Posted on September 30, 2026

Mid-Patch Update - October 15

Hero Changes

Spirit Resistance scaling reduced from 0.12 to 0.1

Now has -7% Base Bullet Resistance

Threadsap
Threadsap

Spirit reduction on enemies now ends when Baba dies

Cooldown increased from 26s to 28s

Duration lasts 35% lessiThis change only affects Street Brawl.

Granny Long Legs
Granny Long Legs

Cooldown increased from 30s to 32s

Repeat light melees while airborne now have diminishing forward momentum

Light melee upward launch reduced (looking up no longer lifts her as high)

Heavy melee ground pound no longer gains horizontal speed when landing on slopes

Baba
Baba's Brew

Barrier scaling reduced from 1.2 to 0.7

Barrier reduced from 100 to 90

Cooldown increased from 25s to 27s (moved to T2)

Health regen increased from 2.5 to 3.25

Base health increased from 680 to 730

Gun - Base bullet damage for uncharged shots from 12 to 15 and charged shots from 44 to 48

Rocket Jumping - Self damage from 6.5% max HP to 5% and is now spirit damage

Chimera Mk1
Chimera Mk1

Cooldown boon scaling increased from -0.25 to -0.45

Heal on hit spirit scaling increased from 1 to 2

Weapon scaling increased from 1.15 to 1.4

Slow effectiveness in air reduced by 15%

Strix Salvo
Strix Salvo

Cooldown from 30s to 25s

Damage spirit scaling from 0.9 to 1.1

T2 increased from "+20 damage / +35 mark damage" to "+30 damage / +45 mark damage"

T3 increased from +0.2 spirit scaling to +0.35

Close The Deal
Close The Deal

1AP increased from +50 to +90

Bonus damage to under half health targets increased from +50% to +75%

Item Changes

Spirit scaling reduced from 0.04 to 0.035

Mid-Patch Update - October 5

General Changes

Fixed bugs that were causing troopers to walk too slowly in lane

Hero Changes

Scrap Grenade
Scrap Grenade

Fixed some bugs with bouncing targeting

Damage increased from 65 to 70

T2 Damage increased from 65 to 70

Rat Swarm
Rat Swarm

Base Cooldown reduced from 28s to 24s

Rule, Ratannia!
Rule, Ratannia!

Cooldown increased from 130 to 160

Damage Reduction reduced from 20% to 15%

Radius reduced from 24m to 20m

Charge Duration reduced from 12s to 10s

Bonus Move speed no longer scales with Spirit

Now falls faster while charging

T1 +1m/s Move Speed to +2m/s Move Speed

T1 No longer gives -20s cooldown (Total cooldown from 110s to 160s)

T2 No longer grants +8s Charge Duration (Total charge duration from 20s to 10s)

T2 Flag Duration reduced from +8s to +5s

T3 Damage Reduction reduced from 15% to 10% (Total Damage Reduction from 35% to 25%)

Base HP Regen reduced from 2 to 1

Gun - Falloff range reduced from 25-61 to 20-60

Gun - Reduced bullet base damage from 17.76 to 16.5

Vexing Bolt
Vexing Bolt

Now does half damage to objectives

Spectral Assistant
Spectral Assistant

Gun falloff range reduced from 25-61 to 20-60

Rabbit Hex
Rabbit Hex

Radius reduced from 6.5m to 6m

T3 reduced from +3m Radius to +2m

Audience Participation
Audience Participation

Copy duration reduced from 12s to 9s

Copied cooldown increased from 40% to 60%

Mid-Patch Update - September 30

General Changes

Added an option to hide player names above the health bar or to change it to hero names

Names above health bar fade out with distance starting at 25m and fully gone at 35m.

Reduced brightness of player names on health bars

Reduced size of Ultimate indicator on health bars

Improved stability of health bar position

Trooper enemy health bars now also change based on your custom enemy color.

Added Enemy Damaged Color for health bar options in accessibility settings (yellow is default)

Added Enemy zipline color option to Custom UI colors

Added minimap ping when the bell sounds

Added the ability to rebind Down Dash

Lowered volumes for UI death notification sounds and respawn music

General Changes

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The Cursed Apple is ever changing, and these streets are nothing like you remember. A massive visual update to the map and neutrals, six new heroes, HUD updates, numerous quality-of-life additions, accessibility options, and more.

Check out everything that's new at: https://www.playdeadlock.com/cityneversleeps

We also wanted to take this opportunity to talk about where we are with the development of the game and what to look forward to in the future. Our team has been incredibly happy and surprised with how passionate and supportive the community has been the past couple of years; every day someone shares something cool they've seen from the community with the rest of the team, and we are thankful for the constant support and useful feedback, despite the game being unfinished. We think building a multiplayer game is very hard and risky, and the best way to minimize that risk to make sure that we are able to have it in players' hands from an early state to help us shape it and tell us what is fun and what isn't. So, we wanted to give you all more insight into what we've been focusing on internally, as part of developing this game with your help and guidance.

After the Old Gods New Blood update, we felt that there was still a good amount of work we wanted to do on the core game itself before we moved onto more polish phases of the game development (like updating older hero artwork). Unlike previous updates where our efforts were more singularly focused on the key parts of that update, this year we've been working on several different things in parallel. A good number of those are things you can see in today's update. Some others are things we've been working on in the last few months alongside this update. This even includes things like progression and hero/hideout customizations, as we feel those are features we want to be able to adjust and significantly change based on feedback before the game is fully released. There are also other things we've been working on recently that are more speculative (as in we aren't 100% sure if they will be released or not based on how playtesting goes, though results so far have been promising) like large item redesigns/additions and alternate game modes that expand the scope of the game.

Then there are other things like Midboss (both the model and the layout to a degree), Guardians and Walkers, which we do consider important but just haven't gotten to yet and will be focusing on for upcoming updates. On the other hand, things like hero remodels were in our heads as something we'd get to later, towards the end of early development, after other core aspects of the game were more fleshed out. That doesn't mean we don't think they are important by any means, just that they are more of a known quantity to us that don't necessarily need to be done earlier than other things. That being said, we will likely be gradually working on them in the near future for inclusion in upcoming updates alongside other work.

We hope you will like this update. Thank you all for your continued support so far during development, and don't forget to Vote!