Major: City Never Sleeps

Mechanic

City Never Sleeps

The Cursed Apple gets a major map and Haunt makeover, a temporary Corrupted-item merchant, six upcoming heroes, and extensive HUD, communication, accessibility, settings, and testing-tool updates.
Official release: September 29, 2026. These notes summarize Valve's [City Never Sleeps article]https://www.playdeadlock.com/cityneversleeps and its Additional Update Notes, together with the [Steam announcement]https://store.steampowered.com/news/app/1422450/view/694273194214819790.

Map and Districts

  • The city receives a major visual overhaul, with refreshed main streets, back alleys, and side routes.
  • The visitor's guide highlights Uptown, Times Square, Downtown, Umbria University, Central Park, the Brownstones, Stock Exchange, Seaport Dock, and Old Fairfax Factories.
  • Four off-lane Districts offer distinct spaces to explore: Theater, Chinatown, Haunted Lot, and Plaza.
  • Minimap labels now identify Lanes and Districts. Veils receive new rendering and VFX.
Illustrations: Valve's official update article. These are visitor-guide images, not calibrated match overlays.

Sunken Plaza and Steam Vents

  • The Sunken Plaza is a high-risk reward area beneath Plaza District; descending into it reduces outside-world sound and stamina.
  • Steam Vents provide invisibility and a small amount of regeneration while standing on them.
  • Healing Snacks hidden around the map let observant players recover health.

Objective and Haunt Timers

  • Nearby in-world timers show Haunt-camp and Midboss returns.
  • The Topbar adds a Midboss respawn timer.
  • These are new timer displays; Valve's article does not specify a universal first-spawn time or a complete camp schedule.

Combat and Objectives

  • Ability and item use begins immediately when the button is pressed, rather than waiting for the next activation window.
  • Successfully parrying an objective no longer resets the Parry cooldown.
  • The Parry cooldown is displayed near the reticle.
  • Walkers stop firing their fireballs after dying.
  • Walker attack and stomp ranges use dynamic indicators that appear as players approach, replacing permanent ground displays.
  • Sinners Sacrifice has variable timings for earning the bonus.
  • New hit-registration effects and cleaner self-barrier visuals improve combat readability.

Health Bars and HUD

  • New health bars display player names, available Rejuvenator use, ultimate readiness, current health, stamina, and critical-health status.
  • Haunt health bars communicate soul value and relative difficulty; objectives also receive updated health bars.
  • Improved ally indicators make teammates easier to locate at a distance.
  • Investment displays better communicate relative investment and breakpoints; stat, buff, and debuff displays clarify changing combat power.
  • Shop stats preview the effects of purchases. Status buildup, effect durations, and targeting UI are easier to read.
  • The Event Feed identifies the killing-blow item or ability, full target bounty and personal reward share, and Soul Bags.
  • Damage-number settings include cumulative damage totals and other display options.

Shop and Build Tools

  • The shop keeps the Kill Feed and incoming chat visible and lets players bring up the Scoreboard while shopping.
  • Popular Items uses live player data to highlight frequently purchased items for the selected hero; tooltips show purchase frequency and typical game phase.
  • Item Filters can combine desired stats and modifiers.
  • Search, keyboard focus, scrolling, navigation, and shop settings are improved. Keys 1–6 switch shop tabs by default.
  • The Build Browser receives better previews, build copy/paste, instant category resizing, fixes, and other quality-of-life improvements.
  • Item art is updated.

Pings and Team Communication

  • Cursor hints identify pingable UI elements. Minimap and Topbar wheels offer expanded callouts.
  • Ability pings convey dynamic cooldown information, and a typing indicator shows when players are composing messages.
  • New ping targets include Troopers, Haunts, Ziplines, Rift, Bridge Buffs, and the Shop.
  • Shop-item pings communicate purchase intent or ownership.
  • Enemy pings relay critical health, death state, and imminent respawns. Clustered minimap enemy pings report the number of enemies present.
  • More than 15,000 ping lines are new or updated.

Upcoming Heroes and Voting

  • Six heroes are announced for the upcoming release sequence: Baba, Deadman Danny, Nurse Harrow, Rat King, Solomon, and Violet. They are upcoming, not six immediately playable additions.
  • Voting moves to the new Pregame lobby. The winning team's votes count double, and the first win of the day also grants double votes.
  • The first hero release is announced for October 2. Subsequent releases are scheduled for Tuesdays and Fridays at 2:00pm Pacific Time, two heroes per week.
  • Priority tokens become earnable through play starting with the first hero release. Campaign posters let players show their preferred candidate.

Voice, Audio, and Animation

  • Pregame conversations between new and existing heroes increase from more than 700 to 1,500; more than 10,000 non-ping voice lines are added.
  • A dialogue player lets players browse Hero and Patron voice lines.
  • Hero Light and Heavy Melee attacks receive new SFX, alongside other new or improved sounds and death, respawn, and killstreak music.
  • New footsteps are added for Billy, Mina, Drifter, Silver, Victor, Venator, Apollo, Graves, Celeste, Doorman, Paige, and Rem.
  • Older heroes receive animation updates, Hideout points-of-interest reactions, and VO response-rule fixes.
  • Downward drop shadows replace sunlight-direction shadows, improving performance and character tracking.

Accessibility

  • Dedicated settings cover visuals, audio, and controls, including enemy UI colors and customizable dialogue subtitles.
  • Auto Move starts with a double-tap of Move Forward; pressing Move Forward or Move Back stops it.
  • Auto Mantle works when moving forward or backward into ledges without pressing Jump.
  • Auto Fire allows continuous shooting without holding Fire; pressing Fire stops or resumes it.
  • Camera-shake reduction and reticle fill/border customization are added.

Reporting and Postgame

  • Players receive notification when action is taken against someone they reported.
  • A player reported and found to be abusing communications during a match is muted for the rest of that match and receives a 30-day communications ban.
  • A postgame commends counter allows players to commend others back by clicking their hero.
  • A postgame graph tracks collected permanent buffs; pickups also show their type above the hero in-world.

Sandbox and Explore NYC

  • Record, replay, loop, and share bot action sequences. Bots spawn facing the player.
  • Combat logs break down damage events, damage types, and applied buffs/debuffs.
  • Movement graphs track speed and crowd-control effects and support route testing.
  • The DPS display records DPS and total damage; combat ends three seconds after the last hit, with results remaining until damage is dealt again.
  • Tools support build comparisons, hero-state controls, map-spawn toggles, permanent buffs, camera lock, hiding UI/health bars, and detailed item-type information.
  • Fine-tune target dummies, force-spawn objectives and other map entities, heal or kill a target under the cursor, and command bot actions on a loop.
  • Bind testing actions such as no-clip to hotkeys. An ignore-player/speed-boost mode helps uninterrupted map navigation.
  • The testing layout is reorganized and its options gain tooltips. Free shopping, menu pinning, and an unlocked cursor are available.
  • Falloff guides show where weapon damage starts and finishes falling off and how much is lost at range.
  • First crate and neutral spawns in Sandbox and Explore NYC occur at 5 seconds instead of 30; this does not describe normal-match first spawns.
  • The Sandbox map includes the new objectives.

Settings and Spectating

  • A keybind map shows assigned and free keys/buttons; bindings can also be assigned by selecting a key. Previously non-bindable actions and more scroll-wheel bindings are supported.
  • Share reticle/keybind setups as codes, preview a code before applying it, and undo applied changes. Reticles also have a dedicated single-reticle share code.
  • Per-hero settings are easier to identify by holding TAB, and a Hero Selector makes comparison and adjustment easier.
  • Reticle previews react to firing, zoom, accuracy, and abilities. Cursor size can be customized.
  • Keyboard-layout recognition and Japanese, Chinese, and Korean IME support improve input. Audio-device changes update immediately in settings.
  • Settings remember the last location, more settings support cloud saves and separate users on one PC, and changed values show default indicators and individual reset controls.
  • Global resets can target all settings or selected groups. New-option markers, default-value slider pips, instant video previews, and improved color pickers are added.
  • Spectator/replay hotkeys switch heroes; free cameras work while a replay is paused. Player-view toggling, camera position/pivot/FOV overrides, and adjustable fade opacity/distance are available.
  • Health-number options cover self, enemies, and damaged allies; cumulative-damage display is customizable.
  • Custom lobbies support eight spectators. Hideout camera options and keybinds allow a wider view.
  • Patron spectating gains a new point of view; live-match minimap views for Hidden King, Archmother, and Target correctly show heroes and objectives.
  • A HUD inset option is added for 21:9 displays.

Engine, Performance, and Localization

  • Engine code is updated to the latest Source 2 version, with anti-cheat, network prediction, rendering, and audio performance improvements.
  • Trooper behavior, animations, and performance are improved.
  • Localization is expanded, including Japanese kinsoku shori line breaks and localized Korean hero logos.
  • Modifier-key chords and secondary-keybind modifier requirements are fixed.

Economy

The Broker and Corrupted Items

  • The Broker is a temporary merchant offering Corrupted versions of high-tier items.
  • His first shipment arrives around 30 minutes, with a variable exact arrival time. Additional Corrupted Items can be collected on average every 15 minutes afterward; these are approximate availability windows, not a guaranteed reroll schedule.
  • Corrupted items receive negative attributes from a predefined pool. Positive and negative values have some variability, but each item's attributes are the same for all players in that match.
  • His stock is limited, and the announcement says he leaves when the first new hero arrives. No permanent availability or simulated rolls are implied.
The Broker's shop, illustrated in Valve's official City Never Sleeps article

Map Rewards

  • Tough Crates require Heavy Melee to open and award extra souls.
  • Buff Containers replace the presentation of golden statues and add Spirit Resist, Bullet Resist, Ability Range, and Move Speed to the permanent-bonus pool.
  • The Chinatown Bell Tower is a concentrated soul-reward hotspot; collecting its rewards rings the bell audibly across the map.

NPC

Haunts

  • Familiar neutral enemies are replaced by new creatures with distinct behaviors.
  • The update introduces Specimen, Past Dues, Gutter Ghouls, Barrel Mimics, Stage Hands, Festival Spirit, Crabbage Pots, Shrooms, and Underhands.
  • The official article presents their locations and themes; it does not provide a complete numeric ability or spawn-timing specification.

Street Brawl

  • Players receive a Corrupted item after Round 5's item draft.
  • Additional Street Brawl bugs are fixed.

Sinclair

  • Numerous Sinclair bugs are fixed.

The Doorman

  • Doorman bugs and abuse cases are addressed.

Yamato

@[Flying Strike]

  • Path creation is fixed against targets solid to the player, including turrets, shrines, and objectives. The source names this Flying Strike; current game data calls the signature ability Flying Slash.

Graves

  • Graves' gun can now destroy Venator's traps.

Development Outlook

Valve says core-game work remains the priority. Progression and hero/Hideout customization are in development; larger item redesigns and alternate game modes are being explored and may not ship. Midboss, Guardian, and Walker work remains planned, while older-hero remodels are expected gradually. These are development intentions, not features released by this patch.