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This page lists the various music tracks and stingers heard in Deadlock.
Overview
editDeadlock'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
editThe 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
editMusic heard in the main menu.
| Track Name | Audio | Notes | Update Added |
|---|---|---|---|
| Title Menu Loop | The title menu theme | Six New Heroes |
Hideout
editMusic 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
editMusic and stingers heard while playing in a standard match.
Some of these audios may also be heard in other gamemodes.
Pre-Match Music
editTracks 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
editAmbient 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
editTracks 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
editMusic from environmental objects and locations.
| Music Source | Audio | Notes |
|---|---|---|
| Sinner's Sacrifice | Plays on loop from Sinner's Sacrifice's |
Building Ambience
edit| 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
editShort musical cues that play in response to specific game events.
Match Flow
edit| 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| 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| 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| 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
editTracks 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
editMusic 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
editTracks 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
editTracks 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
editMusic used only during seasonal events.
Winter Events
edit| Track | Audio |
|---|---|
| Main menu | |
| Standard shop | |
| Secret shop |
Retired Music
editThe following music files have been used in past updates, but have since been superseded or retired:
Standard Match
edit| 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
editThe 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| Track | Audio | notes |
|---|---|---|
| Lullaby | Was used as a placeholder track for unreleased Hero Cadence's Lullaby ability. |
References
edit- ↑ 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"
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