
Game intel
Deadlock
Deadlock is an upcoming multiplayer game from Valve in early development.
This caught my attention because Deadlock has always felt like two great ideas stitching themselves together – flashy hero combat and lane-based strategy – and Old Gods, New Blood is the first update that makes the whole thing look, feel and play like a unified game rather than a prototype.
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Publisher|Valve
Release Date|January 23, 2026
Category|Hero shooter / MOBA
Platform|Steam (PC)
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Deadlock’s core combat always delivered: crisp aim, impactful abilities and the tension of lane-based objectives. What held it back was inconsistent presentation and match pacing that made it hard to jump into a 20-30 minute match if you just wanted to warm up or learn a hero. Old Gods, New Blood tackles both problems head-on.
Valve’s redesign of base layouts and the addition of two team Patrons — the Hidden King and the Archmother — give matches an unmistakable focal point. Troopers have been upgraded visually and behaviorally, and the map now offers clearer defensive mechanics and readability. Practically speaking, these changes reduce the “am I supposed to do something here?” moments and make objective fights easier to parse in the heat of combat.

Street Brawl is the single change most likely to grow Deadlock’s player base. The mode strips away farming and long buildouts in favor of best-of-five rounds that last minutes. Matches reset between rounds, everyone can pick three items from a randomized pool, and the level playing field lets newcomers practice directly against experienced players without the long investment. It’s perfect for learning new heroes, experimenting with builds, or squeezing in a session between other things.
Valve is introducing six heroes in a staggered schedule — two per week starting Monday the 26th — and gives players votes (earned through play) to help decide the order. The six teases read like a grab bag of archetypes: Apollo (mobile finesse), Celeste (disruption/performer), Graves (area denial/necromancer), Rem (supportive and tiny), Silver (feral transformation), and Venator (tactical weapons expert). That pacing keeps the game feeling fresh over multiple weeks and builds player-driven hype rather than dumping everything at once.

The UI improvements are practically as important as new heroes. Reactive hero portraits, clearer damage and objective bars, channeled-ability meters, and the option to see neutral camps through walls will cut down on confusion during brawls. The postgame gets an MVP scoring system and better breakdowns, while in-match features — a random select button, custom reticle editor, improved FOV/camera options — make the game friendlier to a wider range of players and playstyles.
Two new items add new interactions: Ballistic Enchantment increases ability range and grants weapon damage on hit, while Recharging Rush ties ability charge recovery to weapon damage dealt. Those pair nicely for builds that mix ranged poke and ability-heavy spikes. Beyond items, expect map tweaks, audio updates, clearer last-hit feedback, smoother ziplines, nested chat wheel, and improved anticheat — the sum of these smaller changes makes the game feel intentionally finished.

My personal take: Valve has stopped treating presentation as an afterthought. The addition of a rapid mode and UI fixes proves Deadlock’s long-term potential. I’m particularly excited to try Silver’s transformation kit, and I want to see how Ballistic Enchantment shifts longer-range ability metas.
Old Gods, New Blood is a pivotal update for Deadlock: a full visual and UI refresh, a fast 4v4 Street Brawl mode for quick play and practice, six new heroes released over several weeks, two new items that open fresh build synergies, and a raft of QoL, audio, and anticheat improvements. If you liked Deadlock’s core combat but were turned off by presentation or match length, this patch is the moment to dive in.
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