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Behaviour Interactive

CompanyCanada

9 documents in the library are about Behaviour Interactive, from writers such as PocketGamer.biz, Game World Observer and Game Developers Conference. Each has a summary and key insights with the page they come from.

Documents
9
newest 19 Jun 2026
Steam revenue
$335.5M
estimate, its games

Connections

The documents about Behaviour Interactive on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.

On Steam

Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.

Revenue as publisher
$335.5M
10 games
Revenue as developer
$334.4M
11 games
Units sold
26.1M
as publisher or developer
Headquarters
Canada

Behaviour Interactive’s best-selling games on Steam

GameReleasedShare of the best sellerRevenueUnits
Dead by DaylightDeveloper and Publisher2016$314.1M24.6M
Warhammer 40,000: Eternal CrusadeDeveloper and Publisher2016$10.1M576K
Halo Wars: Definitive EditionDeveloper2017$6.6M492K
The Casting of Frank StonePublisher2024$4.6M178K
Meet Your MakerDeveloper and Publisher2023$2.3M104K
Islands of InsightPublisher2024$1.8M98K
Hooked on You: A Dead by Daylight Dating Sim™Publisher2022$1.5M205K
What the FogDeveloper and Publisher2024$777K224K
It Has My FacePublisher2025$361K49K
Serious Sam: ShatterverseDeveloper2026$263K18K

Documents about Behaviour Interactive

Cover of Dead by Daylight’s Event Strategy on Streaming
Article

Dead by Daylight’s Event Strategy on Streaming

Dead by Daylight serves as a primary case study for sustaining long-term engagement in live service gaming through a consistent, high-frequency event strategy.

  • The June 2026 launch of the Jason Voorhees chapter set a record for Dead by Daylight with 2.1 million hours watched in a single day, representing a 135% day-over-day increase in viewership.
  • Event streams are the most effective driver of viewership, delivering an average 108% boost above baseline, followed by full chapter launches at 55% and Twitch Drops at 48%.
  • Dead by Daylight maintains a high level of streaming engagement through a dense content calendar, with the game's baseline viewership holding steady between 0.5 and 0.7 million daily hours watched.
Stream HatchetJun 2026
Cover of Identity V: Player Count, Revenue & Other Stats (2025)
Article

Identity V: Player Count, Revenue & Other Stats (2025)

Identity V, an asymmetrical multiplayer horror game developed by NetEase, has established itself as a significant commercial success within the mobile gaming sector.

  • NetEase's Identity V has generated over $880 million in total revenue since its 2018 launch, with current monthly earnings ranging between $10 million and $20 million.
  • The game maintains a consistent player base in 2026 with approximately 700,000 daily active users and 3 million monthly active users.
  • Identity V has surpassed 102 million total downloads worldwide, with 54% of its install base originating from China.
UdonisOct 2025
Cover of Game Companies Laid Off Over 1,000 Industry Professionals in September: September 2024
Article

Game Companies Laid Off Over 1,000 Industry Professionals in September: September 2024

The global video game industry experienced a significant surge in workforce reductions during September 2024, with at least 1,009 professionals losing their jobs.

  • The gaming industry saw over 1,000 job cuts in September 2024, marking the highest monthly layoff total since April.
  • Microsoft accounted for the majority of September's losses with 650 layoffs impacting teams working on Warcraft Rumble and Call of Duty: Warzone Mobile.
  • Total industry layoffs for 2024 have reached nearly 13,000, already surpassing the 10,500 total recorded for the entirety of 2023.
Game World ObserverOct 2024
Cover of Games Industry Layoffs: June 2024
Article

Games Industry Layoffs: June 2024

The global games industry experienced a continued trend of workforce reductions in June 2024, with at least 632 professionals losing their jobs.

  • The games industry has surpassed its 2023 total layoff count of 10,500 in just the first six months of 2024, with approximately 11,000 professionals losing their jobs year-to-date.
  • June 2024 saw at least 632 industry layoffs, contributing to a sustained period of workforce reduction that remains higher than the total losses recorded for the entirety of the previous year.
  • Sumo Group accounted for a significant portion of June's losses by cutting 250 employees and closing its Timbre Games studio.
Game World ObserverJul 2024
Cover of Our Industry News (03/06/24 - 09/06/24)
Article

Our Industry News (03/06/24 - 09/06/24)

The publication serves as a concise industry briefing covering global gaming news from early June 2024. It highlights major events, market movements, and new releases that shape the sector’s current landscape.

  • Workforce reductions continue across the industry, highlighted by Behaviour Interactive cutting 95 staff, Avalanche closing two of its five offices, and Take-Two exploring the sale of its Private Division label.
  • GameStop stock experienced extreme volatility during the week, surging 134% before retreating to a price of $27.
  • Sony signaled a strategic pivot away from dedicated VR hardware expansion by announcing a $60 PS VR2-to-PC adapter for August 7, effectively cooling expectations for a PS VR3.
SparkersJun 2024
Cover of Fireside Chat: How the Home of Dead by Daylight has Stayed Independent. Charlie Scowen & Danni Pratt
18 min
PocketGamer.biz18 min

Fireside Chat: How the Home of Dead by Daylight has Stayed Independent. Charlie Scowen & Danni Pratt

Behaviour Interactive, a Canadian game developer with over 30 years of industry experience, maintains its independence by balancing original intellectual property development with strategic co-development services.

  • Behaviour Interactive has maintained independence for over 30 years, currently employing over 1,300 people across six global studios.
  • The studio enforces a strict 'no-crunch' policy, a culture spearheaded by CEO Rémy Racine that prioritizes work-life balance and employee retention.
  • Behaviour Interactive utilizes a 'passion-first' service model, refusing to accept external development projects unless at least one team member is personally obsessed with the specific IP.
PocketGamer.bizFeb 2024
Cover of How Canada’s Biggest Independent Studio Went Global - Luc Duchaine, Behaviour Interactive.
23 min
PocketGamer.biz23 min

How Canada’s Biggest Independent Studio Went Global - Luc Duchaine, Behaviour Interactive.

Behaviour Interactive, Canada’s largest independent video game studio, has successfully transitioned from a work-for-hire service provider to a global publisher of original intellectual property.

  • Behaviour Interactive transitioned from a work-for-hire service provider to a global publisher by launching the original IP Dead by Daylight in 2016, which has since reached over 50 million players.
  • The studio maintains a dual-revenue model that balances original game development with a work-for-hire division, providing financial stability and opportunities to refine technical expertise on global brands.
  • Founded in 1992, the studio has scaled to over 1,200 employees with a physical presence in Montreal, Toronto, Seattle, and the United Kingdom.
PocketGamer.bizAug 2023
Cover of Superstar Session: Big or Small: Marketing Must Be Part of Your Plan
23 min
PocketGamer.biz23 min

Superstar Session: Big or Small: Marketing Must Be Part of Your Plan

The primary thesis of this session is that marketing must be integrated into the game development process from the earliest stages of conception and pre-production, rather than being treated as a secondary function focused solely on sales.

  • Marketing must be integrated into the game development process during pre-production to ensure market fit, rather than being treated as a post-development sales function.
  • Developers must analyze the broader entertainment landscape—including streaming services and social media—because these platforms compete directly with games for the same limited consumer leisure time.
  • Studios should prioritize data-driven audience insights over personal developer preferences to ensure game features align with the specific motivations and expectations of the target demographic.
PocketGamer.bizJul 2022
Cover of Dead by Daylight: Object of Obsession
56 min
Game Developers Conference56 min

Dead by Daylight: Object of Obsession

Dead by Daylight functions as a foundational case study in the evolution of asymmetrical 4v1 multiplayer horror, prioritizing visceral, emergent gameplay over traditional interface-heavy mechanics.

  • Behaviour Interactive transitioned from a work-for-hire model to self-publishing to establish a sustainable development framework focused on rapid prototyping and internal playtesting.
  • The studio shifted from a volume-based content model to a structured, chapter-based release cycle to ensure long-term viability and prevent technical debt.
  • Map design utilizes a semi-procedural approach that combines static landmarks for navigational stability with randomized elements to maintain replayability.
Game Developers ConferenceJan 2020