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Unstable Rift is an Objective in Deadlock.

Overview
When an Unstable Rift spawns, it first appears as an in-world only visual effect on top of a random side lane's bridge. 60 seconds after this effect appears, an announcement is made to all players and the Rift becomes visible on the map. 20 seconds after the announcement, the Rift opens and creates a capture point with a 20m radius around the bridge, indicated by a green circle effect.
The Rift takes 12s to be captured (not counting comeback modifiers). Both teams earn progress as long as they have at least one player in the capture point, but the Rift can only be claimed once there's only one team in the point. The progress rate is the same regardless of how many players per team are in the point. Any players in the rift point are revealed on the Minimap.
A player does not contest the Rift while sent to the Baroness by The Doorman, or while reviving with the Rejuvenator.
Timing
Based on when the initial visual effect appears, Unstable Rifts spawn starting at 11 minutes, and respawn every 7 minutes thereafter. However, this timing is variable by up to one minute, meaning the first Rift can spawn at any time between 10 and 12 minutes, and subsequent Rifts can spawn between 6 and 8 minutes after the previous Rift.[1]
Comeback mechanics
The team that is trailing in souls receives bonuses that scale linearly based on how behind they are, up to a 15% difference in total net worth. These bonuses are (at maximum difference):
- Capture time reduced to 6s (50% shorter) for the trailing team, and increased to 18s (50% longer) for the leading team.
- +35% Bullet, +35% Spirit, and +35% Debuff Resist, provided within a 35m radius.
They also receive bonus rewards if they capture the rift (see below).
Rewards

The rift's base soul bounty is
1482 Souls and increases by
222 Souls per minute of game time. However, unlike other objectives, the rift's bounty starts scaling from 13 minutes, instead of from minute 0.
| Source | Soul Value | Soul Gain (/min) | Notes |
|---|---|---|---|
| 1482 | +222 | Starts scaling at minute 13. Split equally among the team |
When a team wins the rift:
- Rift Troopers will spawn in that lane for the winning team. They are larger and colored black, and don't drop souls when killed. They spawn at a minimum of 5 troopers, every 0.3 seconds.
- On the first rift, they have +100% health and damage compared to normal troopers, as well as 25% Melee Resist, and 30% Spirit Resist. The bonus health and damage increases by +20% (additively) for each consecutive rift, up to 160%, and the bonus spirit resist increases by +5%, up to 45% (the melee resist does not increase).
- All souls are distributed instantly and equally to all team members.
If the rift has been contested for over 50s, a warning shows up. After 60s of being contested, all souls will be released as 13 Soul Orbs to be claimed by either team. The orbs float for several seconds, and if unclaimed, they disappear and the souls are lost.
Comeback reward
If the trailing team wins the rift, they get a soul bonus that scales based on game time and the team's soul deficit. They also get up to +9 Rift Troopers (14 total).
Update history
View the full update history: Unstable Rift/Update history
| Update | Changes |
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Gallery
-
In-world visual effect of unopened Unstable Rift
Commands
citadel_koth_dev_test_spawn - Spawns the rift warning and moves the player to its location
Trivia
- Based on datamined strings, Unstable Rift was originally called Dying Star during development.
- In the June 4, 2026 update, the
Soul Urn was reworked to start a King-of-the-Hill capture point mechanic when delivered. This was later reverted and separated into its own objective on June 30, 2026 as the Unstable Rift.
References
- ↑ data from bug report by Name Herehttps://forums.playdeadlock.com/threads/unstable-rift-not-respawning-on-a-rigid-7-minute-timer.147308/
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