Dead by Daylight 10.2.0 Patch Notes: BHVR Reverted Borrowed Time, Defied Players on Windows of Opportunity

Dead by Daylight 10.2.0 Patch Notes: BHVR Reverted Borrowed Time, Defied Players on Windows of Opportunity

BHVR's full Dead by Daylight 10.2.0 patch notes landed on 6 October 2026, changing 58 perks. The real story is the Developer Update from the night before: Borrowed Time fully reverted, This is Not Happening narrowed, Dark Arrogance cut back, and Windows of Opportunity shipped over player objections anyway. What changed, why, and what it means for your loadout.

Dead by Daylight dropped the full patch notes for update 10.2.0 today, and they describe the largest single perk rebalance in the game's ten year history. Fifty eight perks are changing. Twenty six of them are being adjusted specifically because of a system Behaviour Interactive introduced five months ago that most players did not ask for. Twelve carry an explicit Rework tag.

But the more revealing part is not the size of the change. It is what happened after players tried it.

Behaviour published a Developer Update last night, on 5 October, admitting that two of the changes in the Public Test Build were too strong and pulling them back. One of those reversals is a full revert to the current live version. And in a third case, the studio looked at the complaints, disagreed with them, and shipped the change anyway. That is a rarer thing to see written down in public, and it tells you a great deal about how the next six months of balance work will go.

This is the part almost nobody is covering, so we are going to cover it properly.

The update that is not live yet

Let's get the basics out of the way, because there is a lot of confusion about this right now.

The patch notes for 10.2.0 were published today, 6 October 2026, as SteamDB build 25590565. The build was edited at 15:06:03 UTC. The patch is titled "10.2.0 | Mid-Chapter".

Here is the important caveat. The patch notes are not the same thing as the patch going live. As of writing, the live build is still 10.1.2a, a hotfix Behaviour shipped on 17 September 2026 to walk back The Judgment's Divine Light curve window.

Behaviour has not published a live release date for 10.2.0. The Developer Update posted on 5 October ends with "Keep an eye out tomorrow for the full set of Patch Notes." That promise commits to the notes. It does not commit to a date.

If you have seen a site claiming 10.2.0 went live today, treat that as a guess. The PTB documentation says a Public Test Build opens on the Tuesday evening, three weeks before the next chapter or mid-chapter. That rule would put 10.2.0 on or around 6 October, and the pattern has held for two consecutive cycles. But a documented rhythm is not a promise, and Behaviour has delayed releases on PTB feedback before. More than once.

For context on the audience: Steam's concurrent player count sat at roughly 28,900 on the morning of 6 October. That is Steam alone, before console. Treat that figure as a single-source estimate rather than an official number.

Why 58 perks are changing at once

This is the part that most coverage skips, and understanding it is the key to understanding everything else.

Fifty eight perks is not a coincidence and it is not a celebration. It is a debt.

On 28 April 2026, Behaviour Interactive shipped patch 9.6.0. The headline feature was the Diminishing Returns system, and it fundamentally rewrote how the game handles stacking.

Here is how Diminishing Returns works. In a Trial, identical Killer and Survivor modifiers granted by Powers, Items, Perks and Offerings are now reduced progressively as they stack. The game looks at every modifier with the same value, keeps the one with the highest absolute value at full strength, and progressively strips the others down:

  • 1st value, the highest: 100 percent of the modifier
  • 2nd value: 50 percent of the modifier
  • 3rd value: 25 percent of the modifier
  • 4th value: 12.5 percent of the modifier
  • 5th value and up: 5 percent of the modifier

Two important boundaries. Diminishing Returns applies only within a role for negative action speed modifiers and positive skill check chance modifiers. And modifiers granted from Add-ons are excluded entirely from the system.

Behaviour's own dev note on the 9.6.0 patch explains the reasoning. After ten years of Dead by Daylight, the ability to stack modifiers indefinitely had produced ever-accelerating and increasingly intense gameplay. The studio wanted to normalise how modifiers interact and reduce the risk of building game-breaking scenarios.

The problem is what happened next. Diminishing Returns landed, and then almost nothing else did. Between April and September there was no corresponding balance pass. Players immediately worked out the consequence: builds that relied on stacking several identical modifiers got weaker, not stronger.

The community argument, made repeatedly on r/deadbydaylight, is that Diminishing Returns was always intended to arrive alongside buffed perks that could now be safely powered up without breaking each other. That payoff never came. As one widely upvoted post put it, Diminishing Returns was designed to coincide with actual live balance adjustments, but the update landed without the compensatory changes.

Concrete example: Diminishing Returns should in theory have allowed both Call of Brine and Overcharge to be buffed back up to 200 percent each, capping their combined regression speed at a sensible figure. Instead the current combination yields 165 percent, down from 180 percent before the system existed. Both perks lost power and neither got it back.

The curve is worth writing out, because once you have it you can check almost any stack in the game. If every identical modifier is worth 100 percent, then stacking five of them does not give you 500 percent. It gives you 100 plus 50 plus 25 plus 12.5 plus 5, which is 192.5 percent. The fifth copy of anything is worth one twentieth of the first. Three copies is 175 percent, not 300. Four copies is 187.5 percent.

This is why build craft changed in April without the perk numbers changing at all. A build that leaned on three or four identical modifiers lost its third and fourth copies almost overnight, and no individual perk page would tell you that, because the loss was not in any perk. It was in the interaction between them.

It is also why 10.2.0 is not a routine rebalance. The system has been live for five months and every build that used identical stacking has been quietly operating at a fraction of its listed power the whole time. Twenty six of the 58 changes are the correction for that.

So Behaviour spent five months owing a bill, and 10.2.0 is how they are paying it. The three buckets make that explicit:

Bucket Perks What Behaviour is doing
Diminishing Returns rebalance 26 Updating effects that bypass or are minimised by Diminishing Returns, and buffing effects the system can safely rein in
General Perks 23 Buffs, effect changes and clearer wording, with Tier I and Tier II values moved closer to Tier III
Oppressive or unhealthy perks 9 Adjusting perks that promote unhealthy playstyles or avoid Diminishing Returns entirely
Total 58 27 Killer, 31 Survivor

Twelve of them carry an explicit Rework tag in the PTB patch notes. The General Perks bucket is aimed squarely at new players, which is the other half of the story. Behaviour has acknowledged repeatedly that a decade-old perk pool is intimidating to newcomers, and moving Tier I and Tier II values closer to Tier III means a new player's four-point perk performs more like a veteran player's.

The three buckets, and who each one is actually for

The 58 do not split evenly, and the split is the most useful thing in the patch notes for anyone trying to work out whether this update matters to them.

The Diminishing Returns bucket, 26 perks. These are the ones the patch is actually paying off. When Behaviour shipped the stacking system in April, they said at the time that it would let them buff perks that had previously been unable to be buffed without compounding into something unplayable. So these 26 are either effects that were being minimised by the system, or effects the system can now rein in, which makes them safe to raise. This is the bucket with a coherent logic behind it, and it is the one where the arithmetic is checkable: if you know the stacking curve, you can predict most of these numbers in advance.

The General Perks bucket, 23 perks. This one is aimed at retention, not at the veterans who already know the perk pool. Moving Tier I and Tier II values toward Tier III flattens the gap between a player who has committed four points to a perk and one who has committed sixteen. In a ten year old game where most perks were balanced around what they do at three points, a newcomer picking a perk off a wiki page had no way to know they were picking the weak version of it. Closing that gap does not make weak picks strong. It makes the gap between a bad pick and a good pick smaller, which is a different and more tractable problem.

The oppressive and unhealthy bucket, 9 perks. This is the smallest group and it is the one with no stated mechanism behind it. Behaviour describes these as perks that promote unhealthy playstyles or that sidestep Diminishing Returns entirely, and the notes do not tie them to the stacking system the way the first 26 are. Nine perks changed without a single public rationale beyond that phrase is a real gap in the announcement, and it is worth flagging rather than absorbing.

The story nobody is covering: five reversals in one night

Here is where 10.2.0 becomes genuinely newsworthy rather than just a numbers dump.

The Public Test Build ran from 15 to 21 September 2026. It is Steam only, which is worth remembering if you are on console and wondering what all the noise is about. Players who could test it found the numbers punishing, and the reaction on r/deadbydaylight was loud enough that Behaviour spent a full Developer Update answering it directly on 5 October.

Five decisions. Three changed. One stayed. One was handed straight back.

What was pulled back

Borrowed Time was reverted entirely. The PTB rework is gone and the perk returns to the version currently on live. The dev note is unusually blunt: "We've reverted Borrowed Time back to its Live iteration. While we liked what we explored, we didn't like that we were removing a useful anti-tunnel option, so old Borrowed Time is back."

A full revert is the rarest outcome in this list. Most studios soften a contested change. Behaviour threw one out.

This is Not Happening lost its Great Skill Check zone increase. The dev note explains: "We noticed the concerns about This is Not Happening when combined with Hyperfocus, and as a result have decided to remove the great basic skill check zone."

This one is worth dwelling on, because the player response was not grateful. The complaint thread makes a sharp point: if the perk no longer increases Great zones and only affects Good checks, it is worse than the version currently live even with the change that lets it work while healthy. Removing a buff to a perk that was already being praised leaves players better off than they were, and still unhappy. Several posts argued the perk needs an additional compensating effect rather than a subtraction.

Dark Arrogance stopped shortening cooldown on successful hits. The dev note: "We saw your feedback that Killers were recovering from attacks, including successful hits, too quickly on the PTB, which ended up making chases feel too short. One of the key culprits of that was Dark Arrogance."

Again, the response was mixed. Players welcomed the PTB version as overtuned, but pointed out that keeping the other PTB changes while narrowing this one leaves the perk as a net nerf against the live version rather than a buff. The cooldown now only applies to missed and obstructed attacks.

What was overruled

Windows of Opportunity stays as it was on the PTB, despite the complaints. The dev note is direct: "While we understand that there were many concerns about this change impacting newer players, we do believe that Windows was doing too much and overshadowing other perks, so we will be keeping these changes."

This is the most interesting decision of the five, because it is the one where the studio explains its reasoning rather than just conceding. Behaviour is arguing that the perk was overshadowing other Survivor perks, and that buffing the alternatives, which this same patch does for 23 of them, is the fix rather than backing down.

Players are unconvinced. "This is not happening is a problem, but hyperfocus and stake out is not?" was a typical response, pointing out that the overlap concern was never addressed for the other aura perks.

Note the interaction with Diminishing Returns here. The studio expects aura-reading perks to stack differently once the system is in play, and it explicitly points at Dark Sense as an example of a perk whose activation conditions will differ. That is a coherent argument, but it depends on players already understanding a system that arrived five months ago and immediately made their existing builds weaker.

What it all adds up to

Read together, the five decisions describe a studio that is willing to reverse itself when a change produces an outcome nobody wanted, and equally willing to hold firm when it believes the underlying problem is real.

That is a healthier pattern than shipping everything unchanged, and a more honest one than quietly altering numbers without explanation. Publishing the reasoning, including for the change it decided to keep, is unusual and worth crediting.

It also means the PTB numbers other sites have spent three weeks analysing are partly obsolete. If you read a breakdown of the September PTB, some of it describes perks that will not exist in the same form.

The specific numbers that moved

These are transcribed from the official 10.2.0 patch notes. Old values are shown where the notes state them.

Killer perks

Agitation - Haste while carrying, 14/16/18 percent, up from 6/12/18 percent. Terror Radius increase of 12 metres is unchanged.

Dark Arrogance - basic vault of Windows 15/20/25 percent faster. New effect: missed basic attack cooldown is 15/20/25 percent shorter. Blind and pallet stun duration extended by 25 percent, up from 15 percent. Per the Developer Update, the cooldown no longer applies to successful hits at all.

Dead Man's Switch - after hooking a Survivor, the first time a Survivor stops repairing a Generator for more than 2 seconds, that Generator is blocked for 30/35/40 seconds, on a 30/35/40 second cooldown. Previously the trigger was a Survivor instantly stopping repair, the block lasted 25/30/35 seconds, and the cooldown was 50 seconds. Two new effects: Survivors within your Terror Radius repair 6/7/8 percent slower, and Terror Radius is 30 percent larger, up from 20/23/30 percent.

Fire Up - per Generator completed, the speed increase for normal pallet and wall destruction, Generator damage, pickup, drop and vault rises to 6/7/8 percent, up from 4/5/6 percent. Maximum five Tokens unchanged.

Shadow Step - crow alert range expands to 36/38/40 metres, up from 20/28/36 metres. Cooldown drops to 3 seconds, from 5 seconds.

Recruiting Retainer - the cooldown for the basic attack cooldown reduction extends to 100/110/120 seconds, up from 40/50/60 seconds. New: Generators not being repaired regress at 150 percent speed for that duration. The number of Generators you can compromise at once rises to 3, up from 1, and completing one compromised Generator now clears the state on others.

Survivor perks

Better Than New - Blessing, Cleansing, Healing and Unlocking Action speeds all rise to 40/45/50 percent, up from 12/14/16 percent. This is a large buff and one of the changes players welcomed most.

Hitwires - new effect: Survivors within your Terror Radius repair 6/7/8 percent slower. Terror Radius is 30 percent larger, up from 20/23/30 percent.

Windows of Opportunity - PTB version retained, so the aura reveal range and activation conditions change from the current live values.

Borrowed Time - no change. Reverted to the live iteration, so Endurance and Haste extensions stay as they are now.

If you build around Dead Hard, Lithe, Decisive Strike, Empathic Connection or Tinkerer, check the full notes before committing. This patch touches far more than the eight perks listed above.

The quiet change that affects every match

Two conditions that let players give up were removed from 10.2.0:

  • Survivor condition: if a Survivor repeatedly recovers from being downed
  • Killer condition: if no Generator has been completed or worked on for a prolonged window

Both existed as surrender triggers. Neither is remotely exotic in normal play. A Killer sitting on an unworked generator for an extended period without any of the four survivors making progress is exactly the stalemate those conditions were written for.

Their removal means that situation no longer triggers the surrender prompt automatically. Behaviour did not publish reasoning with these, which is reasonable for a straightforward quality of life change, but the effect on player behaviour is likely to be larger than a typical system tweak. More matches now run to a natural end rather than being ended early by a prompt nobody reads.

The Survivor Intent System

10.2.0 also introduces the Survivor Intent System to the PTB for the first time. It is a quick chat system with pre-set text messages that Survivors can send and receive mid-match.

Confirmed details:

  • Enabled by default
  • Fully customisable, including choosing which messages appear, or switching it off entirely in Settings
  • Ships with muting and anti-spam protections
  • Intended for coordination: splitting up, calling an unhook, and similar

The motivation is straightforward, and it is also the same motivation behind the Shoulder the Burden reversal. Solo and console players have no voice coordination available to them. Behaviour removed the Shoulder the Burden condition precisely because solo players could not communicate the fact that the perk had been used. A text callout system is a partial answer to the same gap.

Expect this to be discussed heavily when it reaches console. It is the kind of feature that looks minor and turns out to matter.

The rest of October is enormous

10.2.0 lands into the busiest content month the game has had. Behaviour's October of Horror broadcast ran on 1 October 2026 and laid out six weeks of scheduled drops.

Week Content
Week 1 Hallowed Blight Collection, including Jason Voorhees' first Blighted outfit, plus new Blighted outfits for The Houndmaster and The Knight
Week 2 Academia Rift, NieR:Automata Collection
Week 3 Haunted by Daylight event begins
Week 4 Diablo Collection, DBD Day
Week 5 New PTB patch, November Days Collection
Week 6 Stranger Things Collection

NieR:Automata launched today, 6 October. The collection dresses three existing characters: 2B as a Legendary Outfit for Feng Min, A2 as a Legendary Outfit for Yui Kimura, and Emil as a Very Rare Outfit for The Legion. These are cosmetics on existing characters, not new playable characters.

Haunted by Daylight runs from 13 October for three weeks. The headline mechanical change is that the Void Realm is closed, while the Void Rifts remain and become Void Portals. Once opened, they can be used to teleport around the map, creating new escape routes and ambush opportunities on both sides.

The Diablo Collection arrives 20 October with six outfits drawn from the franchise, voiced by the original Diablo voice actors Caroline Faber, Ray Porter and Steve Blum.

Stranger Things returns 5 November, bringing back Nancy Wheeler, Steve Harrington and Vecna.

One more thing: the official forums are closing

Behaviour announced that the official Dead by Daylight forums will close at the end of October 2026. Community work is moving to the official Discord server, Steam Discussions, and the r/DeadbyDaylight subreddit.

Discord is the stated primary destination. Users with a forum account will receive an email inviting them to the Discord with a role marking them as former forum members, and there will be a dedicated channel for long form threaded discussion.

This matters beyond community management. The forums have been a long-running source of structured, permanent balance feedback that is far easier to search and cite than a Discord channel or a Reddit thread. A community already frustrated about blanket balance patches losing its archive is a real cost.

Where our own data stands, honestly

We audit this site against primary sources continuously, and 10.2.0 has surfaced problems in our own numbers that readers should know about.

We checked all 266 perk entries we hold against the official patch notes. The results were not good:

  1. Not one of our 266 entries references 10.2.0. Every description we hold is pre-patch. Not every value is wrong, because many of the 58 changes are adjustments rather than rewrites, but the ones that moved are wrong.
  2. Specific verified discrepancies. Our Dead Man's Switch entry states 40/45/50 seconds block duration. The official 10.2.0 notes state 30/35/40 seconds with a 30/35/40 second cooldown. Our Better Than New entry states 12/14/16 percent. The official notes state 40/45/50 percent. Our Agitation entry states 6/12/18 percent Haste. The official notes state 14/16/18 percent.
  3. Seven perks named in the patch notes are missing from our database entirely. They include Shadow Step, Recruiting Retainer, This is Not Happening, Empowered Forgiveness, Road Life, Killer's Fool and The Warden.
  4. 157 of our 266 entries carry no source attribution at all. That is a transparency problem for a reference site, and we are fixing it.

We are not going to quietly patch the numbers and say nothing. The honest position is that a perk database is only as good as its last verification pass, and ours lapsed. We will be rebuilding the affected entries against the official patch notes, adding the missing perks, and stamping every entry with the patch it was verified against so this is visible next time.

Until that rebuild lands, treat any specific number on this site for the 58 changed perks as unverified. Use the official notes.

What this means for your loadout

If you are still planning around pre-10.2.0 numbers, here is what actually matters.

If you relied on Borrowed Time for anti-tunnel, nothing changes. Behaviour reverted it. Whatever you built works as it does now.

If you built around Windows of Opportunity, the numbers you have been reading from PTB guides are the ones you will get, because Behaviour overrode the complaints and kept the rework. Adjust now rather than after launch.

If you built around Dark Arrogance, expect it to be weaker than the live version rather than stronger. The PTB version was strong enough that players asked for it to be reduced, and narrowing the cooldown to missed and obstructed attacks only goes partway back.

If you use stacking regression, the single most important thing to understand is that Diminishing Returns is now the frame everything sits in. Identical modifiers stack at 100, 50, 25, 12.5 and 5 percent. If your build depended on stacking the same effect three or four times, it was already weakened in April and 10.2.0 begins the long process of putting individual perks back in line with the new stacking rules.

If you play solo or on console, the Survivor Intent System and the Shoulder the Burden reversal are both pointed at your situation. Neither is a balance change, and both follow from Behaviour recognising that a game with no built-in communication cannot ask its players to coordinate.

A closing note on the scale of this

It is worth sitting with the number. Ten years in, Dead by Daylight is making the largest balance change it has ever made, it is doing so to clean up after a system it introduced five months earlier without following through, and it is publishing a public explanation of which player complaints it accepted and which it rejected.

That is not a studio in decline. That is a studio that shipped something it did not finish, recognised the cost, and is now paying it in public with the reasoning attached.

The risk in the next six months is not that 10.2.0 is badly balanced. It is that 23 General Perks are getting buffed to compensate for one perk Behaviour decided to keep, and those buffs will need their own corrections later. Watch for the 10.2.0 PTB, expected in week five, and for whether the Dark Arrogance and This is Not Happening concessions satisfy the players who asked for them.

FAQ

Is Dead by Daylight 10.2.0 live yet? No. As of 6 October 2026 the live build is 10.1.2a, shipped 17 September 2026 to walk back The Judgment's Divine Light curve window. The 10.2.0 patch notes were published today, but Behaviour has not announced a live release date.

How many perks are changing in 10.2.0? Fifty eight, split 27 Killer and 31 Survivor. They fall into three buckets: 26 adjusted for Diminishing Returns, 23 General Perks changes aimed at newer players, and 9 described by Behaviour as oppressive or unhealthy. Twelve carry an explicit Rework tag.

Why are so many perks changing at once? Because of Diminishing Returns, which shipped in patch 9.6.0 on 28 April 2026. It made identical stacked modifiers progressively weaker, which broke builds that relied on stacking. Five months passed without the compensating perk buffs that were supposed to accompany it, so 10.2.0 settles that debt.

What is Diminishing Returns? A system where identical modifiers from Powers, Items, Perks and Offerings stack with diminishing strength. The highest value applies at 100 percent, the second at 50 percent, the third at 25 percent, the fourth at 12.5 percent, and the fifth and beyond at 5 percent. It applies only within a role for negative action speed and positive skill check modifiers, and Add-ons are excluded entirely.

Which perks did Behaviour reverse after the PTB? Borrowed Time was reverted fully to its live version. This is Not Happening lost its Great basic Skill Check zone increase. Dark Arrogance no longer applies its basic attack cooldown reduction to successful hits. Windows of Opportunity was kept as it was on the PTB despite complaints, and Borrowed Time was handed straight back.

Did the players win? Partly. Behaviour accepted complaints on three of five changes and overruled them on two. Borrowed Time was fully reverted, This is Not Happening lost part of its rework, and Dark Arrogance was narrowed. Windows of Opportunity shipped unchanged from the PTB, with Behaviour arguing it was overshadowing other perks and that buffing those other perks is the correct fix.

When did the 10.2.0 PTB run? From 15 to 21 September 2026, six days, in line with Behaviour's usual cadence. It was Steam only. There is no PTB on Epic, the Microsoft Store, PlayStation, Xbox, Switch or mobile.

What are the new surrender conditions? There are none. Two were removed in 10.2.0: the Survivor condition for repeatedly recovering from being downed, and the Killer condition for no Generator being completed or worked on for a prolonged window. Both previously triggered the surrender prompt.

Is there anything new besides perks? The Survivor Intent System, a pre-set text callout system for Survivors. It is enabled by default, fully customisable, can be switched off in Settings, and ships with muting and anti-spam protections.

When do the official forums close? At the end of October 2026. Behaviour is moving community work to the official Discord server, Steam Discussions and r/DeadbyDaylight. Discord becomes the primary destination, and forum users will be emailed an invitation with a role marking them as former forum members.

Are the perk numbers on this site correct for 10.2.0? No, and we are saying so plainly. We checked all 266 entries against the official notes and found that none reference 10.2.0, that specific values are wrong for at least Dead Man's Switch, Better Than New and Agitation, and that seven perks named in the patch notes are missing from our database entirely. We are rebuilding them. Until then, use the official patch notes for the 58 changed perks.

Where do I find the official patch notes? SteamDB tracks them under build 25590565 for 10.2.0. Behaviour also publishes patch notes on its official site and in the Dead by Daylight news feed on the game's own forums.

Sources

Primary sources, highest credibility first:

  1. SteamDB, 10.2.0 Mid-Chapter patch notes, build 25590565, 6 October 2026 - https://steamdb.info/patchnotes/25590565/
  2. Behaviour Interactive forums, Developer Update: 10.2.0 PTB to Live Changes, 5 October 2026 - https://forums.bhvr.com/dead-by-daylight/discussion/472801/developer-update-10-2-0-ptb-to-live-changes
  3. Behaviour Interactive forums, 9.6.0 Patch Notes, 28 April 2026 - https://forums.bhvr.com/dead-by-daylight/kb/articles/544-9-6-0-patch-notes
  4. Dead by Daylight bug report portal, 9.6.0 PTB release notes, April 2026 - https://bugreport.deadbydaylight.com/projects/pr-5642738318/releases/3420
  5. Behaviour Interactive media, charity campaign announcement, 15 September 2026 - https://media.bhvr.com/bhvr-dbd-charity-campaigns-2026
  6. Behaviour Interactive forums, Future of Dead by Daylight Forums - https://forums.bhvr.com/dead-by-daylight/discussion/472588/future-of-dead-by-daylight-forums

Secondary sources, used for dates and player sentiment:

  1. Inven Global, NieR:Automata collection featuring 2B, A2 and Emil, 6 October 2026
  2. Bleeding Cool, Dead by Daylight October 2026 Halloween content, October 2026 - https://bleedingcool.com/games/dead-by-daylight-reveals-massive-october-2026-halloween-content/
  3. Addicting Games, Dead by Daylight October 2026 Roadmap - https://www.addictinggames.com/news/dead-by-daylight-october-2026-roadmap-has-arrived
  4. DLCompare, Dead by Daylight 10.2.0 keeps changing ahead of its Live release, October 2026 - https://www.dlcompare.com/gaming-news/dead-by-daylight-10-2-0-keeps-changing-ahead-of-its-live-release-85016
  5. Game8, Dead by Daylight 10.2.0 update notes in Japanese, October 2026 - https://game8.jp/dbd/821850
  6. r/deadbydaylight community threads on the 10.2.0 PTB and the Developer Update, September to October 2026