

Deadlock’s latest major update, Old Gods New Blood, has been out for about a week now. We’ve had two of the six new heroes released, and today I want to talk about why I think this patch is the most important and significant that Deadlock has ever had.
This update isn’t just a content drop. It feels like a major turning point for Deadlock’s development, and the specific elements included in this patch signal a lot about what might be next for the game.
The use of the playdeadlock.com URL to post this update is one of the biggest signals to me. It might feel insignificant to some, but the first use of playdeadlock.com feels like a nod to the broader community and a teaser for what’s coming.
It’s almost like a teaser trailer to post the update on a public URL and have players still not be able to play the game publicly. That contrast is interesting, and it makes this patch feel like it’s being framed for something bigger.
The map updates are another huge component. I’ve talked a lot about these updates previously because this was something that had been communicated to me as the game’s final art pass.
And what we got absolutely blows my mind. I was shown a few images of the map, but the actual patch was seismically bigger than what I expected. We didn’t just get minor touch-ups, we got major interiors, exteriors, lighting, and a huge step forward in identity.
Even with how impressive the map is now, there are still gray areas across the map and assets that haven’t been updated. And there are still neutral objectives that could be updated later. We got new troopers, but we didn’t get new jungle camps or a new mid boss. That could easily be because devs still want to make significant changes to how those things function.
Of course, the new Heroes matter too. Getting six new heroes in a patch is already huge, but it’s even wilder when you zoom out and realize Deadlock has added 12 new Heroes in the last five months.
That pace is unbelievable. Releasing new Heroes in a hero-based game is always a huge step, and Deadlock is doing it faster than almost any comparison title.
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But here’s the key point: I actually don’t think Deadlock needs a ton more Heroes after this. After these six are fully released, the roster should be big enough for launch without being overwhelming for new players. At that point, Deadlock will have basically every archetype covered: tanks, supports, DPS, catch heroes, and more.
When you combine everything in this update—new UI, quality of life changes, a new 4v4 Street Brawl mode, massive map updates, and six heroes—you get what I’d argue is Deadlock’s most complete and significant update so far.
And it’s increasingly hard to even theorize what Deadlock needs next, because this update feels like version one of Deadlock in its final state. This feels like Deadlock 1.0.
The game has taken such a clear artistic direction forward, and there’s such a clear identity now that it really doesn’t feel like developers are going back on this.
I’ve heard rumors for a while now that Deadlock is priming for an open beta release. I’ve been wrong about the date many times, so I’m not trying to spread misinformation. But it does feel like early 2026 makes sense, especially once all six heroes are released.
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If Valve wants to finalize everything before open beta, it could take longer. But if Valve wants to continue developing the game alongside its community, then an open beta could come sooner rather than later.
Matchmaking still needs polish. There’s no draft system yet. There’s no true separation between ranked and unranked play in the standard mode. And there’s still not enough expression on how to queue for the game right now.
Street Brawl is a massive step in the right direction, and this patch as a whole feels like Deadlock is absolutely primed for a Q1 or Q2 open beta release.
At the end of the day, that’s just my guess. But this update feels like proof in the pudding that Deadlock is moving fast—and moving toward something big.
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