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Behaviour Interactive - Version 6 vs Version 7
Aug 16, 2026, 09:38 PM
Added internal links to related articles
Aug 27, 2026, 01:18 AM
Corrected the founding timeline and Racine's name; removed a stale studio location; replaced the Dead by Daylight design-lineage claim with the developers' own statement that the two games are unrelated
11Overview223-Behaviour Interactive is a Montreal-based game development studio and the publisher of Blight: Survival. The company is best known for developing and operating Dead by Daylight, the asymmetric horror multiplayer game that has become one of the most successful games in the horror genre. Their experience with horror games made them a natural fit for publishing Blight: Survival.3+Behaviour Interactive is a Montreal-based game development studio and the publisher of Blight: Survival. The company is best known for developing and operating Dead by Daylight, the asymmetric horror multiplayer game that has become one of the most successful games in the horror genre. That is a different game, made by a different team, and the developers have been explicit that it shares nothing with Blight: Survival beyond a publisher.4455Company Background667-Behaviour Interactive traces its origins to 1992, when a predecessor company called Megatoon was founded in Quebec City. A separate company, Multimedia Interactive, was co-founded in Montreal in 1994. Both were acquired and merged in 1997 to form Behaviour Interactive, headquartered in Montreal. Two years later, CEO Remi Racine co-founded Montreal-based Multimedia Interactive (MMI). Both companies were sold to Malofilm Communications in 1996 and merged into what became Behaviour Interactive, with Racine continuing as general manager. Today the company is the largest Canadian gaming company, employing nearly 1,300 people across studios in Montreal, Toronto, Seattle, the UK, and the Netherlands.7+The company traces back to 1992, when a studio called Megatoon was founded in Quebec City. Two years later Rémi Racine, who leads the company today, co-founded Montreal-based Multimedia Interactive. Both were sold to Malofilm Communications in 1996 and merged the following year into Behaviour Interactive, with Racine as general manager. Racine and a group of investors bought the studio back in 1999 and operated it as Artificial Mind and Movement through the 2000s, returning to the Behaviour Interactive name in 2010. It is now one of Canada's larger game companies, with studios in Montreal, Toronto, the United Kingdom and the Netherlands.8899Their breakthrough came with Dead by Daylight, which launched in 2016 and has maintained a large, active player base through continuous content updates, licensed character crossovers, and a strong competitive community. Behaviour purchased Dead by Daylight's publishing rights from Starbreeze in 2018 for US$16 million.101011-Dead by Daylight's success established Behaviour as a company with deep expertise in the horror game space. The game's 4v1 multiplayer format, where one player controls a killer and four play as survivors trying to escape, became a genre-defining template. This horror expertise is part of what made the partnership with Haenir Studio compelling: Blight: Survival's medieval horror setting aligns with Behaviour's proven strengths.11+That success established Behaviour as a company with commercial experience in horror, which is the context in which the Haenir partnership was announced. It is worth being precise about what that does and does not imply for this game.12121313Partnership with Haenir Studio14141515On April 30, 2024, Behaviour Interactive and Haenir Studio announced their publishing partnership. Stephen Mulrooney, Behaviour's Executive Vice President and Chief Technology Officer, stated that working with talented studios like Haenir Studio in this type of partnership would be a focus as Behaviour looks to "publish more and more external games."16161717Mads Christensen, Haenir Studio's co-founder, described the partnership as signaling "the next major phase of development" for Blight: Survival. The arrangement gives Haenir access to Behaviour's resources, industry expertise, and publishing infrastructure while the smaller studio retains creative control over the game's direction.18181919Publishing Role20202121As publisher, Behaviour Interactive handles the business side of bringing Blight: Survival to market. This includes marketing, distribution, platform relationships, localization coordination, and providing the operational support that a growing indie studio needs to focus on development. Behaviour's established relationships with platform holders like Steam, PlayStation, and Xbox are assets that a studio of Haenir's size would not have on its own.22222323The partnership also represents Behaviour's expansion beyond self-publishing. While the company has primarily developed and published its own titles, the Blight: Survival deal signals an interest in becoming a third-party publisher for external studios, particularly in the horror and action-horror genres where Behaviour has established credibility.24242525Relevance to Blight: Survival262627-Behaviour's horror game pedigree is directly relevant to Blight: Survival's design. The game's atmosphere of dread, its Blight-infected enemies, and its tension between combat and survival all draw from the same horror design principles that make Dead by Daylight work. Having a publisher with deep understanding of what makes horror games effective allows Haenir Studio to focus on execution without needing to educate their publisher on the genre's conventions and audience expectations.27+Asked in a June 2025 community question-and-answer session whether Blight: Survival was connected to the Blight from Dead by Daylight or to the Fog, the team answered: "Even though BHVR is developing Blight: Survival, it's completely separate from Dead by Daylight. Different universe, tone, gameplay and dev team. There's no lore connection to the Fog." The atmosphere of dread here, the Blight-infected enemies, and its tension between combat and survival are this game's own. What the publishing relationship provides is funding, production capacity and platform relationships, not a shared design language. The same session set out the split plainly: the game is being developed, funded and published by Behaviour Interactive, in partnership with Haenir Studio as the original creators and creative directors.