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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''.  


== Menu Music ==
== 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 ==
Music heard in the main menu.
Music heard in the main menu.


Line 8: Line 14:
! Audio
! Audio
! Notes
! Notes
!Update Added
|-
|-
| Main Menu Loop
| Title Menu Loop
| [[File:Music menu lp.mp3]]
| [[File:Music title 155bpm.mp3]]
|The primary menu theme
|The title menu theme
|[[Six New Heroes]]
|}
|}


== In-Match Music ==
==Hideout==
Music heard while playing in a match.
Music and stingers heard in the [[Hideout]].
 
{| class="wikitable sortable"
! Track Name !! Audio !! Notes
!Update Added
|-
| Title Screen Transition
| [[File:Music hideout build 155bpm.mp3]]
| 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
| '''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]]
| 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.
* '''Facing Direction:''' The volume of the atmospheric FX layer is loudest when the player is looking directly at the terminal.
* '''In-Menu Mix:''' When the Play Terminal menu is open, the mix changes to emphasize the 'Low' layer, with the 'Base' and 'FX' layers in the background, while the 'High' melody is muted.
* '''Inactivity:''' The music fades to a minimum background volume if the player remains idle (AFK).
|-
| Matchmaking Search
| '''Start:'''<br>[[File:Music hideout search 155bpm.mp3]]<br>'''Wait:'''<br>[[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.
|-
| 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]]
|}
 
== Standard Match ==
Music and stingers heard while playing in a standard match.<br>Some of these audios may also be heard in other gamemodes.
 
=== Pre-Match Music ===
Tracks that play before and into the start of a match.
{| class="wikitable sortable"
! Music Cue
! Audio
! Notes
! 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
| [[File:music_match_intro_flourish_160bpm.mp3]]
| Plays upon showing the selected hero's flashcard when loaded into the match.
| rowspan="2" | [[Update:January_22,_2026|Old Gods, New Blood]]
|-
| Team Introduction
| '''[[The Hidden King]]'''<br>[[File:Music_match_intro_king_160bpm.mp3]]<br>'''[[The Archmother]]'''<br>[[File:Music_match_intro_mother_160bpm.mp3]]
| Plays when the game introduces the player's team [[Patron]] and sends all heroes out on [[Ziplines]].
|}


=== Shop Music ===
=== Shop Music ===
Line 65: Line 126:
! Audio
! Audio
! Notes
! Notes
!Update Added
|-
|-
| 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 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
| [[File:Waltz.mp3]]
| Looping track heard in the greenhouse building behind [[Sapphire Flame|Sapphire]]'s [[Lanes|Green]] [[Walker]].
|}
|}


Line 79: Line 146:
! Audio
! Audio
! Notes
! Notes
|-
| Match Countdown
| [[File:Music match countdown.mp3]]
| Plays during the countdown before a match begins and while players are ziplining into their lanes.
|-
|-
| Victory
| Victory
Line 151: Line 214:
| [[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]] spawns.
| Plays when [[Mid Boss]] respawns.
|}
 
==== {{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
|[[File:Music idol carry lp.mp3]]
| '''Base:'''<br>[[File:Music idol carry lp 141bpm.mp3]]<br>'''Near drop-off:'''[[File:Music idol carry distant lp 141bpm.mp3]]
|A looping track that plays while a player is carrying the [[Soul Urn]].
|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.
|-
| 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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|}
|}


== Seasonal Music ==
=== Post-Match Music ===
Tracks that play after the end of a match.
{| class="wikitable sortable"
! Music Cue
! Audio
! Notes
! Update Added
|-
| Post-Game Scoring
| [[File:Music_postgame_155bpm.mp3]]
| 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]]
|-
|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]]
|}
 
== Street Brawl ==
Music heard while playing in a [[Street Brawl]] match.<br>Street Brawl additionally borrows some stingers and music from the Standard gamemode, such as combat events, player events, and building ambience.
 
=== Pre-Match Music ===
Tracks that play before and into the start of a match.
{| class="wikitable sortable"
! Music Cue
! Audio
! Notes
! Update Added
|-
| Team Introduction
| [[File:Music_brawl_titles_117bpm-95bpm.mp3]]
| Plays when the game introduces the player's team [[Patron]] and begins the first round of item drafting.
| [[Update:January_22,_2026|Old Gods, New Blood]]
|}
 
=== Match Flow ===
Tracks that play before and into the start of a match.
{| class="wikitable sortable"
! Music Cue
! Audio
! Notes
! Update Added
|-
| Item Drafting
| '''General:'''<br>[[File:Music_brawl_draft_95bpm.mp3]]<br>'''Low Time:'''<br>[[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.
| rowspan="6" | [[Update:January_22,_2026|Old Gods, New Blood]]
|-
| 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]]
| 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.
|-
| Round Victory
| [[File:Music_brawl_round_won_95bpm.mp3]]
| Plays when a singular round is won.
|-
| Round Loss
| [[File:Music_brawl_round_lost_95bpm.mp3]]
| Plays when a singular round is lost.
|-
| Match Victory
| [[File:Music_brawl_match_won_95bpm.mp3]]
| Plays when the entire match is won.
|-
| Match Loss
| [[File:Music_brawl_match_lost_95bpm.mp3]]
| Plays when the entire match is lost.
|-
| Overtime
| [[File:Music brawl overtime 95bpm v2.mp3]]
| Plays when the round goes in overtime.
| [[Update:February 12, 2026|Apollo - A Cut Above]]
|}
 
== Seasonal ==
Music used only during [[seasonal events]].
Music used only during [[seasonal events]].


=== Winter event ===
=== Winter Events ===
{| class="wikitable sortable"
{| class="wikitable sortable"
! Track
! Track
Line 193: Line 384:
|-
|-
| Main menu
| Main menu
| [[File:Music menu lp winter.mp3]]
| [[File:Music menu winter24 lp.mp3]]
|-
|-
| Standard shop
| Standard shop
Line 201: Line 392:
| [[File:Music curio secret christmas.mp3]]
| [[File:Music curio secret christmas.mp3]]
|}
|}
== Retired Music ==
The following music files have been used in past updates,  but have since been superseded or retired:
===Standard Match===
{| class="wikitable sortable"
! Music Cue
! Audio
! Notes
! 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
| [[File:Music_match_countdown.mp3]]
| 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
|-
| 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 ==
The following music files exist in the game files, but are not currently used in gameplay:
The following music files exist in the game files, but are not currently used in gameplay:


{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible"
! Intended Purpose
! Intended Purpose
! Audio
! Audio
! Notes
! Update Added
|-
| Standard Match "King Start"
| [[File:Music_match_start_king_160bpm.mp3]]
| 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]]
|-
|-
| Alternate standard shop music track
| Alternate standard shop music track
| [[File:Curio music 2.mp3]]
| [[File:Curio music 2.mp3]]
|
|
|-
|-
| Ambient Choir music
| Ambient Choir music
| [[File:Music choir 01.mp3]]
| [[File:Music choir 01.mp3]]
|-
|
| Ambient Waltz music
|
| [[File:Waltz.mp3]]
|-
|-
| Rejuvenator drop variant (6.5 second version)
| Rejuvenator drop variant (6.5 second version)
| [[File:Music stinger rejuv drop 6 5s.mp3]]
| [[File:Music stinger rejuv drop 6 5s.mp3]]
|
|
|-
|-
| Rejuvenator drop variant (7.5 second version)
| Rejuvenator drop variant (7.5 second version)
| [[File:Music stinger rejuv drop 7 5s.mp3]]
| [[File:Music stinger rejuv drop 7 5s.mp3]]
|
|
|-
|-
| Rejuvenator drop variant (8 second version)
| Rejuvenator drop variant (8 second version)
| [[File:Music stinger rejuv drop 8s.mp3]]
| [[File:Music stinger rejuv drop 8s.mp3]]
|
|
|-
|-
| Rejuvenator drop variant (9 second version)
| Rejuvenator drop variant (9 second version)
| [[File:Music stinger rejuv drop 9s.mp3]]
| [[File:Music stinger rejuv drop 9s.mp3]]
|
|
|-
|-
| [[Teleporter]] music
| [[Teleporter]] music
| [[File:Music teleporter 01.mp3]]<br>[[File:teleporter music comp.mp3]]<br>[[File:teleporter music melody.mp3]]
| [[File:Music teleporter 01.mp3]]<br>[[File:teleporter music comp.mp3]]<br>[[File:teleporter music melody.mp3]]
|
|
|-
| 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 ==

Latest revision as of 10:58, 3 September 2026

This page lists the various music tracks and stingers heard in Deadlock.

Overview

[edit | edit source]

Deadlock's main musical identity since the Six New Heroes update displays elements of 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

[edit | edit source]

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."[1] Morasky had also previously denied his involvement publicly on X (formerly Twitter).[2]

Title Menu

[edit | edit source]

Music heard in the main menu.

Track Name Audio Notes Update Added
Title Menu Loop The title menu theme Six New Heroes

Hideout

[edit | edit source]

Music and stingers heard in the Hideout.

Track Name Audio Notes Update Added
Title Screen Transition A short track that plays for about 5 seconds after leaving the title screen, transitioning into the main hideout music. Six New Heroes
Main Hideout Loop Base:

FX:

Low:

High:
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.
  • Facing Direction: The volume of the atmospheric FX layer is loudest when the player is looking directly at the terminal.
  • In-Menu Mix: When the Play Terminal menu is open, the mix changes to emphasize the 'Low' layer, with the 'Base' and 'FX' layers in the background, while the 'High' melody is muted.
  • Inactivity: The music fades to a minimum background volume if the player remains idle (AFK).
Matchmaking Search Start:

Wait:
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 A song that plays from a record in Rem's secret room in the Hideout. Rem Enters The City That Never Sleeps

Standard Match

[edit | edit source]

Music and stingers heard while playing in a standard match.
Some of these audios may also be heard in other gamemodes.

Pre-Match Music

[edit | edit source]

Tracks that play before and into the start of a match.

Music Cue Audio Notes Update Added
Connecting to Match Plays while the game waits for players to load into the match. This track has multiple possible starting points.[which?] May 22, 2026
Intro Hero Flourish Plays upon showing the selected hero's flashcard when loaded into the match. Old Gods, New Blood
Team Introduction The Hidden King

The Archmother
Plays when the game introduces the player's team Patron and sends all heroes out on Ziplines.

Shop Music

[edit | edit source]

Ambient music that plays when visiting shops on the map.

Shop Type Audio Notes
Standard Music played from standard shops
Secret Music played from the two secret shops on the map

Situational Loops

[edit | edit source]

Tracks that play during specific high-stakes moments.

Music Cue Audio Notes
Team attacking base Song that plays when a team is attacking the other team's base and the Patron is in its weakened state.

Ambient Map Music

[edit | edit source]

Music from environmental objects and locations.

Music Source Audio Notes
Sinner's Sacrifice Plays on loop from Sinner's Sacrifice's

Building Ambience

[edit | edit source]
Location Audio Notes Update Added
The Baroness Hotel
Looping tracks heard near The Baroness Hotel building in Blue lane. Six New Heroes
Ambient Waltz music Looping track heard in the greenhouse building behind Sapphire's Green Walker.

Event Stingers

[edit | edit source]

Short musical cues that play in response to specific game events.

Match Flow

[edit | edit source]
Music Cue Audio Notes
Victory Plays at the end of the game after a win.
Defeat Plays at the end of the game after a loss.

Combat & Player Events

[edit | edit source]
Music Cue Audio Notes
First Blood Plays when the first kill of the match occurs.
Player Death Plays when the player character dies.
Player Respawn Plays when the player character respawns.
Respawn Countdown Plays during the final ~7 seconds of the player's respawn timer.
Killstreak (Generic) A generic stinger for achieving a killstreak.
Killstreaks (1-10)
Stingers that play for each kill in a killstreak, from 1 to 10 kills. The intensity increases with each stinger.

Objective & Map Events

[edit | edit source]
Music Cue Audio Notes
Guardian/Walker Destroyed Plays when a Guardian or Walker is destroyed.
Shrine Destroyed Plays when a Shrine is destroyed.
Patron Defeated (Stage 1) Plays when the first stage of the Patron is defeated.
Mid-Boss Arrived Plays when Mid Boss respawns.
Music Cue Audio Notes Update Added
Urn Arrived Plays when Soul Urn spawns. May 22, 2026
Carrying Soul Urn Base:

Near drop-off:
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.
Allies win Urn Plays when the Urn is delivered

(Only heard by the Urn Runner).

Music Cue Audio Notes Update Added
Announcement Plays when the rift is announced. June 30, 2026
Capture uncontested Plays when capturing the rift uncontested.
Capture contested Plays when capturing the rift while contested.
Capture blocked Plays when capture of the rift reaches a deadlock.
Win Plays when the rift is captured by allies.
Lose Plays when the rift is captured by enemies.
Expire Plays when the rift expires.

Rejuvenator Event Stingers

[edit | edit source]
Music Cue Audio Notes
Rejuvenator Drop Plays when the Rejuvenator drops after Mid-Boss kill.
Rejuvenator Secured Plays when your team secures the Rejuvenator.
Rejuvenator Lost Plays when the enemy team secures the Rejuvenator.

Post-Match Music

[edit | edit source]

Tracks that play after the end of a match.

Music Cue Audio Notes Update Added
Post-Game Scoring Music that plays when the game returns the player to the lobby after a match and shows its post-game scoring page. Old Gods, New Blood
Post-Game Rankup Music that plays when the game returns the player to the lobby and the player has gained a rank. Matchmaking Update

Street Brawl

[edit | edit source]

Music heard while playing in a Street Brawl match.
Street Brawl additionally borrows some stingers and music from the Standard gamemode, such as combat events, player events, and building ambience.

Pre-Match Music

[edit | edit source]

Tracks that play before and into the start of a match.

Music Cue Audio Notes Update Added
Team Introduction Plays when the game introduces the player's team Patron and begins the first round of item drafting. Old Gods, New Blood

Match Flow

[edit | edit source]

Tracks that play before and into the start of a match.

Music Cue Audio Notes Update Added
Item Drafting General:

Low Time:
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. Old Gods, New Blood
Round Start Round 1:

Round 2:

Round 3:

Round 4:

Round 5:
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.
Round Victory Plays when a singular round is won.
Round Loss Plays when a singular round is lost.
Match Victory Plays when the entire match is won.
Match Loss Plays when the entire match is lost.
Overtime Plays when the round goes in overtime. Apollo - A Cut Above

Seasonal

[edit | edit source]

Music used only during seasonal events.

Winter Events

[edit | edit source]
Track Audio
Main menu
Standard shop
Secret shop

Retired Music

[edit | edit source]

The following music files have been used in past updates, but have since been superseded or retired:

Standard Match

[edit | edit source]
Music Cue Audio Notes Update Removed
Old Main Menu Loop A shorter version of this song was used for Match Countdown. Removed in the Six New Heroes update
Match Flow: Match Countdown Played during an older-lobby countdown to the start of the match and continued into the players' first ziplining. Removed in the Old Gods, New Blood update
Street Brawl: Overtime Played when the round went in overtime. Removed in the Apollo - A Cut Above update
Connecting to Match Older version of the music that plays while the game waited for players to load into the match.
Features different mixing and lacks a drum track in comparison to the current version.
Removed in the May 22, 2026 update
Carrying Soul Urn Older version of the looping track that plays while a player was carrying the Soul Urn.
Features different mixing in comparison to the current version
Soul Urn Delivered Played when the Soul Urn was successfully delivered to its drop-off point.
Allies capturing Urn Played in a radius around the Urn capture point while the player or an allied hero was capturing. Removed in the June 30, 2026 update
Enemies contesting Urn Played in a radius around the Urn capture point while the enemy team was contesting.
Enemies win Urn Played when enemy team wins the Urn capture point.


Unused Music

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The following music files exist in the game files, but are not currently used in gameplay:

Intended Purpose Audio Notes Update Added
Standard Match "King Start" A variant of The Hidden King's introduction stinger that is not used in-game. There is no Archmother variant. Old Gods, New Blood
Alternate standard shop music track
Ambient Choir music
Rejuvenator drop variant (6.5 second version)
Rejuvenator drop variant (7.5 second version)
Rejuvenator drop variant (8 second version)
Rejuvenator drop variant (9 second version)
Teleporter music

Paying the Price Song meant to be performed by Cadence in Ivy's visual novel

Neon Prime

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Track Audio notes
Lullaby Was used as a placeholder track for unreleased Hero Cadence's Lullaby ability.

References

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  1. 2025-07-28 - Email from Mike Morasky - "it wasn't me or anyone else you might normally guess"
  2. 2024-10-23 - Mike Morasky on X - "I am not responsible for the music in deadlock"