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How Dead by Daylight became Behaviour’s breakout game
Dead by Daylight launched in June 2016. Racine recalled in the interview that it reached its millionth player by the end of September that year. That early traction gave Behaviour a successful original game after years of trying to develop its own titles while also taking on client work. As Racine put it: “Well, it was never really a switch. We always tried, when we were doing work for hire, to do our own games, without success until Dead By Daylight.”
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The game’s commercial model also evolved after launch. Racine said its in-game store opened in April 2018 and generated more than half of the game’s revenue. That is his account in the interview, not an independently audited revenue breakdown. It illustrates how the game’s ongoing business came to depend on more than its initial release.
What the game’s scale looked like in 2023
Racine described the Dead by Daylight team as growing from 25 people at launch to more than 300 by the time of the interview. He also put Behaviour’s company-wide workforce at 1,300 employees and the game’s audience at about 5 million monthly active users. These are figures he gave in the 2023 interview, published August 27, 2023 and updated June 18, 2025; they should not be read as current headcount or audience statistics. GamesBeat’s edited interview is the source for these attributed figures.
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- Bring the game to life with 10 hauntingly detailed miniature figurines!
Behaviour’s two connected businesses
The interview presents Behaviour as both a developer and publisher of its own games and a service provider for other companies. Dead by Daylight and Meet Your Maker sat within its original-game and publishing operation, while a foundational service business handled development and ongoing support for external projects. The executives did not provide a comparative revenue breakdown for these units.
Meazza described the service business as broad rather than limited to a single production discipline:
“We do full mobile development, including live operations. We do full development on PC and console, as well as live operations for games as a service. We also do co-dev.”
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That description matters because it distinguishes a full development mandate or continuing live-operations role from supplying a narrow piece of production. The interview does not imply every client project uses the same arrangement. Who finances a game, who controls its intellectual property, whether Behaviour publishes it, how much of development it handles, and whether its role continues after launch are separate dimensions of the work.
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- EXPAND YOUR GAMEPLAY – Take your Dead by Daylight board game further with 5 new Survivors and 5 terrifying Killers, each with unique abilities for fresh strategies and tension. Requires the base set to play.
- HORROR-THEMED STRATEGY – Escape or become the ultimate ghost killer game villain with new Perks and Powers that heighten suspense and excitement. Will you survive the night or fall to the darkness?
- DETAILED MINIATURES – Includes 10 hauntingly sculpted miniatures, bringing characters to life with eerie precision. A must-have for fans of horror board games, collectible art, and immersive tabletop play.
- MULTIPLE WAYS TO PLAY – Customize matches with new setup options, creating fresh scenarios for replayability. Whether you love betrayal, hidden movement, or outsmarting foes, this expansion enhances your Dead by Daylight experience.
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Why the success was not a simple switch to original games
Racine rejected the idea that Behaviour abandoned work for hire once Dead by Daylight succeeded. Instead, the company continued to operate its service business while building its own games and publishing capacity. The interview’s account is therefore less a story of one business replacing another than of a successful original title changing what Behaviour could do alongside its existing work.
The executives discussed considering new projects and third-party investments where Behaviour might contribute people as well as capital. They also described an effort to share concepts with audiences earlier and test them sooner. Racine summarized that approach: “When you’re developing IP, share earlier with the key audience. Share your ideas. Test earlier.” Meazza said the studio was refining its greenlight process. These were practices and intentions discussed in 2023, not announcements of current projects.
Growth tied to opportunities, not a fixed target
Racine framed expansion as dependent on whether an opportunity and team made sense: “We’re only growing when it makes sense to expand.” The interview discussed European operations, hiring in Toronto, and an acquired Rotterdam studio in the context of 2023. Those details are historical and do not establish Behaviour’s current office map or workforce.
What is confirmed about the franchise now
Behaviour’s official Dead by Daylight website continues to feature franchise news and related titles. It also describes a Behaviour Account, which can sync game progress across platforms and provide rewards. This is evidence of current official franchise activity, but the site does not update the 2023 interview’s user, staffing, or team-size figures.
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