A thriving fan art community is always a sign of a well-established player base. Dead endValve’s secret MOBA hero shooter, is currently full of creations all over social media that cover the three main categories: exciting, cute, and funny. In a way, these are perfect descriptors for the overall feel of the latest six heroes to join the roster, which, alongside a plethora of visual additions and tweaks introduced in last week’s big update, have led to a new momentum that’s worth paying attention to.
The game’s lineup includes the sword-wielding demon Apollo, the unicorn-horned performer Celeste, the weapons-expert priest Venator, a small sleeping creature named Rem, the werewolf bounty hunter Silver and Wednesday-Serious coded necromancers. Each hero brings a distinct presence to the roster, which is now made up of 38 misfits. Valve, however, didn’t add all six of them at once. Instead, they let the community vote on who they want to unlock first, with two heroes released per week starting January 26.
©Valve People actually came to make all kinds of fan art defend their favorites and ask others to vote for them, with votes awarded by winning and participating in matches. In the game, you can place propaganda posters displaying the candidate of your choice, and some people have apparently spent some time a considerable amount of time do it. Considering that the MOBA continues to be available only through invitations from Steam friends and its store page is intentionally non-descriptive, the community enthusiasm creates a commendable contrast.
So what is it Dead end all that? Structurally and spiritually, it is a MOBA. Matches can easily go to hell if your team isn’t coordinated. Buying the right items based on your character’s strengths and weaknesses to make a good build is a fundamental part of the experience. To what extent you cultivate resources (souls in Dead end) in order to unlock and improve your hero’s abilities, you can easily turn the tide. You know, as usual.
Still, the DNA shared with hero shooters is tangible. This is present in how you control characters and how you experience the action on the map. If each has different acrobatics to offer, they are all crossed by the same mechanics, quite distinctive in the genre. You can dodge sideways and in the air, wall run, floor slide, go over ledges, and double jump. The maps themselves are designed with these maneuvers in mind: the latest update introduced vents and crawl spaces, adding yet another layer of mobility. From their design, however, the maps encourage exploration, with plenty of alleyways to navigate and vertical architecture conducive to occasional rooftop combat. Speaking of which, melee attacks are pretty important during combat, and you can even parry (and be parried).
©Valve Jumping into a regular match can be disorienting to say the least, especially without knowing beforehand what to expect from the characters or an idea of what items to obtain. However, last week’s update smartly added a new mode called Street Brawl, similar to ARAM in League of Legends. Essentially, it cuts the average match by 30 minutes by automatically pitting two teams 4v4 in a single row, rather than the usual 6v6 across three rows, making smackdowns immediate and more intimate affairs.
There is also no farming or shopping involved in Street Brawl. Everyone starts each of the best of five rounds with equal resources, so you can access your four abilities from the jump and upgrade them often, and you have three random item sets to choose from before heading into the fray. Essentially, Street Brawl lives up to its name by asking you to focus on the fight. But there’s enough strategy involved to make it a great introduction to the game overall, as you get used to the heroes and cards without having to engage in longer matches where the stakes are higher and everyone is, well, more stressed.
Dead end takes inspiration from many sources, and it’s far from being the first MOBA to experiment with more agile third-person experiences (see Hit And ParagonFor example). At the same time, Dead end exudes style in a way that few other online games have accomplished, with fantasy, occult, and steampunk elements coexisting in harmony in its noir depiction of New York. There are hyphens Vampire: Masquerade Bloodlines And hell boy combined with the courage of a dive bar restroom in Bushwick, Brooklyn.
©Valve Simply countering the often gray and drab aesthetic of some MOBAs and hero shooters – a trap that even Valve itself almost fell into. Neon Primean early development of Dead end with a sci-fi aesthetic that we have seen endlessly – is already a distinctive quality. Yet the aesthetic would be little more than a charming backdrop without the strong cast of characters that bring the world to life.
Let’s take as an example the newly unlocked heroes, who won the majority vote last week. Graves is a student necromancer who uses her mentor’s dismembered hand as her primary weapon, can summon flying skulls, and also create a tombstone that spawns ghouls over time. Rem, on the other hand, is a sleepy little guy who throws his pillow from a distance, commands a group of (even smaller) minions who can collect loot and provide support to allies, and also puts enemies in an area to sleep with his ultimate ability.
Characters are, in essence, the one element that promotes longevity in MOBAs, providing fresh air to already established rosters. But beyond purely mechanical incentives, if they don’t look cool, what’s the point? It’s been obvious for some time that Valve pays great attention to the design of Dead endcharacters, but this latest batch of heroes, along with last year’s that included a punk goat and not one but two vampires, help solidify the art style and, therefore, the identity of Dead end quite.
©Valve There are many distinctive gameplay elements and visual features that define Dead end aside, from ziplines flying over each of a map’s lanes that are used for traversal to how chat text is displayed as speech bubbles beneath each character portrait. Yet, it’s the list of heroes I keep coming back to again and again. Valve is clearly aware of the attention being paid to them, as it continues to add dialogue interactions between the characters (and you, Left for dead?) as well as smaller but still significant details like different portraits when a hero is killing or in critical condition.
It is still early to say if Dead end will become the next big thing. According to Steam Databaseits all-time peak was 171,490 concurrent players, which occurred shortly after the alpha launched in August 2024. According to Steam official maps From the early hours of Friday, it reached a peak of 100,000 concurrent players, which hasn’t happened in a minute. While the numbers are obviously dwarfed by those of its MOBA sibling, it’s not small either, especially since it remains an invite-only affair.
Metrics aside, and regardless of whether the current momentum can last after the remaining four heroes are unlocked, I find joy in this rare phase of Dead end. There’s no store, microtransactions, or battle pass shoved in my face. Ranked matches and leaderboard distribution are also absent, so competitive advantage has yet to influence how players engage with the game. And yes, the game is indeed still a work in progress, as evidenced by the technical glitches that randomly appear. At the heart of it all, though, the latest update’s additions seem to have finally fleshed out the core experience, while cementing the world and ambiance that engulfs it more firmly. What Valve decides to do next is a mystery. For now, I’m content to continue getting to know his gang of misfits, one fight at a time.

























