This web page was created programmatically, to learn the article in its unique location you’ll be able to go to the hyperlink bellow:
https://www.gamesindustry.biz/dead-by-daylight-maker-behaviour-has-bought-the-studio-behind-7-days-to-die-to-create-a-portfolio-of-horror-ip
and if you wish to take away this text from our web site please contact us
The Canadian developer of Dead by Daylight, Behaviour Interactive, has purchased The Fun Pimps, the Texas-based studio behind 7 Days to Die.
The two firms will not reveal the worth of the deal, which Behaviour’s CEO, Rémi Racine, says will assist it obtain its goal of “creating a portfolio of horror IP in the game space.” So far, the crown jewel in Behaviour’s portfolio is the aforementioned asynchronous horror multiplayer title, Dead by Daylight, which up to now has shifted over 60 million models over nearly ten years available in the market.
Zombie survival sport 7 Days to Die, in the meantime, launched into Early Access again in 2013, and up to now has bought greater than 20 million copies over its lifetime.
“That’s an incredible achievement,” Behaviour VP product and govt producer, Isabelle Mocquard, tells GamesIndustry.biz.
“What’s even more impressive is the level of player engagement and the fact that the game has shown consistent growth over such a long period of time. In today’s market, the competition for attention is extremely high. Even high-profile recent releases struggle to break through. It’s rare to see a game maintain that level of longevity.”
Racine provides: “7 Days to Die is recognised in the market as a stable IP. The fanbase has been growing since day one. We’re buying something that people like in the horror space. Basically, we’re betting on improving this IP, but fundamentally, we’re buying something that we think has a great foundation.”
Mocquard additionally says she sees similarities in how Behaviour and The Fun Pimps have grown their respective horror hits, slowly and over time.
“Their success was built gradually by consistency, resilience, and a deep connection with their community,” she explains. “In many ways, Dead by Daylight followed a very similar path, growing year after year to the success it is today. That shared journey that we have connects this cultural alignment. We understand what it takes to support and evolve a game over the long term, and we have a deep respect for the craftsmanship and dedication that build lasting player communities. It’s really a great fit.”
For The Fun Pimps, the choice to promote got here after co-founders Richard and Joel Huenink thought of choices for rising the corporate. The studio has grown from two individuals to 70 and has taken no outdoors funding.
“We’ve entertained the idea of potentially selling, merging, or looking for investment,” Richard Huenink explains. “Our success has allowed us to be selective in that process. Over this last year, we’ve had quite a few suitors interested in us. But the selection wasn’t necessarily about the pure financials. It was a good fit. We’re partnering with somebody who’s invested in what we’re doing. They see our vision, and they want to help us get there.”
Given the bearish nature of the M&A market in video games over the previous few years, there was dialog in regards to the worth of being impartial quite than being acquired. Huenink describes Behaviour’s portfolio as “an island model”, which can give The Fun Pimps the very best of each worlds, the place they’re each supported and left to their very own gadgets.
“They want to help us, but they also want us to continue to operate, with our culture and our philosophy,” Huenink explains. “They want to augment that. Behaviour is independent as well. They’re not publicly traded, so they’re big, but they still have that indie spirit.”
Mocquard provides that Behaviour’s goal is to assist The Fun Pimps proceed doing what they need, whereas supporting their total plan for 7 Days to Die.
“When I first met with the team, I was struck by the creativity and the energy that the team brought,” she says. “They had a clear vision and a lot of ideas for where the game can go next. They will continue to provide that vision. Where Behaviour comes in is supporting that vision with strong production expertise. As well as being a work-for-hire studio at our roots, we have nearly a decade of live service experience through Dead by Daylight. On top of that, we can also help from a marketing standpoint, so continue to grow the audience.”
Buying versus creating IP
When in contrast with the frenzy of acquisitions seen through the COVID pandemic, the previous few years in video games funding and M&A have been comparatively quiet. Behaviour has bucked the development in that regard; in 2023 alone, the corporate purchased SockMonkey Studios and CodeGlue, in addition to forming Behaviour UK South with former workers from AntiMatter Games. The following yr, the Dead by Daylight maker purchased Fly Studio and Red Hook Studios, the maker of Darkest Dungeon.
“It is very difficult to create new IP,” Racine admits. “Our strategy is partnering with existing IPs that we think together, we could grow better. Obviously, we’re going after stuff where they think they need more support than what the game currently has. That was the case with Richard and Joel. We currently have one new IP in development at Behaviour. While we’re still on the lookout for something that might fit our portfolio, currently, we’re very focused on The Fun Pimps. The M&A market has slowed, but a company of our size can acquire a company the size of The Fun Pimps. Together, we’re better than the two of us separately. This is what I’m looking for in other opportunities. Together is way better than separate.”
Huenink provides: “I see Behaviour as very thoughtful and strategic in everything they do, unlike maybe some companies that just want to buy to grow without it being strategic, actually. That’s what was going on during COVID. You saw a lot of that. This is a lot more thoughtful, careful and strategic from many angles.”
Nathan Sellyn
Behaviour deputy CEO Nathan Sellyn says that the contraction within the M&A market compelled the corporate to “narrow” its standards when it got here to acquisitions.
“We wanted a proven IP in horror, we wanted an opportunity where one plus one equals three and where Behaviour can bring something special to the partner,” he explains.
“There’s also this cultural alignment where we found teams we were excited to build with. By narrowing down the criteria, we have found more opportunities in this landscape than we did before.”
Horror time
The horror style is flying in the intervening time. Big-budget titles like Silent Hill F and Resident Evil Requiem have dominated headlines and seen wholesome gross sales, with the latter promoting 60% extra in its launch week than earlier sequence entry Resident Evil Village. Meanwhile, the indie horror scene is flourishing, with titles like Poppy Playtime sustaining momentum for years.
“This is a phenomenal time for horror,” Sellyn says. “It seems like there’s a new indie horror hit all the time, with the likes of No, I’m Not a Human and Mouthwashing, both from Critical Reflex. Then the traditional survival horror space is super strong; you have Silent Hill F and Cronos: The New Dawn last year, Resident Evil 9 just a few weeks ago. Then, between those two poles, we’d like to think we cover a lot of ground there with Dead by Daylight’s ‘museum of horror’ for very soon to be 10 years, and then the eldritch indie horror of the Darkest Dungeon franchise.”
“It seems like there’s a new indie horror hit all the time”
Nathan Sellyn
Looking to the long run, the plan for The Fun Pimps is to develop 7 Days to Die even additional whereas additionally exploring different initiatives.
“We are excited for the additional manpower from art, production and community,” Huenink says. “A lot of areas to augment our development and accelerate our ambitious plans. We haven’t shared all of our plans. There are a lot of big, amazing things we want to do in 7 Days to Die. Behaviour has heard a lot about these amazing things, and are also excited about it. Getting that stuff into the player’s hands at an accelerated and reliable cadence is what we’re committed to.”
Mocquard provides: “We are still in the early stage of integration, so we are not ready to talk about specifics. But in the meantime, 7 Days to Die will continue to be supported and updated as planned. The team remains focused on expanding the survival sandbox experience. We are working on accelerating some of those efforts at Behaviour, but those things will take some time.”
This web page was created programmatically, to learn the article in its unique location you’ll be able to go to the hyperlink bellow:
https://www.gamesindustry.biz/dead-by-daylight-maker-behaviour-has-bought-the-studio-behind-7-days-to-die-to-create-a-portfolio-of-horror-ip
and if you wish to take away this text from our web site please contact us

