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Moved old main menu music to unused section. Added new title menu music. Will add hideout music later |
Street Brawl Round 5 music. Corrected audio file from round 2 music to round 5 music. |
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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. | |||
== Title Menu | == 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 9: | Line 14: | ||
! Audio | ! Audio | ||
! Notes | ! Notes | ||
!Update Added | |||
|- | |- | ||
| Title Menu Loop | | Title Menu Loop | ||
| [[File: | | [[File:Music title 155bpm.mp3]] | ||
|The title menu theme | |The title menu theme | ||
|[[Six New Heroes]] | |||
|} | |} | ||
==Hideout | ==Hideout== | ||
Music heard in the [[Hideout]]. | Music and stingers heard in the [[Hideout]]. | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! Track Name !! Audio !! Notes | ! 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 heard while playing in a 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 79: | 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 | | 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 93: | Line 146: | ||
! Audio | ! Audio | ||
! Notes | ! Notes | ||
|- | |- | ||
| Victory | | Victory | ||
| Line 165: | 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. | ||
|- | |- | ||
| 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 [[ | |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. | |||
|} | |} | ||
| Line 198: | Line 300: | ||
|} | |} | ||
== Seasonal | === 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 | === Winter Events === | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! Track | ! Track | ||
| Line 207: | Line 384: | ||
|- | |- | ||
| Main menu | | Main menu | ||
| [[File:Music menu lp | | [[File:Music menu winter24 lp.mp3]] | ||
|- | |- | ||
| Standard shop | | Standard shop | ||
| Line 215: | 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 == | ||
| Line 222: | Line 451: | ||
! 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]] | ||
| | | | ||
| | | | ||
|- | |- | ||
| 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. | |||
|} | |} | ||
== 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:
| |
| 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
[edit | edit source]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
[edit | edit source]| Track | Audio | notes |
|---|---|---|
| Lullaby | Was used as a placeholder track for unreleased Hero Cadence's Lullaby ability. |
References
[edit | edit source]- ↑ 2025-07-28 - Email from Mike Morasky - "it wasn't me or anyone else you might normally guess"
- ↑ 2024-10-23 - Mike Morasky on X - "I am not responsible for the music in deadlock"