Beta Testing/Late Beta/Maps & Gameplay

"The past is forever buried in the yellow sand."This article details something that has been **cut from the game**, with no official plans for it to be released. As a consequence, information and material may be partially incomplete and currently under research.
Warning! This page contains content that may be triggering.Content warning(s) for this page: **graphic violence & gore**; **noose imagery**. If you are sensitive to these topic(s), please take caution while reading.

This page includes the **Map Selection and Gameplay Balance in Late Beta**, archiving both playable factions' gameplay attributes and map selection and elements. For most of testing, only Arms Factory and Sacred Heart Hospital were playable, with Red Church being added only in final stages of testing. Characters also possessed very few External Trais and Abilities, later expanded after official release.

## General Info

### Connected Characters

Major Hunters:* Hell Ember

Major Survivors:

* Gardener
* Lawyer
* Thief
* Doctor

### Soundtrack(s)

* I
* II
* III

Arms Factory was heavily reworked from its previous iteration, with its obstacles, details and clutter repositioned and redesigned to fit with a late 19th century aesthetic.

#### Overview

The map was covered in fog and would take place at night under a greenish cloudy sky, but appeared brighter than its earlier iteration. The factory building was scaled down in size to its current one, and several areas were removed.

Originally, rain was included on the map, visible on early screenshots and videos, but this would be cut shortly after official release. The scribbled "I will find you" in the factory's corner was red, presumably written in blood. It's important to note that many of the details visible on the map's official release images, such as a red spotlight, dense foliage and lanterns were never actually included in any of the its playable versions, seemingly being removed due to performance issues. In the months preceding official release, the map was brightened, turning the greenish sky into a pale grey.

The layout of the obstacles saw several changes throughout the map's development cycle, but none were as important and extensive as those that Sacred Heart Hospital underwent. Early iterations of the map differed only slightly from later beta versions of it, mostly in obstacle placement, somewhat resembling its current iteration.

#### Gallery

* Layout
* Official Art
* Videos

Official release screenshots of Arms Factory from the game site, after its rework from its early beta version. Notice the red spotlight, lanterns and dense foliage, never actually present in any of the map's playable versions Notice the brownish sky and dense fogThe pick-up truck outside of the shack was replaced by a vintage car, one of several replaced detailsOfficial screenshots from the game's Weibo pageAn early screenshot of the map. Notice the rain falling down

Official concept artworks for Arms Factory, dating from the early beta period

IDENTITY V FIRST LOOK IOS-ANDROID GAMEPLAY HORROR GAMEGameplay video of the map, dated October 22nd, 2017. Few gameplay elements are noticeably different from its later versions, mostly retaining to the placement of certain obstacles in the Hunter's Shack area『競技手遊』第五人格『IDENTITY V』-14 你能看透我的真身嗎?Gameplay video of the map, dated December 29th, 2017. Notice the adjusted positions of obstacles, much more closely resembling Arms Factory's modern layout

## General Info

### Connected Characters

Major Survivors:* Lawyer
* Thief
* Doctor

### Soundtrack(s)

* I
* II
* III
* IV

Sacred Heart Hospital was a new addition to the map selection. Much like Arms Factory, the map was covered in dense mist, under a red sky. The map's design followed the aesthetic of Victorian era Gothic churches.

#### Overview

Much like with Arms Factory, some details visible on the map's official release images were never actually present in any of its playable versions, such as various pieces of furniture inside the Hospital building. Some details that were, however, available in playable versions of the map during beta testing would go on to be removed before the game's official release, such as blood stains on the Hospital's floor and a corpse strapped to the operating table in the building's second floor that would struggle erratically when a player passed nearby. In the months preceding official release, with the beginning of the Chinese Open Beta in March 2018, the map was brightened, turning the red sky into a pale grey.

The layout of the obstacles and gameplay features on the map was drastically different in its earlier iteration, lacking the circular walls surrounding the hospital and presenting completely different areas for avoiding pursuit, as well as noticeably different placement of Execution Racks. With the "Rorschach Inkblot Test" Update released on December 22nd, 2017, the map would be restructured, bringing it much closer to its modern layout aside from some pallets' and Execution Racks' placement.

#### Gallery

* Layout
* Official Art
* Videos

Official screenshots from the game's site. Notice the furniture inside the rooms, and the blood stains and trash in the hallway, all details later removedAnother body on an operating table in one of the ground floor roomsThe body on the first floor's operating table, bound by their ankles, suddenly springing up as Lucky Guy passes by

Official concept art of Sacred Heart HospitalOfficial concept art from the game's site. The artwork depicts a small building with a sign reading "Hospital - South", not present in the final mapConcept art of the operating table on the second floorConcept art of the body on the operating table movingConcept art of one of the rooms in the Hospital and the items inside. The top left corner shows a tiny image of what appears to be an ingame screenshot of a room containing an operating table

第5人格 IDENTITY V （Dead by Daylight mobile）android-ios gameplayGameplay video of the map, dated October 22nd, 2017. Notice the area surrounding the Hosdpital building, very different from its modern state『競技手遊』第五人格『IDENTITY V』-06 最快速的清場!!Gameplay video of the map, dated December 25th, 2017. The layout is noticeably different from its previous version, and much closer to the current one

## General Info

### Soundtrack(s)

* I
* II
* III

While it was announced as early as January 3rd, 2018, Red Church would be in the works for most of late beta's duration, only being available to testers for a short period of time before official release once the Chinese Open Beta period began in March 2018. However, rare developer footage of its previous, darker iteration exists.

#### Overview

Not much is known about Red Church's initial appearance. From available developer screenshots, the map appeared noticeably darker, with a dark gray sky and dense foliage. According to assets found in the game files, it's possible some additional details compared to the final version of the map were also present, most notably a giant stature affixed on the crucifix in the church building, identical to the one found in the Halloween version of the map. It's unknown at which point in time these features were cut, but the version of the map available in the Chinese Open Beta, in March 2018, is identical to that found in the current game, with a pale gray sky and lighter atmosphere.

#### Gallery

* Layout
* Official Art

A rare view of Red Church's early design, dated January 31st, 2018. Notice the dark sky and atmosphere. This particular section of the map resembles no area in the final version.

Official concept art for the Red Church. Notice the grim atmosphere.
## Map Elements

Most of the map elements present in early beta would be carried over and refined in the late beta testing period. Some of these elements would remain mostly unchanged throughout the testing period, while others, such as Execution Racks and Chests, would see complete reworks.

### Cipher Machines

The Cipher Machines worked in much the same way as they do in the modern game, with seven of them scattered throughout the maps and five completed to be able to open the Exit Gates. However, the number of remaining machines was displayed at the right of the screen, and several of their original positions were different from their current ones. Some of these original spots in Arms Factory can still be seen in the game's Tutorial.

The appearance of the machines wasn't altered, however a unique animation for characters with glasses such as Lucky Guy and Lawyer, where they would briefly adjust their eyewear, was originally present and would go on to be removed at some point before the game's release.

### Execution Racks and Rocket Chairs

*Main Article: **Execution Racks***

For most of the late beta period, the Execution Racks first introduced in Early Beta would be used by Hunters to eliminate Survivors, scattered around the available Maps in fixed positions. Their mechanics would set the groundwork for how Rocket Chairs function to this day, eliminating Survivors after a total of 60 seconds had passed tied up, or after being tied three times. With the exception of those present in the basement, all Execution Racks could be permanently dismantled by Survivors through the use of a Toolkit and repaired by Hunters by using the trait Abnormal.

They appeared to be metal structures anchored to the ground, with a protruding arm bent outwards from which a rope hangs. They possessed unique animations when interacted with by both Survivors and Hunters, reflecting their design at the time. From a tied Survivor's perspective, a unique soundtrack would play and hallucinations of several ghostly hands reaching from the ground would appear in the immediate surrounding of the Rack.

Execution Racks would receive a complete rework in January 2018, right after the end of the "Rorschach Inkblot Test," being replaced by Rocket Chairs. The stated reason was "to make the game suitable to more players" while maintaining the Tim Burton-esque style that characterized it. They would be implemented during the fifth beta test starting February 9th, 2018, replacing the Execution Racks entirely. These chairs originally included barbed wire to tie Survivors to them, a detail replaced only long after the game's release.

### Pallets and Windows

Pallets and Windows appeared and functioned almost identically to their modern counterparts, with the only noticeable difference being the pallets' noticeably longer breaking time for all Hunters. Just like for Cipher Machines and Rocket Chairs, the original number and position of some of these assets differed, with some of these original positions still visible game's Tutorial.

### Chests

Chests possessed the same uses as they do today, being found at fixed locations and allowing Survivors to find an item. Their initial design, consisting of a green and bulky box, was changed to the current red one during testing. When Obsession was equipped, the green chests were originally shown through obstacles with a pink outline, but this was changed to a bright green outline alongside their appearance update.

### Basement

The basement had the same function as it does today, appearing at one of two locations and containing four unbreakable chairs. However, its appearance used to be significantly different, with blood stains found on its stairs and concrete floor, and several Lucky Guys trapped behind iron bars and floor grates, waving for help at the players.

Other decorations included a sign depicting a butchering cuts chart with a human figure, a large human-shaped bag tied to the ceiling near the stairs. Most of these details were kept after the game's release, and removed only later in time, but the blood and trapped Lucky Guys would be removed before official launch.

### Crows

Crows were present on the maps, resting on obstacles throughout and flying away once a Survivor ran near them. Much like today, a Hunter with Listen equipped would receive small notifications on-screen when a Survivor scared away a crow.

### Lockers

Lockers appeared and functioned almost identically to their modern versions. However, the breathing volume of hiding Survivors was lower, making it easier to stay hidden. The animations used for picking a Survivor out of a locker by the Hunters were also different, appearing more brutish and violent, in line with the aesthetic of the time.

### Exit Gates and Dungeon

Retaining their design and functionality from Early Beta, two Exit Gates were present in specific locations of the map, able to be operated once five Cipher Machines were completed. They behaved identically to their current counterparts, the only difference being that female Survivors originally used a different opening animation.

The Dungeon appeared and functioned in the same way to its current iteration, appearing after two Cipher Machines were fully decoded. Much like today, its locations could vary between a selected few, with some of these positions being different from their current ones during testing. Unlike today, the dungeon's location would not refresh after a certain amount of time had passed, meaning the appearance location would stay unchanged.

### Gallery

* In-Game
* Renders & Official Art

A dismantled Execution RackThe Rocket Chair, which replaced the Execution Rack from the fifth Beta test onwardsBlood stains on the stairs leading to basement, suggesting a dragging motionExplorer opening a green Chest, with Lucky Guys trapped in the grating and cells

Execution Rack renderA render of an Execution Rack being repaired by The Ripper using AbnormalConcept art of the Rocket Chair
## Game Balance

By this point in the beta development both Survivors and Hunters possessed personal abilities, traits and perks that defined their role during a match and aided them in their purpose, while also imposing shortcomings and obstacles to balance out such aid. Roles and difficulties were not yet implemented, meaning that a character's efficiency and specialty had to be determined through gameplay.

### Survivor External Traits

External Traits were first introduced during the first Beta test, granting Survivors an aid to help them accomplish certain tasks. Originally, External Traits only allowed the Survivor in question to start the match with a specific item, without granting any other gameplay benefit. From the fourth Beta test onwards however, they were updated to be more complex and provide both positive and negative gameplay effects in addition to a Tool.

* Before 4th Beta Test
* After 4th Beta Test

Below is a list of Survivors and their External Traits during the First and Second Beta Tests as well as the Closed Internal Testing period, before their overhaul at the start of the Fourth Beta Test. The Mind's Eye was still not present in the game.

*Note: this list compares the original status of Survivors' External Traits during testing to their modern iterations. Some of these characteristics may have been kept after the game's official release, and only changed afterwards.*

Below is a list of Survivors and their External Traits during and after the Fourth Beta Test, after the updates to each character's intrinsic abilities. The Mind's Eye was introduced to the previous list of Survivors.

*Note: this list compares the original status of Survivors' External Traits during testing to their modern iterations. Some of these characteristics may have been kept after the game's official release, and only changed afterwards.*

### Hunter Abilities and External Traits

Most of the available Hunters during testing possessed two Abilities that could be unlocked during a match by reaching certain Presence thresholds, while starting the match without any Ability. The only exception to this was Soul Weaver. Originally, the maximum presence that could be reached by a Hunter was 2000 Presence points, meaning the first and second Ability would be unlocked at 1000 and 2000 points respectively. On November 30th, 2017 this was changed so the Hunter's second ability would be unlocked at 2500 Presence points instead, and has remained as such since.

The Abilities themselves differed, in effectiveness and complexity, from their modern counterparts and new ones would go on to be implemented alongside them over time. Hunter External Traits on the other hand were absent from the beta development and wouldn't be introduced until after the game's official release.

* Before 4th Beta Test
* After 4th Beta Test

Below is a list of Hunters and their External Traits during the First and Second Beta Tests as well as the Closed Internal Testing period, before their overhaul at the start of the Fourth Beta Test. Soul Weaver was still not present in the game.

*Note: this list compares the original status of Hunters' Abilities during testing to their modern iterations. Some of these characteristics may have been kept after the game's official release, and only changed afterwards.*

Below is a list of Hunters and their External Traits during and after the Fourth Beta Test, after the updates to the Presence levels. Soul Weaver was introduced to the previous list of Hunters.

*Note: this list compares the original status of Hunters' Abilities during testing to their modern iterations. Some of these characteristics may have been kept after the game's official release, and only changed afterwards.*

Just Deserts, a game mechanic available to all Hunters, was also implemented in the game during beta testing due to some Survivors abusing glitches to get themselves in out-of-bounds areas, making them unable to be reached by the Hunters. The effective area used to be marked by a red boundary.

Joker dashing and hitting an obstacle with his chainsaw. Notice the much longer recovery animation once he crashesChainsaw Dash's icon, later scrappedJust Dessert's red boundary, later changed to blue on release
### Survivor Tools

Most Survivors started the game with one personal tool, and alternative items or replacements could be found by opening Chests scattered through the maps. The only two exceptions to this were Lucky Guy, who started the match with nothing, and The Mind's Eye, who possessed an irreplaceable tool, her Cane.

*Note: this list compares the original status of Tools during testing to their modern iterations. Some of these characteristics may have been kept after the game's official release, and only changed afterwards.*

Early in development, dropped items had an unique background graphic to distinguish from the currently equipped item, this later got removed at a later version.The Flare Gun's visuals during beta testingThe Magic Wand's decoy would trigger the Hunter's recovery animation if hit during beta testingThe Rugby Ball's visuals during beta testingThe Elbow Pads' activated status icon
### Active Traits

All Active Traits, aside from Listen, were introduced on November 30th, 2017 during Closed Internal Testing, with the purpose of providing a versatile advantage to the player based on their playstyle. While some Traits would remain mostly unchanged throughout the testing phase, a few of them worked noticeably different from their current versions.

*Note: this list compares the original status of Traits during testing to their modern iterations. Some of these characteristics may have been kept after the game's official release, and only changed afterwards.*

## Breach of Rules & Harassment Measures

### Information Leaking

Due to the closed nature of some of the tests, most notably the first and fifth public tests as well as the Internal Testing Server, the recording and leaking of information and images was prohibited by the development team. Should a tester have been discovered to be leaking information, including their account information, outside of the testing community, consequences would be taken by the development team up to and including the termination of the tester's access to the beta test and exclusion from further tests.

### Cheating and Hacking

During the "Rorschach Inkblot Test," due to the large scale of the test and the repeated attempts by some players to use external cheating plugins, an automatic anti-cheat system was implemented. Initially, the system would limit itself to reporting abnormal gameplay information to the development team, which would then look into the issue personally and issue individual bans. These bans would be delivered in batches, with three of them being issues between December 24th and December 27th.

The system would be updated a first time on December 26th. At the end of the month the developers announced plans to further update it by making it so detected a cheaters would be instantly kicked out of a match. If the cheating player is a hunter, this would automatically award a win to the Survivors.

### Morality Points System & Invitation Codes

Morality Points were introduced in the fourth beta test, as a system of measurement and feedback for the player's behavior in the game. The Points were also used as a way to grant testers Invitation Codes that they could give out to other players, granting them access to the beta test. Each player automatically started their account with 100 Morality Points. These points could be lost and gained in a handful of ways:

* Failing to click "Ready" when matching: -1 point/match
* Going inactive during a match (excluded if you've already been eliminated or have already escaped): -4 points/match
* Successfully completing a match without being reported: +1 point/match (up to a maximum of 20 points/week)

Invitation Codes were given out to players when 6/15/25/40 Matches were completed, with one Code issued per threshold. In order for the player to obtain an Invitation Code, their Morality Points should have been equal or higher than 90. If the amount of Points did not meet the requirement, the codes would not be issued to the player until enough Points had been accumulated.

## References

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