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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. | ||
|- | |- | ||
| 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]] spawns. | ||
|} | |||
==== Delivering Soul Urn ==== | |||
{| class="wikitable sortable" | |||
! Music Cue | |||
! Audio | |||
!Update Added | |||
|- | |- | ||
|Carrying | |Carrying urn | ||
|[[File:Music idol carry lp.mp3]] | |[[File:Music idol carry distant lp 141bpm.mp3]] | ||
| | | rowspan="3" |{{Update link|May|22|2026}} | ||
|- | |||
| Allies delivering urn | |||
| [[File:Music idol timer lp team 160bpm.mp3]] | |||
|- | |||
| Enemies delivering urn | |||
| [[File:Music idol timer lp opponent 160bpm.mp3]] | |||
|} | |} | ||
| Line 244: | Line 253: | ||
| [[File:Music stinger rejuv lost.mp3]] | | [[File:Music stinger rejuv lost.mp3]] | ||
| Plays when the enemy team secures the [[Rejuvenator]]. | | Plays when the enemy team secures the [[Rejuvenator]]. | ||
|} | |} | ||
| Line 374: | Line 366: | ||
| Played when the round went in overtime. | | Played when the round went in overtime. | ||
| Removed in the [[Update:February 12, 2026|Apollo - A Cut Above]] update | | Removed in the [[Update:February 12, 2026|Apollo - A Cut Above]] update | ||
|- | |||
|Soul Urn Delivered | |||
|[[File:Music stinger idol return.mp3]] | |||
|Played when the [[Soul Urn]] was successfully delivered to its drop-off point. | |||
| rowspan="2" |Removed in the {{Update link|May|22|2026}} update | |||
|- | |||
|Carrying Soul Urn | |||
|[[File:Music idol carry lp.mp3]] | |||
|A looping track that played while a player was carrying the [[Soul Urn]]. | |||
|} | |} | ||
Revision as of 22:59, 22 May 2026
This page lists the various music tracks and stingers heard in Deadlock.
Overview
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
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
Music heard in the main menu.
| Track Name | Audio | Notes | Update Added |
|---|---|---|---|
| Title Menu Loop | File:Music title.mp3 | The title menu theme | Six New Heroes |
Hideout
Music and stingers heard in the Hideout.
| Track Name | Audio | Notes | Update Added |
|---|---|---|---|
| Title Screen Transition | 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. | Six New Heroes |
| Main Hideout Loop | Base: File:Music hideout play base.mp3 FX: File:Music hideout play base fx.mp3 Low: File:Music hideout play low.mp3 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:
| |
| Matchmaking Search | Start: File:Music hideout search.mp3 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
Music and stingers heard while playing in a standard match.
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.
| Music Cue | Audio | Notes | Update Added |
|---|---|---|---|
| Intro Hero Flourish | Plays upon showing the selected hero's flashcard when loaded into the match. | Old Gods, New Blood | |
| Connecting to Match | Plays while the game waits for players to load into the match. | ||
| 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
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
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
Music from environmental objects and locations.
| Music Source | Audio | Notes |
|---|---|---|
| Sinner's Sacrifice | Plays on loop from Sinner's Sacrifice's |
Building Ambience
| 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
Short musical cues that play in response to specific game events.
Match Flow
| 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
| 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
| 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 spawns. |
Delivering Soul Urn
| Music Cue | Audio | Update Added |
|---|---|---|
| Carrying urn | May 22, 2026 | |
| Allies delivering urn | ||
| Enemies delivering urn |
Rejuvenator Event Stingers
| 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
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 |
Street Brawl
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
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
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
Music used only during seasonal events.
Winter Events
| Track | Audio |
|---|---|
| Main menu | File:Music menu lp winter.mp3 |
| Standard shop | |
| Secret shop |
Retired Music
The following music files have been used in past updates, but have since been superseded or retired:
Standard Match
| 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 | |
| Soul Urn Delivered | Played when the Soul Urn was successfully delivered to its drop-off point. | Removed in the May 22, 2026 update | |
| Carrying Soul Urn | A looping track that played while a player was carrying the Soul Urn. |
Unused Music
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 |
References
- ↑ 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"