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This page lists the various music tracks and [https://en.wikipedia.org/wiki/Sting%20(musical%20phrase) stingers] heard in ''Deadlock''.  
This page lists the various music tracks and [https://en.wikipedia.org/wiki/Sting%20(musical%20phrase) stingers] heard in Deadlock.  
 
== Overview ==
''Deadlock's'' main musical identity since the [[Six New Heroes]] update displays elements of [[wikipedia:Trip_hop|Trip hop]], a genre popularized in the 1990s and defined as a psychedelic fusion of hip-hop and electronica, with influences from jazz and other styles.
 
== Composer ==
The music for ''Deadlock'' was composed by a member of the development team who wishes to remain anonymous for the time being. In a private email, Valve composer Mike Morasky explained that the composer will likely take credit at a future date and confirmed it was not him or "anyone else you might normally guess."<ref>2025-07-28 - [[:File:Mike Morasky Composer Email.png|Email from Mike Morasky]] - ''"it wasn't me or anyone else you might normally guess"''</ref> Morasky had also previously denied his involvement publicly on X (formerly Twitter).<ref>2024-10-23 - [https://x.com/MikeMorasky/status/1849222739900657787 Mike Morasky] on X - ''"I am not responsible for the music in deadlock"''</ref>


== Title Menu ==
== Title Menu ==
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! Audio
! Audio
! Notes
! Notes
!Update Added
|-
|-
| Title Menu Loop
| Title Menu Loop
| [[File:Music title 155bpm.mp3]]
| [[File:music_title.mp3]]
|The title menu theme
|The title menu theme
|[[Six New Heroes]]
|}
|}


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{| class="wikitable sortable"
{| class="wikitable sortable"
! Track Name !! Audio !! Notes
! Track Name !! Audio !! Notes
!Update Added
|-
|-
| Title Screen Transition
| Title Screen Transition
| [[File:Music hideout build 155bpm.mp3]]
| [[File:Music hideout build.mp3]]
| A short track that plays for about 5 seconds after leaving the title screen, transitioning into the main hideout music.
| A short track that plays for about 5 seconds after leaving the title screen, transitioning into the main hideout music.
| rowspan="3" |[[Six New Heroes]]
|-
|-
| Main Hideout Loop
| Main Hideout Loop
| '''Base:'''<br>[[File:Music hideout play base lp 155bpm.mp3]]<br>'''FX:'''<br>[[File:Music hideout play base lp fx 155bpm.mp3]]<br>'''Low:'''<br>[[File:Music hideout play low lp 155bpm.mp3]]<br>'''High:'''<br>[[File:Music hideout play high lp 155bpm.mp3]]
| '''Base:''' [[File:Music hideout play base.mp3]]<br>'''FX:''' [[File:Music hideout play base fx.mp3]]<br>'''Low:''' [[File:Music hideout play low.mp3]]<br>'''High:''' [[File:Music hideout play high.mp3]]
| This is the main ambient music of the Hideout, designed as a dynamic track that comes from the central Play Terminal. It is composed of four distinct layers that are mixed together in real-time based on the player's actions:
| This is the main ambient music of the Hideout, designed as a dynamic track that comes from the central Play Terminal. It is composed of four distinct layers that are mixed together in real-time based on the player's actions:
* '''Proximity:''' The overall volume and intensity of the music increase as the player moves closer to the Play Terminal.
* '''Proximity:''' The overall volume and intensity of the music increase as the player moves closer to the Play Terminal.
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|-
|-
| Matchmaking Search
| Matchmaking Search
| '''Start:'''<br>[[File:Music hideout search 155bpm.mp3]]<br>'''Wait:'''<br>[[File:Music search wait temp.ogg]]
| '''Start:''' [[File:Music hideout search.mp3]]<br>'''Wait:''' [[File:Music_search_wait_temp.ogg]]
| Replaces the main ambient music while the player is searching for a match. The starting music plays once and the waiting music loops after.
| Replaces the main ambient music while the player is searching for a match. The starting music plays once and the waiting music loops after.
|-
| Rem's Room
| [[File:Music hideout rem 70bpm.mp3]]
| A song that plays from a record in [[Rem]]'s secret room in the [[Hideout]].
| [[Update:January_26,_2026|Rem Enters The City That Never Sleeps]]
|}
|}


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! Notes
! Notes
! Update Added
! Update Added
|-
| Connecting to Match
| [[File:music_match_intro_connecting_60bpm.mp3]]
| Plays while the game waits for players to load into the match. This track has multiple possible starting points.{{Which}}
|[[Update:May 22, 2026|May 22, 2026]]
|-
|-
| Intro Hero Flourish
| Intro Hero Flourish
| [[File:music_match_intro_flourish_160bpm.mp3]]
| [[File:music_match_intro_flourish_160bpm.mp3]]
| Plays upon showing the selected hero's flashcard when loaded into the match.
| Plays upon showing the selected hero's flashcard when loaded into the match.
| rowspan="2" | [[Update:January_22,_2026|Old Gods, New Blood]]
| [[Update:January_22,_2026|Old Gods, New Blood]]
|-
| Connecting to Match
| [[File:music_match_intro_connecting_60bpm.mp3]]
| Plays while the game waits for players to load into the match.
| Old Gods, New Blood
|-
|-
| Team Introduction
| Team Introduction
| '''[[The Hidden King]]'''<br>[[File:Music_match_intro_king_160bpm.mp3]]<br>'''[[The Archmother]]'''<br>[[File:Music_match_intro_mother_160bpm.mp3]]
| '''[[The Hidden King]]''' [[File:Music_match_intro_king_160bpm.mp3]]<br>'''[[The Archmother]]''' [[File:Music_match_intro_mother_160bpm.mp3]]
| Plays when the game introduces the player's team [[Patron]] and sends all heroes out on [[Ziplines]].
| Plays when the game introduces the player's team [[Patron]] and sends all heroes out on [[Ziplines]].
| Old Gods, New Blood
|}
|}


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! Audio
! Audio
! Notes
! Notes
!Update Added
|-
|-
| The Baroness Hotel
| The Baroness Hotel
| [[File:Hotel music.mp3]]<br>[[File:Hotel music far.mp3]]
| [[File:Hotel music.mp3]]<br>[[File:Hotel music far.mp3]]
| Looping tracks heard near The Baroness Hotel building in [[Lanes|Blue lane]].
| Looping tracks heard near The Baroness Hotel building in [[Lanes|Blue lane]].
| rowspan="2" |[[Six New Heroes]]
|-
|-
| Ambient Waltz music
| Ambient Waltz music
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| [[File:Music stinger t3 killed.mp3]]
| [[File:Music stinger t3 killed.mp3]]
| Plays when the first stage of the [[Patron]] is defeated.
| Plays when the first stage of the [[Patron]] is defeated.
|-
| Soul Urn Delivered
| [[File:Music stinger idol return.mp3]]
| Plays when the [[Soul Urn]] is successfully delivered to its drop-off point.
|-
|-
| Mid-Boss Arrived
| Mid-Boss Arrived
| [[File:Music stinger mid boss arrived.mp3]]
| [[File:Music stinger mid boss arrived.mp3]]
| Plays when [[Mid Boss]] respawns.
| Plays when [[Mid Boss]] spawns.
|}
 
==== {{PageRef|Soul Urn}} ====
{| class="wikitable sortable"
! Music Cue
! Audio
! Notes
!Update Added
|-
| Urn Arrived
| [[File:Music_idol_announce.mp3]]
|Plays when Soul Urn spawns.
| rowspan="6" |{{Update link|May|22|2026}}
|-
|-
|Carrying Soul Urn
|Carrying Soul Urn
| '''Base:'''<br>[[File:Music idol carry lp 141bpm.mp3]]<br>'''Near drop-off:'''[[File:Music idol carry distant lp 141bpm.mp3]]
|[[File:Music idol carry lp.mp3]]
|A looping track that plays while a player is carrying the Soul Urn, designed as a dynamic track that's mixed together in real-time based on the player's proximity to the drop-off.
|A looping track that plays while a player is carrying the [[Soul Urn]].
|-
| Allies win Urn
| [[File:Music idol return team.mp3]]
|Plays when the Urn is delivered
(Only heard by the Urn Runner).
|}
 
==== {{PageRef|Unstable Rift}} ====
{| class="wikitable sortable"
! Music Cue
! Audio
! Notes
!Update Added
|-
| Announcement
| [[File:Music_koth_announce.mp3]]
| Plays when the rift is announced.
| rowspan="8" |{{Update link|June|30|2026}}
|-
| rowspan="2" | Capture uncontested
| [[File:Music_koth_capture_160bpm.mp3]]
| rowspan="2" | Plays when capturing the rift uncontested.
|-
| [[File:Music_koth_capture_fx_160bpm.mp3]]
|-
| Capture contested
| [[File:Music_koth_capture_contest_160bpm.mp3]]
| Plays when capturing the rift while contested.
|-
| Capture blocked
| [[File:Music_koth_capture_block_160bpm.mp3]]
| Plays when capture of the rift reaches a deadlock.
|-
| Win
| [[File:Music_koth_win.mp3]]
| Plays when the rift is captured by allies.
|-
| Lose
| [[File:Music_koth_lose.mp3]]
| Plays when the rift is captured by enemies.
|-
| Expire
| [[File:Music_koth_expire.mp3]]
| Plays when the rift expires.
|}
|}


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| Music that plays when the game returns the player to the lobby after a match and shows its post-game scoring page.
| Music that plays when the game returns the player to the lobby after a match and shows its post-game scoring page.
| [[Update:January_22,_2026|Old Gods, New Blood]]
| [[Update:January_22,_2026|Old Gods, New Blood]]
|-
|Post-Game Rankup
|[[File:Music postgame rankup 155bpm.mp3]]
|Music that plays when the game returns the player to the lobby and the player has gained a rank.
| [[Update:July 30, 2026|Matchmaking Update]]
|}
|}


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|-
|-
| Item Drafting
| Item Drafting
| '''General:'''<br>[[File:Music_brawl_draft_95bpm.mp3]]<br>'''Low Time:'''<br>[[File:Music_brawl_draft_timer_95bpm.mp3]]
| '''General:''' [[File:Music_brawl_draft_95bpm.mp3]]<br>'''Low Time:''' [[File:Music_brawl_draft_timer_95bpm.mp3]]
| Music that plays while players are selecting their randomized items. Once there are 15 or less seconds remaining, the music switches to the low time version.
| Music that plays while players are selecting their randomized items. Once there are 15 or less seconds remaining, the music switches to the low time version.
| rowspan="6" | [[Update:January_22,_2026|Old Gods, New Blood]]
| [[Update:January_22,_2026|Old Gods, New Blood]]
|-
|-
| Round Start
| Round Start
| '''Round 1:'''<br>[[File:Music_brawl_round_1_start_95bpm.mp3]]<br>'''Round 2:'''<br>[[File:Music_brawl_round_2_start_95bpm.mp3]]<br>'''Round 3:'''<br>[[File:Music_brawl_round_3_start_95bpm.mp3]]<br>'''Round 4:'''<br>[[File:Music_brawl_round_4_start_95bpm.mp3]]<br>'''Round 5:'''<br>[[File:Music brawl round 5 start 95bpm.mp3]]
| '''Round 1:''' [[File:Music_brawl_round_1_start_95bpm.mp3]]<br>'''Round 2:''' [[File:Music_brawl_round_2_start_95bpm.mp3]]<br>'''Round 3:''' [[File:Music_brawl_round_3_start_95bpm.mp3]]<br>'''Round 4:''' [[File:Music_brawl_round_4_start_95bpm.mp3]]<br>'''Round 5:''' [[File:Music_brawl_round_2_start_95bpm.mp3]]
| Music that plays when a round starts and players are sent out on Ziplines. Each round has its own unique stinger, enough for all 5 possible rounds.
| Music that plays when a round starts and players are sent out on Ziplines. Each round has its own unique stinger, enough for all 5 possible rounds.
| Old Gods, New Blood
|-
|-
| Round Victory
| Round Victory
| [[File:Music_brawl_round_won_95bpm.mp3]]
| [[File:Music_brawl_round_won_95bpm.mp3]]
| Plays when a singular round is won.
| Plays when a singular round is won.
| Old Gods, New Blood
|-
|-
| Round Loss
| Round Loss
| [[File:Music_brawl_round_lost_95bpm.mp3]]
| [[File:Music_brawl_round_lost_95bpm.mp3]]
| Plays when a singular round is lost.
| Plays when a singular round is lost.
| Old Gods, New Blood
|-
|-
| Match Victory
| Match Victory
| [[File:Music_brawl_match_won_95bpm.mp3]]
| [[File:Music_brawl_match_won_95bpm.mp3]]
| Plays when the entire match is won.
| Plays when the entire match is won.
| Old Gods, New Blood
|-
|-
| Match Loss
| Match Loss
| [[File:Music_brawl_match_lost_95bpm.mp3]]
| [[File:Music_brawl_match_lost_95bpm.mp3]]
| Plays when the entire match is lost.
| Plays when the entire match is lost.
|-
| Old Gods, New Blood
| Overtime
| [[File:Music brawl overtime 95bpm v2.mp3]]
| Plays when the round goes in overtime.
| [[Update:February 12, 2026|Apollo - A Cut Above]]
|}
|}


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|-
|-
| Main menu
| Main menu
| [[File:Music menu winter24 lp.mp3]]
| [[File:Music menu lp winter.mp3]]
|-
|-
| Standard shop
| Standard shop
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! Notes
! Notes
! Update Removed
! Update Removed
|-
|Old Main Menu Loop
|[[File:Music menu lp.mp3]]
|A shorter version of this song was used for Match Countdown.
|Removed in the [[Six New Heroes]] update
|-
|-
| Match Flow: Match Countdown
| Match Flow: Match Countdown
| [[File:Music_match_countdown.mp3]]
| [[File:Music_match_countdown.mp3]]
| Played during an older-lobby countdown to the start of the match and continued into the players' first ziplining.
| Played during an older-lobby countdown to the start of the match and continued into the players' first ziplining.
| Removed in the [[Update:January_22,_2026|Old Gods, New Blood]] update
| Removed in the [[Update:January_22,_2026|Old Gods, New Blood]] update, when the previous patrons, "The Amber Hand" and "The Sapphire Flame", were reworked into [[The Hidden King]] and [[The Archmother]], respectively.
|-
| Street Brawl: Overtime
| [[File:Music brawl overtime 95bpm.mp3]]
| Played when the round went in overtime.
| Removed in the [[Update:February 12, 2026|Apollo - A Cut Above]] update
|-
| Connecting to Match
| [[File:music_match_intro_connecting_60bpm old.mp3]]
| Older version of the music that plays while the game waited for players to load into the match. <br>Features different mixing and lacks a drum track in comparison to the current version.
| rowspan="3" |Removed in the {{Update link|May|22|2026}} update
|-
| Carrying Soul Urn
| [[File:Music idol carry lp.mp3]]
| Older version of the looping track that plays while a player was carrying the [[Soul Urn]]. <br>Features different mixing in comparison to the current version
|-
|Soul Urn Delivered
|[[File:Music stinger idol return.mp3]]
|Played when the [[Soul Urn]] was successfully delivered to its drop-off point.
|-
| Allies capturing Urn
| [[File:Music idol timer lp team 160bpm.mp3]]
|Played in a radius around the Urn capture point while the player or an allied hero was capturing.
| rowspan="3" |Removed in the {{Update link|June|30|2026}} update
|-
| Enemies contesting Urn
| [[File:Music idol timer lp opponent 160bpm.mp3]]
|Played in a radius around the Urn capture point while the enemy team was contesting.
|-
| Enemies win Urn
| [[File:Music idol return opponent.mp3]]
|Played when enemy team wins the Urn capture point.
|}
|}


== Unused Music ==
== Unused Music ==
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| A variant of [[The Hidden King]]'s introduction stinger that is not used in-game. There is no [[Archmother]] variant.
| A variant of [[The Hidden King]]'s introduction stinger that is not used in-game. There is no [[Archmother]] variant.
| [[Update:January_22,_2026|Old Gods, New Blood]]
| [[Update:January_22,_2026|Old Gods, New Blood]]
|-
| Old Main Menu Loop
| [[File:Music menu lp.mp3]]
|A shorter version of this song is used for Match Countdown.
|
|-
|-
| Alternate standard shop music track
| Alternate standard shop music track
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|
|
|
|
|-
| Paying the Price
| [[File:Cadence Song.wav]]
| Song meant to be performed by [[Cadence]] in [[Ivy's visual novel]]
|}
=== Neon Prime ===
{| class="wikitable sortable"
! Track
! Audio
! notes
|-
| Lullaby
| [[File:Cadence lullaby music.mp3]]
| Was used as a placeholder track for unreleased [[Hero]] {{HeroIcon|Cadence}}'s '''Lullaby''' ability.
|}
|}
== Trivia ==
* The music for ''Deadlock'' was composed by a member of the development team who wishes to remain anonymous for the time being. In a private email, Valve composer Mike Morasky explained that the composer will likely take credit at a future date and confirmed it was not him or "anyone else you might normally guess."<ref>2025-07-28 - [[:File:Mike_Morasky_Composer_Email.png|Email from Mike Morasky]] - ''"it wasn't me or anyone else you might normally guess"''</ref> Morasky had also previously denied his involvement publicly on X (formerly Twitter).<ref>2024-10-23 - [https://x.com/MikeMorasky/status/1849222739900657787 Mike Morasky] on X - ''"I am not responsible for the music in deadlock"''</ref>


== References ==
== References ==
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