
case study
Dead by Daylight



SERVING GAMINGS BIGGEST HORROR ENTITY, THE RIGHT WAY
Dead by Daylight is quite simply the largest horror game in the world from a creator perspective and one of the largest horror trans-media projects on planet earth. It boasts 42,000 creators playing it each week, every week. And it’s our case study of how we handle service games.
When we took the helm in December 2024, Dead by Daylight, Twitch’s #10 most watched game, was running on autopilot. The Fog Whisperer programme roster had dwindled to just 49 creators (with only 32 active). The community was insular, and the outreach was robotic and automated.We put a stop to the one-way key-blasts and switched to personal outreach. We expanded the net beyond 'DbD mains' to onboard Variety Creators who had never ventured into the the fog before.
In January 2026, just over a year since our retainer began we worked with BHVRs new internal team to develop an all-new Creator Programme which expanded the creator programme roster from 49 to over 700 creators.We also led the creative strategy on the Five Nights at Freddy’s chapter launch from an IM perspective and managed to achieve peak viewership in Dead by Daylight’s nine year history which led to us surpassing all competition, including megahit breakout REPO’s watch hours during Halloween last year.
Our work with Dead by Daylight (and it’s fantastic internal creator team) started as stabilisation and fresh perspective, and has now changed to growth and building never-seen-before opportunities for the game as it approaches it’s tenth year.
Creator Highlights




