doctor Futterman holding TNT and begin puffing up and hissing when survivors come within 6 meters.
When triggered:
The bomb explodes after 2 seconds, causing a Loud Noise Notification and Blinding Survivors within a 6-meter radius.
Blinded survivors also leave behind temporary fake scratch marks for 5 seconds, disorienting their direction.
Bombs last 45 seconds if not triggered. Recharges over time.
Audio and Visual Flair
Gooseberry speaks in sing-song nursery rhymes, humming lullabies while chasing survivors.
Her puppet, Futterman, periodically whispers lines in a distorted cartoon voice.
Bombs emit squeaky hissing and distorted show tune jingles before detonating.
Her heartbeat has a warped music box tone, escalating in pitch as she nears her prey.
Gameplay Role and Strategy
Gooseberry is a tracking and control killer, punishing isolated survivors while disrupting group movement.
Perpetual Bleed pressures survivors to stay mobile and makes them easy to follow through any terrain.
Futterman Bombs create zoning opportunities, punishing unsafe rescues, body-blocking, and generator camping.
Her strength lies in misdirection and disorientation, the combination of blood trails and fake scratch marks can overwhelm even experienced teams.
Miles Upshur – The Reluctant Witness
Visual Description
Miles is a well-built adult man with fair skin, commonly seen wearing a brown work jacket, left open to reveal a white dress shirt tucked neatly into faded blue jeans secured by a black belt.
His brown work boots are scuffed and muddied from his desperate trek through Mount Massive.
Though his face is never clearly seen, his short, close-cut hair and upright posture reflect a man hardened by trauma.
His hands and sleeves are perpetually splattered in blood, with his left ring finger and right index finger missing, torn off during his run-in with Richard Trager.
*ONLY VISIBLE DURING THE "Host Within" PERK ACTIVATION, OR DURING IDLE ANIMATIONS ON THE MATCHMAKING SCREEN.
After becoming the host of the Walrider, his body seems surrounded by a faint, unnatural shadow, like a smog of living darkness that flickers in certain lights, barely perceptible but undeniably there.
Lore Expanded
A freelance investigative journalist, Miles Upshur followed an anonymous tip to Mount Massive Asylum, hoping to expose Murkoff’s crimes. What he uncovered instead was a waking nightmare of science gone mad and humanity twisted beyond recognition. Miles risked everything to get the truth out, and paid dearly for it. After surviving mutilation, mental horror, and exposure to the Morphogenic Engine, he became the final host for the Walrider, a nanite-driven being of rage and death.
Though the Walrider flows within him, Miles resists its urges. He fights to retain his humanity, using his experience, trauma, and stubborn drive to protect others from the horrors he witnessed firsthand.
Perks
Witness to Horror
After being unhooked or unhooking another survivor, gain the Endurance status effect for 8 seconds.
If the unhooked survivor is then downed within 16 seconds, their aura is revealed to you for 8 seconds, and your healing speed on them is increased by 20%.
Cooldown: 60 seconds.
Once per match, when unhooked, text will appear in the form of pen scrawled words above Miles' head that read "I've said it before, but ♥♥♥♥ this place. I've still got those fingers left."
Expose the Truth
When within 12 meters of a completed generator or hooked survivor, press the Ability Button to “record” for 6 seconds.
If you witness the killer performing any hostile action (breaking a pallet, damaging a generator, hooking a survivor, etc.) while recording:
All survivors gain 5% haste for 6 seconds.
You see the killer’s aura for 4 seconds.
Cooldown: 90 seconds.
Host Within
Once per trial, after being downed, automatically recover to the Dying State from the Incapacitated state with 50% recovery progress instantly.
Additionally, for the next 10 seconds, the killer suffers from Oblivious and Hindered (-5% movement speed).
You are Exhausted and Broken for 40 seconds after use.
Gameplay Role and Strategy
Miles is a risk-reward survivor with a balance of altruism, reactive mobility, and a unique twist on second wind abilities. His perks emphasize:
Reactive support: Healing and protecting others after high-risk moments.
Timing and observation: Using the “recording” mechanic of Expose the Truth to punish killers who act recklessly.
Clutch survivability: With Host Within, he channels the Walrider’s lingering power to escape death... once.
Miles is best played by survivors who like high-pressure saves and subtle map reading. He excels in supporting weaker teammates and turning tide moments into momentum swings. However, overusing his perks or mistiming his abilities can leave him vulnerable during the mid-to-late game.
Waylon Park - The Whistleblower
Visual Description
Waylon has two main appearances reflecting different phases of his harrowing journey:
Casual Clothing (Underground Lab & Epilogue):
Waylon wears a yellow shirt with the sleeves rolled up, revealing a white dress shirt underneath.
His casual look includes worn blue jeans and white sneakers with black accents, portraying a man trying to hold onto normalcy amidst chaos.
His dark, curly hair is short and slightly tousled, with a subtle five o’clock shadow.
Patient Attire (Most of the Game):
In his captured state, Waylon dons a rough burlap jumpsuit exposing his bare feet and forearms.
The jumpsuit is crudely marked with his prisoner number, and underneath lurks a light olive-green undershirt.
This outfit reflects his vulnerability and the harsh conditions he endures in Mount Massive Asylum.
Lore Expanded
Waylon Park, a software engineer for the Murkoff Corporation, secretly emails journalist Miles Upshur to expose the company’s horrific experiments, only to be caught and thrown into the Morphogenic Engine program as punishment. After enduring psychological torture, he wakes to find Mount Massive Asylum in chaos and picks up a camcorder to document the horrors. As he searches for a functioning short-wave radio to escape and call for help, Waylon encounters cannibals, deranged Variants, and the obsessed Eddie Gluskin, who tries to forcibly “marry” and mutilate him. Barely surviving countless ordeals, including being, hunted, and nearly castrated.
Perks
Inquisitive Mind
Increases the speed of reading maps.
Skill checks related to objective completion appear 10% more frequently but grant 6% more progress on success.
After completing a generator, the aura of all nearby generators (within 24m) is revealed to you for 3 seconds.
Resilient Spirit
When injured, gain a temporary 6% movement speed boost for 8 seconds after performing a successful action (healing others, sabotaging, or rescuing).
This can only trigger once every 60 seconds.
Exposure to Truth
Once per trial, after being unhooked and escaping the next chase, the killer’s aura is revealed to you for 4 seconds.
This reflects Waylon’s heightened alertness and survival instincts honed through trauma.
Gameplay Role and Strategy
Waylon is a resourceful and aware survivor, designed for players who enjoy a mix of stealth, objective play, and opportunistic aggression. His perks reward map knowledge, quick reactions, and pushing through injury.
Inquisitive Mind supports objective tracking and teamwork, making him valuable in coordinated groups or solo play.
Resilient Spirit encourages aggressive altruism, allowing players to capitalize on actions even when hurt.
Exposure to Truth provides situational awareness after surviving a hook, helping Waylon anticipate the killer’s moves.
Waylon’s design suits players who prefer to stay one step ahead by leveraging information and taking calculated risks rather than pure speed or brute force.
Blake Langermann – The Cameraman
Visual Description
Primary Outfit (Pre-Crash):
Blake wears a zipped-up green hooded jacket with four front pockets—two of which hold vital supplies like camcorder batteries and bandages. The sleeves are rolled up just below the elbows, revealing a grey sweater underneath. He has dark tan pants and sturdy black combat boots. A worn analog watch adorns his left wrist.
Post-Helicopter Crash (Injured State):
After the crash, Blake’s jacket and pants become torn and ragged, revealing cuts, bruises, and scraped skin. The glass on his watch is shattered, symbolizing his fractured ordeal.
Captured and Crucified State:
Blake is crucified by Nick and Laird with hammer and nails, bandages covering the holes in his hands, mirroring Christ-like martyrdom. This state symbolizes his sacrifice and torment.
Physical Traits:
Blake is well-built with fair skin. He wears glasses to correct his myopia, though his eyes remain hidden. His messy, medium-length black hair with a fringe adds to his everyman image.
Lore Expanded
Blake Langermann is a dedicated cameraman, driven to uncover the sinister truth behind murder victim "Jane Doe" through his lens. After the helicopter crash, he’s left isolated and hunted. His story is one of sacrifice, resilience, and the desperate hope to find his wife, Lynn Langermann.
Survivor Perks
Through the Lens
After repairing a generator, gain a token.
Each token reveals the aura of the nearest injured survivor within 12 meters for 4 seconds.
Stacks up to 3 tokens.
Unseen Footage
When exiting a locker, gain a 5% movement speed boost for 6 seconds.
After leaving a chase, your next vault is 15% faster.
Crucified Resolve
Once per match, when unhooked, gain a 12% action speed boost for 8 seconds.
Instantly heal 5% of your max health.
Gameplay Role and Strategy
Blake is a balanced survivor combining stealth, support, and resilience.
Through the Lens: Track teammates in need for better teamwork.
Unseen Footage: Evade with mobility and stealth options.
Crucified Resolve: Bounce back after a hook with bonus recovery.
Ideal for players who enjoy observation, clutch rescues, and dynamic escapes.
Lynn Langermann – The Courageous Camerawoman
Visual Description
Lynn is a slim, athletic woman with expressive brown eyes and chestnut hair in a ponytail. She wears a dark olive safari shirt over a light green tank top, fitted grey jeans, a black utility belt, and sturdy black boots. Her look reflects a professional ready for fieldwork and danger.
Lore Expanded
Lynn Langermann is a skilled camerawoman and the wife of Blake Langermann. Her bravery, resourcefulness, and technical skill make her indispensable in exposing Knoth’s atrocities.
Survivor Perks
Eye for Detail
After finishing a repair or heal while standing still, your aura is revealed to teammates within 12 meters for 4 seconds.
Gain 10% faster repair and healing speed while in the killer’s terror radius.
Steady Hands
Skill check zones are 15% larger for healing and repairs.
Failing a skill check does not trigger a loud noise notification.
Unwavering Focus
After being hit, your recovery speed from injured state is increased by 12%.
Gain +3% movement speed for 5 seconds after being healed.
Gameplay Role and Strategy
Lynn is a support-oriented survivor designed for tactical and precise players.
Eye for Detail: Rewarded for patient, efficient healing and repair.
Steady Hands: Reduces risk for those who prioritize skill checks.
Unwavering Focus: Improves recovery and repositioning post-hit.
Perfect for players who enjoy stealthy, clutch support and calm execution under pressure.
Amelia Collier – The Improvised Escapee
Visual Description
Amelia stands at 5'3" with a wiry frame and shoulder-length brunette hair. Her mismatched eyeglasses, wired together from cracked lenses, highlight her ingenuity and trauma. She wears a faded oversized blue shirt with a “Bingo Fuel” patch, and her hands and thigh are bandaged. A homemade sling bag crosses her chest, housing tools or scavenged gear.
Lore Expanded
A former Reagent, Amelia escaped Murkoff’s Docks facility, leaving behind her ESOP and surveillance rig. Her memory is fragmented, her trauma barely hidden, but she survives by wit and sheer will. Her journey is one of reclaiming identity and fighting back, even if the world sees her as broken.
Survivor Perks
Scrap Together
After searching a chest, gain a token (max 3).
Convert a depleted toolbox, medkit, or firecracker into a basic version with 25% charge by spending 3 tokens.
Fractured Insight
Once per match, when injured and in a chase, activate to reveal all pallets within 24 meters for 5 seconds.
Memory Leak
When stunned by the killer or if the killer breaks a pallet near you, their aura is revealed for 3 seconds.
Cooldown: 30 seconds.
Gameplay Role and Strategy
Amelia is a utility-based survivor with perks focused on scavenging, evasion, and calculated plays.
Scrap Together: Makes her a valuable late-game asset.
Fractured Insight: Boosts escape planning and team synergy during chase.
Memory Leak: Offers tracking and outplay opportunities near pallets.
Great for strategic players who like to improvise and outlast killers through clever plays and adaptability.
Final Thoughts
This is my dream Outlast-themed chapter for Dead by Daylight, one that deeply respects the source material while delivering thrilling and innovative gameplay. If you’re a fan of Outlast’s psychological horror or craving fresh killer mechanics and atmospheric maps, I hope this concept resonates with you.
Feel free to ask for more details on any killer, survivor, or map, or share your thoughts and ideas on how this could be improved or expanded!