Dream Demon is the Power of The Nightmare![]()
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SPECIAL ABILITY: DREAM DEMON
The Nightmare is cloaked from awake Survivors.
While they can hear his Terror Radius
- The Nightmare is invisible to Survivors farther than 32 metres away.
- The Nightmare is intermittently visible to Survivors from 16 to 32 metres away.
- The Nightmare is fully visible to Survivors closer than 16 metres.
SPECIAL STATE: MICROSLEEP
The mere presence of The Nightmare induces Microsleep in awake Survivors, causing them to passively fall asleep over 60 seconds.
Survivors who woke up with an Alarm Clock are protected from Microsleep for 30 seconds.
SPECIAL STATE: ASLEEP
Survivors who fall asleep automatically enter the Dream World and suffer from the following effects while inside it:
- Causes them to be susceptible to Dream Traps.
- Causes them to suffer from the Oblivious


Status Effect.
- Causes them to hear a non-directional Lullaby instead.
Hitting Survivors with a Basic Attack immediately pulls them into the Dream World, unless they are still protected from Microsleep.
SPECIAL INTERACTION: WAKING UP
Survivors have several ways to leave the Dream World and wake up:
- Fail a Skill Check


. - Awake Survivors perform the Wake Up interaction on an asleep Survivor for 3 seconds.
- From the second time onwards, this interaction time is doubled to 6 seconds.
- Interact with their personal Alarm Clock for 3 seconds.
SPECIAL TRAP: DREAM SNARES![]()
The Nightmare starts the Trial with 5 Dream Snares in his inventory.
Placing additional Dream Snares will recycle the oldest one.
Press and hold the Power button to see the outline of a Dream Snare in front of The Nightmare, which also slows his Movement speed to 4.0 m/s.
Release the Power button to place the trap:
- Causes Survivors who enter its Area of Effect to suffer from a -15 % Hindered


Status Effect for as long as they remain inside it.
- This effect lingers for 3 seconds.
- Notifies The Nightmare when tripped.
SPECIAL TRAP: DREAM PALLETS
The Nightmare starts the Trial with 7 Dream Pallets in his inventory, if using one of three specific Add-ons
Placing additional Dream Pallets will recycle the oldest one.
Press the Power button when near a valid Spawn point for Pallets![]()
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to place a Dream Pallet there:
- Dream Pallets are unable to stun The Nightmare and break immediately when dropped.
- Notify The Nightmare when dropped.
SPECIAL LOCOMOTION: DREAM PROJECTION
Press and hold the Secondary Power button, once the Power Gauge is full, to perform a Dream Projection.
Release the Secondary Power button prematurely to cancel the interaction:
- Grants the ability to teleport to any incomplete Generator


.
- Causes blood to spew from the selected Generator during the interaction.
- Reduces the Cool-down duration of Dream Projection by a stack-able -15 % for each asleep Survivor, up to a maximum of -60 %.
"You have nothing to worry about. This won't hurt one... little... bit." — Freddy Krueger
History[]
The Nightmare is cloaked from awake Survivors.
While they can hear his Terror Radius, he is not always visible to them:
- The Nightmare is invisible to Survivors farther than 32 metres away.
- The Nightmare is intermittently visible to Survivors from 16 to 32 metres away.
- The Nightmare is fully visible to Survivors closer than 16 metres.
SPECIAL STATE: MICROSLEEP
The mere presence of The Nightmare induces Microsleep in awake Survivors, causing them to passively fall asleep over 60 seconds.
Survivors who woke up with an Alarm Clock are protected from Microsleep for 30 seconds.
SPECIAL STATE: ASLEEP
Survivors who fall asleep automatically enter the Dream World and suffer from the following effects while inside it:
- Causes them to be susceptible to Dream Traps.
- Causes them to suffer from the Oblivious Status Effect.
- Causes them to hear a non-directional Lullaby instead.
Hitting Survivors with a Basic Attack immediately pulls them into the Dream World, unless they are still protected from Microsleep.
SPECIAL INTERACTION: WAKING UP
Survivors have several ways to leave the Dream World and wake up:
- Fail a Skill Check.
- Awake Survivors perform the Wake Up interaction on an asleep Survivor for 3 seconds.
- From the second time onwards, this interaction time is doubled to 6 seconds.
- Interact with their personal Alarm Clock for 3 seconds.
SPECIAL TRAP: DREAM SNARES
The Nightmare starts the Trial with 5 Dream Snares in his inventory.
Placing additional Dream Snares will recycle the oldest one.
Press and hold the Power button to see the outline of a Dream Snare in front of The Nightmare, which also slows his Movement speed to 4.0 m/s.
Release the Power button to place the trap:
- Causes Survivors who enter its Area of Effect to suffer from a -15 % Hindered Status Effect for as long as they remain inside it.
- This effect lingers for 3 seconds.
- Notifies The Nightmare when tripped.
SPECIAL TRAP: DREAM PALLETS
The Nightmare starts the Trial with 7 Dream Pallets in his inventory, if using one of three specific Add-ons.
Placing additional Dream Pallets will recycle the oldest one.
Press the Power button when near a valid Spawn point for Pallets to place a Dream Pallet there:
- Dream Pallets are unable to stun The Nightmare and break immediately when dropped.
- Notify The Nightmare when dropped.
SPECIAL LOCOMOTION: DREAM PROJECTION
Press and hold the Secondary Power button, once the Power Gauge is full, to perform a Dream Projection.
Release the Secondary Power button prematurely to cancel the interaction:
- Grants the ability to teleport to any incomplete Generator.
- Causes blood to spew from the selected Generator during the interaction.
- Reduces the Cool-down duration of Dream Projection by a stack-able -15 % for each asleep Survivor, up to a maximum of -60 %.
The Nightmare is cloaked from awake Survivors.
While they can hear his Terror Radius, he is not always visible to them:
- The Nightmare is invisible to Survivors farther than 32 metres away.
- The Nightmare is intermittently visible to Survivors from 16 to 32 metres away.
- The Nightmare is fully visible to Survivors closer than 16 metres.
SPECIAL STATE: MICROSLEEP
The mere presence of The Nightmare induces Microsleep in awake Survivors, causing them to passively fall asleep over 60 seconds.
SPECIAL STATE: ASLEEP
Survivors who fall asleep automatically enter the Dream World and suffer from the following effects while inside it:
- Causes them to be susceptible to Dream Traps.
- Causes them to suffer from the Oblivious Status Effect.
- Causes them to hear a non-directional Lullaby instead.
Hitting Survivors with a Basic Attack immediately pulls them into the Dream World, unless they are still protected from Microsleep.
SPECIAL INTERACTION: WAKING UP
Survivors have several ways to leave the Dream World and wake up:
- Fail a Skill Check.
- Awake Survivors perform the Wake Up interaction on an asleep Survivor for 3 seconds.
- From the second time onwards, this interaction time is doubled to 6 seconds.
- Interact with their personal Alarm Clock for 3 seconds.
SPECIAL TRAP: DREAM SNARES
The Nightmare starts the Trial with 8 Dream Snares in his inventory.
Placing additional Dream Snares will recycle the oldest one.
Press and hold the Power button to see the outline of a Dream Snare in front of The Nightmare.
Release the Power button to place the trap:
- Causes Survivors who enter its Area of Effect to suffer from a -15 % Hindered Status Effect for as long as they remain inside it.
- This effect lingers for 3 seconds.
- Notifies The Nightmare when tripped.
SPECIAL TRAP: DREAM PALLETS
The Nightmare starts the Trial with 10 Dream Pallets in his inventory, if using one of three specific Add-ons.
Placing additional Dream Pallets will recycle the oldest one.
Press the Power button when near a valid Spawn point for Pallets to place a Dream Pallet there:
- Dream Pallets are unable to stun The Nightmare and break immediately when dropped.
- Notify The Nightmare when dropped.
SPECIAL LOCOMOTION: DREAM PROJECTION
Press and hold the Secondary Power button, once the Power Gauge is full, to perform a Dream Projection.
Release the Secondary Power button prematurely to cancel the interaction:
- Grants the ability to teleport to any incomplete Generator.
- Causes blood to spew from the selected Generator during the interaction.
- Reduces the Cool-down duration of Dream Projection by a stack-able -15 % for each asleep Survivor, up to a maximum of -60 %.
The Nightmare is completely invisible to awake Survivors and they can only hear a non-directional Lullaby within 24 metres.
The Nightmare cannot interact with or damage awake Survivors in any way, he must first pull them into his Dream World.
Press and hold the Power button to use Dream Demon:
- Starts the Dream Transition for all awake Survivors passing the centre of your Field of View within 10 metres from you.
- Incurs a Movement Speed penalty for 3 seconds.
SPECIAL STATE: DREAM TRANSITION
During the Dream Transition, which lasts for 7 seconds, Survivors are slowly falling asleep and intermittently catch glimpses of The Nightmare, if he is within 6 to 24 metres of them.
Once the Dream Transition has elapsed, Survivors are fully asleep and pulled into the Dream World.
SPECIAL AFFLICTION: DREAM WORLD
While trapped in the Dream World, Survivors can see The Nightmare and hear his Terror Radius within 24 metres, but are also vulnerable to his attacks and suffer from the following afflictions:
- Reduces all Action speeds by -50 %.
- Their Auras are revealed to The Nightmare whenever they are outside of his Terror Radius for longer than 10 seconds.
SPECIAL INTERACTION: WAKE UP
Survivors can only escape the Dream World through the following means:
- Failing any Skill Check.
- Being hooked by The Nightmare.
- Finding an awake Survivor who can perform the Wake Up interaction on them.
- Being healed from the Dying to the Injured State.
The Nightmare is completely invisible to awake Survivors and they can only hear a non-directional Lullaby within 24 metres.
The Nightmare cannot interact with or damage awake Survivors in any way, he must first pull them into his Dream World.
Press and hold the Power button to use Dream Demon:
- Starts the Dream Transition for all awake Survivors passing the centre of your Field of View within 10 metres from you.
- Incurs a Movement Speed penalty for 1 second.
SPECIAL STATE: DREAM TRANSITION
During the Dream Transition, which lasts for 7 seconds, Survivors are slowly falling asleep and intermittently catch glimpses of The Nightmare, if he is within 6 to 24 metres of them.
Once the Dream Transition has elapsed, Survivors are fully asleep and pulled into the Dream World.
SPECIAL AFFLICTION: DREAM WORLD
While trapped in the Dream World, Survivors can see The Nightmare and hear his Terror Radius within 16 metres, but are also vulnerable to his attacks and suffer from the following afflictions:
- Reduces all Action speeds by -50 %.
- Their Auras are revealed to The Nightmare whenever they are outside of his Terror Radius for longer than 1 second.
SPECIAL INTERACTION: WAKE UP
Survivors can only escape the Dream World through the following means:
- Failing any Skill Check.
- Being hooked by The Nightmare.
- Finding an awake Survivor who can perform the Wake Up interaction on them.
Change Log[]
Patch 1.8.1[]
- Nerf: increased the time Survivors must have left the Terror Radius for to have their Auras revealed from 1 second to 10 seconds.
- Nerf: increased the Terror Radius from 16 metres to 24 metres.
- This change was motivated by a desire to allow Survivors more room to manoeuvre around The Nightmare without having their Auras revealed for being outside his Terror Radius.
- This change brought the Terror Radius to the same range as his Lullaby.
- Nerf: increased the duration of the Movement Speed penalty after tagging a Survivor with Dream Demon from 1 second to 3 seconds.
- This change was motivated by a desire to allow Survivors to put more distance between themselves and The Nightmare before they fall asleep and become vulnerable to his attacks.
- Nerf: dying Survivors who are healed to the Injured State are automatically woken up.
Patch 1.8.2[]
- Quality of Life: increased the Movement Speed while casting Dream Demon from an unknown value to 95 %.
- This change was motivated by the Developers deeming the old penalty as too intense.
- Quality of Life: reduced the Interaction and Attack cool-down when successfully putting a Survivor into the Dream Transition from an unknown value to 0.5 seconds.
Patch 1.9.2[]
- Change: removed the unintentional ability to tag Survivors hiding inside Lockers with Dream Demon.
Patch 2.0.0[]
- Quality of Life: reduced the Vaulting time to match that of other Killers, as it was unintentionally higher.
Patch 2.3.0[]
- Quality of Life: reduced the volume levels of his footsteps, making him stealthier.
Patch 3.1.0[]
- Rework:
- Awake Survivors see The Nightmare always within 16 metres, intermittently within 32 metres, and not at all beyond that.
- Survivors experience Micro-Sleep, passively falling asleep within 60 seconds.
- Asleep Survivors now have another way of waking up by interacting with the newly introduced Alarm Clock


. - Switched when the Terror Radius or the Lullaby is heard.
- The Wake Up action now takes longer if it is performed more than once on the same Survivor.
- The Nightmare now places Dream Traps as his main power.
- The Nightmare can now teleport to unrepaired Generators using Dream Projection.
Patch 3.2.0[]
- Buff: Asleep Survivors now suffer from the Oblivious Status Effects.
Patch 4.7.0[]
- Quality of Life: increased the brightness of the Dream World indicator on the HUD.
- Nerf: added a Movement Speed penalty while placing Dream Snares, reducing his Movement speed to 4.0 m/s.
- Nerf: reduced the maximum number of Dream Snares from 8 to 5.
- Nerf: reduced the maximum number of Dream Pallets from 10 to 7.
- Nerf: Survivors using Alarm Clocks are granted full immunity from falling asleep for 30 seconds, including when The Nightmare attacks them.
- This is indicated on the HUD by a yellow Sleep timer ticking down.