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Dead by Daylight: Deathslinger Guide – Release Date, Perks, & More!

This article is over 4 years old and may contain outdated information

The Deathslinger (Caleb Quinn) is a new killer that is being added to Dead by Daylight! We've got details on The Deathslinger's Release Date, Perks, and Lore. We'll be adding more information once they have been fully released and are in the game.

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The Deathslinger Release Date

It looks like The Deathslinger will be included in the 3.6.0 update called the Chains of Hate. This is to be released for PC, PS4, and Xbox One on March 10th, 2020! If you have a Nintendo Switch then Deathslinger will be released to you at a future date, an exact time for the Switch has yet to be revealed.

The Deathslinger Perks

Here's a look at all of The Deathslinger's Perks:

Gearhead

"Sometimes a man's best work is what puts him in the grave." — The Prison Warden

  • You’ve got an ear for well-oiled gears.
  • After hitting a Survivor 2 times with your basic attack, Gearhead activates for 35/40/45 seconds.
  • Each time a Survivor completes a Good or Great Skill Check while repairing, the generator will be revealed by a yellow aura for as long as it’s being repaired.

Dead Man’s Switch

"I've seen the look on a man's face when he realizes he's going to die." — Caleb Quinn

  • You become obsessed with one Survivor.
  • After hooking the Obsession, Dead Man’s Switch activates for the next 35/40/45 seconds.
  • While activated, any survivor that stops repairing a generator before it is fully repaired causes The Entity to block the generator until Dead Man’s Switch’s effect ends.
  • Affected Generators are highlighted by a white aura.
  • You can only be obsessed with one Survivor at a time.

Hex: Retribution

"Bloody fool, you pulled the trigger on yourself." — Caleb Quinn

  • A hex that lashes out upon its destruction. Those who cross you will be punished.
  • Any Survivor who cleanses a Dull Totem will suffer from the Oblivious status effect for 35/40/45 seconds.
  • If any Hex Totem is cleansed, including this one, the auras of all Survivors are revealed for 10 seconds.

The Deathslinger's Power: The Redeemer

The Deathslinger's ingenuity affords him the ability to reel in bounties with a unique invention — a heavily modified, hybrid rifle that replaces conventional ammunition with a razor-sharp spear affixed to a chain.

The Redeemer

Press and hold the Power button to aim down sights. Press the Attack button to shoot a spear that can lodge itself in a Survivor, allowing them to be reeled in towards The Deathslinger against their will.

Reel

While a Survivor is speared by The Redeemer, press and hold the Power button to reel them in towards you. Survivors may struggle against the chain or use the environment to pressure the chain to break. Doing so will result in briefly stunning The Deathslinger as well as putting the Survivor in the Injured State and applying the Deep Wound status effect.

Using a Basic Attack while a Survivor is speared will break the chain without applying either a stun penalty to The Deathslinger or the Deep Wound to the Survivor.

Successfully hitting a Survivor with a Basic Attack while they are speared and healthy will also apply the Deep Wound status effect.

Reload

The Redeemer must be reloaded after every shot, before it may be fired again. Press and hold the Active Ability button to reload The Redeemer.

Caleb Quinn (The Deathslinger) Lore

Born in the dust-ridden badlands of the American Midwest, Caleb Quinn was son to struggling Irish immigrants. On the edge of the frontier, sickness, famine, and death were common sights, and pioneers contended for whatever scraps they could claim while tycoons feasted. Caleb's father, once an engineer, had few options to ply his trade as businesses posted a common sign: No Irish Need Apply. His antiquated tools laid untouched for years until Caleb uncovered them. Noticing his son's interest in the trade, he gifted him his old wrench.

The devices Caleb made under his father's guidance had quaint applications, but when his father was away, they took a grim turn. He hid plans for a mask that would gouge barbed needles into a human's eyes and rip them from their sockets, complete with sketches of it fitted on boys who bullied him.

With age, Caleb's engineering abilities became marketable and employers put their discrimination aside. Henry Bayshore, the owner of United West Rail, hired him.

Caleb first invented a gun that shot railroad spikes into the ground. Next, he made a steam-powered tunnelling drill. But as Bayshore feigned indifference, the devices began turning up at other companies, the patents stolen from Caleb and sold.

A familiar sensation coursed through Caleb's blood, feeding the sharp pain in his heart. Rage overwhelming him, he burst into Bayshore's office and smashed his face into a bloody stew. As he was pulled away, he pushed his specialised gun to his boss' gut and squeezed the trigger. A railroad spike plowed through skin and viscera, nailing Bayshore to his desk.

The only thing that saved Caleb from hanging was Bayshore's unlikely survival. For fifteen years, Caleb was confined to Hellshire Penitentiary, the nation's first private prison. In a fortress of illiterate convicts, he found an unlikely friend in the educated prison warden. He designed torture devices for him and in return received extra meals. After a time, the warden offered to commute his sentence. He spoke of something greater than monetary wealth — political capital — and that his connections could have Bayshore framed and rotting behind bars for life. He had only one request: make him rich. Fill the prison. Use ingenuity to bring outlaws in alive.

Caleb returned to his workshop, and with a few modifications emerged with something new — the speargun. The first trial occurred when a thief robbed a Chinese laundry. Seizing on the opportunity, Caleb unleashed his prototype. Metal joints screeched as the spike shot forward, gouging into the target's abdomen. But as the spear tugged, it caught the thief's intestines, and, with an ungodly sound, yanked them onto the dusty road. After several iterations, the disembowelments dwindled, but Caleb had already earned his new nickname: The Deathslinger.

Looking to protect his asset, the prison warden pulled strings and released Irish inmates to form Caleb's posse. The Hellshire Gang was born. For six years, they roamed the country collecting wanted outlaws for the prison, fulfilling their end of the bargain. After a bloody battle at Glenvale, Caleb caught notice of a newspaper headline: Henry Bayshore Purchases Hellshire Penitentiary. In the picture, a disfigured Bayshore proudly shook the warden's hand. Caleb's heart pounded with rage, blood swelling as if it would burst from his veins. He'd been sold out, a pawn in a rich man's game.

The Hellshire Gang pledged their loyalty to Caleb and called for the warden's head. In a thundering gallop, they smashed through the prison entrance, shrieking like bloodthirsty marauders. A guard raised his pistol, but hesitated. A spear punctured his chest. Caleb grabbed the man's head and slammed it against a prison cell until it spilled through the bars.

Reaching the warden's office, Caleb kicked the door and was met with a fortunate sight — it wasn't only the prison warden who cowered in a corner, but Henry Bayshore. Overpowered with rage, Caleb rushed to Bayshore, beating, bludgeoning, tearing at his flesh. The man's blood dripped from his face, crimson pooling at his feet. The Hellshire Gang swarmed the warden, snapping bones with each kick.

With the two men broken and begging for death, the posse dragged them to the commons, where they were left to the growing crowd of prisoners.

Soaked in blood and sweat, Caleb hobbled to his old cell, hardly paying notice to Bayshore's screams. He sat on the bed's edge as drops of blood ran from his fingertips. A thick, unnatural fog streamed through the barred window. He pulled out his old wrench, cracked and rusted, and ran a thumb along the metal, regarding it with faded eyes. He couldn't remember when it came into his possession. He didn't care to remember. At his feet, he saw a dusty path, and, at its end, silhouettes of all who had done him wrong: the boys who bullied him, the executives who took advantage of him, and, again... Henry Bayshore. Emerging from a fog were the tools to dispose of them — unforgiving steel hooks, brilliant and beautiful in their simplicity. Pain tore through his leg as he stood, but he endured, pushing onwards, walking the dusty path, leaving a trail of blood flowing behind him.


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Jean-Pierre van Wyk
J.P van Wyk is the Head of Roblox Content at GAMURS, dedicated to delivering you the best new info for your favorite games across the whole platform. While he's known for his relentless pursuit of the newest Roblox codes and guides, he finds solace in the thrilling escapades of horror games, balancing his professional zeal with a passion for gaming's chilling delights. Find him on X to chat about the latest Roblox experiences, especially Anime titles.