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Holy hell—Deadlock's new map looks absolutely beautiful

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Deadlock players are eating just about better than anyone else right now, as Valve has finally dropped the huge update we'd been promised and oh boy, it's a doozy.

City Never Sleeps has brought six new characters who are waiting to be unlocked by community vote, a bunch of UI reworks, more voicelines, and a sweeping visual update to the map. The bases of the Hidden King and Arch Mother are unchanged (00:13) but they're still very cool nevertheless. The real fun, however, lies outside, within the three reworked lanes and four new districts.

Here's a look at the new locations.

Deadlock map update York screenshots
Valve
Deadlock map update York screenshots
Valve
Deadlock map update York screenshots
Valve
Deadlock map update York screenshots
Valve
Deadlock map update York screenshots
Valve
Deadlock map update York screenshots
Valve

First up we have York. This may seem pretty familiar as it's kept the industrial vibes of the last map iteration, but it's been polished with vast open spaces, while keeping the griminess so core to Deadlock. It even has the New York Stock Exchange towards the Archmother's base, so if you're feeling particularly evil, head on over there.

Deadlock map update Broadway screenshots
Valve
Deadlock map update Broadway screenshots
Valve

Then we have Broadway, the central lane which has had a massive facelift, now being the busiest hub of the map complete with a highway, neon signs, and towering skyscrapers. There are even steam vents which can hide and heal you for a short while. This was the first thing I saw when coming into the updated map, and it sure did surprise me in the best way possible, never did I think this map could look this cool.

Deadlock map update Greenwich screenshots
Valve
Deadlock map update Greenwich screenshots
Valve
Deadlock map update Greenwich screenshots
Valve
Deadlock map update Greenwich screenshots
Valve
Deadlock map update Greenwich screenshots
Valve

Finally we've got Greenwich, my personal favourite. This lane is the prettiest with its earthy witchy vibes, complete with a massive overhanging tree in the centre lane, which you can climb atop for a better view of your enemy or to just admire your surroundings (I will just be admiring my surroundings).

But the best part of the map is no longer on the lanes, it lies between them inside the four districts. Here's the Theatre, Chinatown, Haunted Lot, and Plaza lie in all their glory, and with all their updated Haunts:

Deadlock map update district screenshots
Valve
Deadlock map update district screenshots
Valve
Deadlock map update district screenshots
Valve
Deadlock map update district screenshots
Valve
Deadlock map update district screenshots
Valve
Deadlock map update district screenshots
Valve
Deadlock map update district screenshots
Valve
Deadlock map update district screenshots
Valve
Deadlock map update district screenshots
Valve
Deadlock map update district screenshots
Valve

I'm a sucker for a pretty map and this Deadlock update did not disappoint—it just keeps getting better.

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Jagmas
50 minutes ago
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Round Rock, Texas
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Icy Veins breaks down the World of Warcraft Forever items that are still hidden from player view

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The opening of the beta for World of Warcraft Forever naturally meant that dataminers turned their attention in full upon the game, but there’s a lot that is very deliberately being hidden from dataminers at this point. Icy Veins has a whole breakdown of what’s still hidden, but here’s a top-level number to understand: about 40% […]
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"My god this new lighting is lifeless" - The Witcher 3 Remastered Edition divides players for a few key reasons

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Yesterday's free Witcher 3: Wild Hunt - Remastered upgrade might have propelled the old role-playing game to new heights, in terms of player popularity, but not everyone is happy with what's changed. A particular point of contention concerns the game's new lighting changes, which some people think has made The Witcher 3 too bright and washed out - though this is not the only issue.

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Jagmas
51 minutes ago
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Round Rock, Texas
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Tinker, Bard, Illusionist - Blizzard seemingly surveying World of Warcraft: Forever players about never-before-seen classes to add to the game

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World of Warcraft: Forever players claim to have been sent a survey asking whether they'd be interested in a variety of new classes for the upcoming MMO - and some of them are very interesting.

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Jagmas
1 hour ago
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Arc Raiders' executive producer explains how he 'wasn't completely prepared for how hard' a live service game would be and warns against the dangers of burnout

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I have a lot of fond memories about Arc Raiders' release. The world was beautiful, terrifying, and expansive. It provided some of the best community interactions I've had in a game to date, and it was just a refreshingly good time to share with friends. But that didn't last as long as I and many others would have hoped, with executive producer Aleksander Grøndal admitting that Embark overestimated its capacity for work.

"Transitioning to live service is going to be fucking hard. Everyone said that to me. I've even said that to other people. I was mentally prepared for it to be hard—but I wasn't completely prepared for how hard it was," Grøndal says in an interview with Game Developer. "When you build a game up until launch, you build and you test and you build and you test and you fix things and measure results. So the way that we've been building video games was based on that idea—but now the demands of the players are really high, we feel like we really can't go much faster."

A raider checking traps by the seaside.

(Image credit: Embark Studios)

Arc Raiders is sadly a very good example of suffering from success. Sure, the devs had an inkling of how big this game could get, but I don't think anyone could've predicted the heights Arc Raiders would reach. Embark also made no secret of the fact that it simply wasn't as big or well-equipped as other live-service competitors like Activision Blizzard or Riot, but the team still tried to keep up the pace that was expected of them.

This is a recipe for disaster, with Grøndal explaining how "the team [was] super tired" but that they still tried to put "out content as fast as we can but it's not enough, and perhaps it wasn't necessarily interesting enough as well." Trying to keep pace with players that were completing events, sussing out arcs, and exploring maps faster than Embark could add them led to a very long and very stale period, which then saw a huge drop-off in players.

"I'm proud of what we achieved during the first four months of this year," Grøndal adds. "But at the same time, I think we have to be honest at looking at some of the impacts of that. We didn't have the time. You also have a lot of the cost of just maintaining the game—implementing bug fixes, exploits, and other constraints. We were constantly overshooting our capacity and so it was hard to plan when there's so much to do. There's a lot of maintenance and cleanup [that takes up so much of your time]."

Arc Raiders Arc Flex Rubber: A Queen enemy walking on a rocky ledge.

(Image credit: Embark)

It didn't just have a negative impact on the game, as the devs also began to feel the pains of overextending. "The team were super unhappy. To be fair, they were running really hard milestones and that wasn't fun and challenging, so we had to do something. The players were also complaining and I don't think the consistency was high enough."

Being burned out feels super shitty to be honest. It's terrible. I don't recommend it to anyone.

Aleksander Grøndal, executive producer

The cycle only stopped when the team asked themselves "why are we doing this?" and re-evaluated their long-term plan for Arc Raiders. "Everything pointed towards the fact that we were doing it better before shipping, so we need to play to our strengths [...] and what we produce will be better, more interesting, and higher-quality across the board. It also gives us time to work things out instead of just shipping, shipping, shipping. We can actually iterate."

Grøndal also stresses that they needed to put an end to the ongoing burnout. "It's super important [to protect people]," he says. "I can tell you a personal story. I was burned out. We'd just shipped a Battlefield game [when I was at EA] and I kept pushing so hard that I had to take a break for five months and go on sick leave because I was completely broken. We talk about burnout and it's obviously bad, but being burned out feels super shitty to be honest. It's terrible. I don't recommend it to anyone. Also, it means we lose good people who might be out [of work] for a very long time."

There's always going to be more to do in a live service game like Arc Raiders. And while there are some very serious reworks needed and problems to address—like its anticheat—I'd never want anyone to prioritise content over their health. It's just a game, after all, and more often than not well-rested and happy people create better things. It may take longer to get new content, but a more relaxed and committed approach to Arc Raiders will make for a better game in the longrun—we're already seeing the fruits of that tack with Frozen Trail.

"It's very important for us to create a framework that allows us to be creative while having a good work-life balance," Grøndal adds. "If we think long-term about this product—not just in small increments but big-picture stuff—we need all of these great people. Those are the people who built Arc Raiders in the first place." I couldn't agree more.

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together



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Jagmas
1 hour ago
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Round Rock, Texas
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Steam is swapping its curated discounts section for a more personal touch, and it could be "a big win" for indies

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Valve has announced big changes coming to the way Steam presents sales to you, and it might be good news for finding your next favorite game. The storefront is dropping its more curated range of midweek, weekend, and daily deals in "early 2027" and replacing it with more "dynamic and personalized recommendations." While such trends [...]



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Round Rock, Texas
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