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

Overview

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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

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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

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Music heard in the main menu.

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

Hideout

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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

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

Pre-Match Music

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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

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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

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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

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Music from environmental objects and locations.

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

Building Ambience

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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

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

Match Flow

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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

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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

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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

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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

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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

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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

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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

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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

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Music used only during seasonal events.

Winter Events

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Track Audio
Main menu
Standard shop
Secret shop

Retired Music

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

Standard Match

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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"