Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Game Afoot Confusion

One of the things I've been very vocal about advocating for in this game are clarifications and fixes for my all time favorite killer perk: Game Afoot. About a year ago I submitted a bug report regarding Game Afoot's haste bonus not applying to special pallet breaks. That report was eventually closed with Coordi, one of the mods for the forum, explaining, "Hello, we checked in with the team on this one. This is intended - Game Afoot does not work with Killer Powers in that way."

Buuut this doesn't really make sense. When Game Afoot was originally released with the Skull Merchant (truly a joyous time to be alive) the perk activated its haste bonus regardless of how you broke the pallet. As it stands now, Game Afoot only triggers its haste status if you kick the pallet. No chainsaws, whips, or any other breaking action will trigger it, just kicks.

Buuut other perks that trigger off of pallet breaks, namely THWACK! (another skully original oddly enough) and Spirit Fury have the exact same verbiage in their descriptions as Game Afoot does. "Break X amount of pallet(s), gain Y effects." However these other perks DO trigger on special pallet breaks. This creates unnecessary confusion I believe, especially since as far as I know Game Afoot's change in mechanics was never announced and its description never changed to the dev's intentions.

TL;DR / Cutting to the chase: I believe one of the following has to happen. Either A) All other perks that trigger from pallet breaks should only trigger from kicks like Game Afoot does, a drastic solution but it would fix the issue of confusion from reading the descriptions. B) Game Afoot's description should be updated in game to specify it only triggers on kicks. A trivial matter of semantics, but it will get me to shut up about it so there's still net benefit involved. Or C) (my favorite option) Game Afoot should be reverted to act like every single other perk that interacts with pallet breaks, and bestow the haste bonus regardless of how the pallet is broken.

Tagged:

Comments

  • InquisitorKng
    InquisitorKng Member Posts: 16
    edited September 2025

    I agree, I recently created a build focused on Game Afoot with the intention of using it with the nemesis's power to break pallets, and only during the match did I realize that it didn't work, in an ideal world it would be cool if it worked, but if the devs don't want it, at least they should make the description clearer, because of that I had to play that match with a build that simply didn't work

  • Necromonicon
    Necromonicon Member Posts: 65

    If you look back in the forums, this has been an issue for over a year now. It worked on launch, and then at some point, it was changed. It still works on wall breaks with powers, so a part of the original functionality is still present. One of the first bug reports on this was written off as not a bug, but since then, there have been multiple bug reports, including multiple of mine, that were "forwarded to the team." As you can see, nothing has been fixed despite all that.

  • OnryosTapeRentals
    OnryosTapeRentals Member Posts: 1,783

    Would also like to see this standardised. Either Perks should work with Killer powers, or they shouldn't. Right now it's very inconsistent and needlessly confusing.

    Same goes for Vault perks. Why does Bamboozle trigger when you vault with a Killer power but Unbound doesn't? Either they both should work or neither should.