
Deadlock
Got a phone and WiFi? That's two connections. PingAim pins Deadlock to one of them while everything else (stream, browser, family WiFi) stays on the other. Steam Datagram Relay already handles the WAN path to Valve's matchmakers in supported regions — PingAim's value here is interface separation, useful when your ISP's first hop to the SDR relay is the jittery part.
Does PingAim Help in Deadlock?
More about VAChow it works · what it blocks · known conflicts
VAC (Valve Anti-Cheat) is active in Deadlock. Anti-cheat was first added in the September 26, 2024 update. The initial version was described as conservative — detected cheaters can be instantly banned or transformed into a frog for the remainder of the match before a ban. Valve has committed to improving the system ('very high priority'). As of late 2025, a substantial anti-cheat update was deployed. Valve has historically avoided kernel-level anti-cheat and no kernel-level component has been confirmed for Deadlock as of March 2026.
VPN and network optimizers
Third-party network optimizers (LagoFast, GearUP Booster, GPN, WTFast) officially support Deadlock and are widely used without bans. VPNs are also in use. Valve's anti-cheat targets game client modifications, not network routing tools. SDR's own relay architecture is philosophically consistent with network optimization.
- Anti-cheatVAC
- ProtocolUDP
- Tick rate64 HZ
- ConnectionDedicated
- HostingValve (own infrastructure + SD…
- EngineSource 2
- NATModerate
- LauncherSteam
- SDRSteam Datagram Relay
- Install size30 GB
Why ping matters in Deadlock
Deadlock combines MOBA strategy with third-person shooting mechanics, making it significantly more latency-sensitive than a pure MOBA like Dota 2. Shooting accuracy requires precise aim registration — at 80ms+ ping (per Henderson & Bhatti 2003 FPS QoE study, sub-100ms is the threshold where competitive FPS players reliably perceive degradation), bullet hits start feeling 'off' due to lag compensation limits. Parrying (blocking enemy melee attacks) has a tight timing window (~100-200ms per Raaen 2014 action-game tolerance study) that becomes unreliable at high ping. Ability combos between heroes and rapid-fire decision-making in 6v6 fights are both impacted. Jitter (ping variation) is especially damaging for the shooter elements — inconsistent hitbox registration is the top community complaint. The recommended max ping for competitive play is around 80ms (community consensus, gearupbooster.com/blog/best-ping-for-deadlock.html).
About Deadlockbackground, studio, esports scene
Deadlock is a 6v6 third-person hero-based MOBA-shooter in invite-only early access developed by Valve Corporation. Known internally as 'Project 8' or 'Citadel', the game blends hero abilities and team strategy from the MOBA genre with third-person shooting mechanics. Two teams of six players compete on a multi-lane map, earning souls to upgrade abilities and items, and working to destroy the opposing team's Patron — a large objective inside the enemy base.
The game runs on Valve's Source 2 engine and uses Steam Datagram Relay (SDR), the same proprietary relay network used in CS2 and Dota 2, which routes all traffic through Valve's global backbone and never exposes game server IPs to clients.
As of 2026, Deadlock is still in active development and receives frequent updates. Notable milestones include a 3-lane map rework in February 2025, a full visual overhaul in August 2025, and the Old Gods New Blood update in January 2026 adding new heroes. The game is currently playable only via invite from Valve or existing players.
- Studio
- Valve Corporation
- Platforms
- Windows
- Engine
- Source 2
PingAim detects Deadlock automatically
No manual config. PingAim identifies Deadlock by process name and routes it through your fastest connection using a kernel-level WFP driver.
When does PingAim help — and when doesn't it?
PingAim helps when...
- You have a phone with 5G/LTE — tether via USB for a dedicated gaming connection
- You have both WiFi and Ethernet — route Deadlock through the faster one
- You stream or record while playing — separate Deadlock and OBS traffic across connections
- Your WiFi is congested at peak hours — bypass it by routing game traffic over 5G tethering
- You have two ISPs or a dual-WAN router
- Windows picks the wrong interface for Deadlock and you want explicit control
- SDR relay hop is fast but the ISP segment to that relay causes jitter during ability parry windows
Won't help when...
- You only have one network connection with no way to add a second
- Your only connection is already fast and stable (under 20ms, no jitter)
- The lag is server-side — Valve SDR or game server overload
- FPS drops or game performance issues (not network related)
- Game is in early access — server-side bugs can cause lag unrelated to network routing
Recent Updates
Community & Official Resources
Where players talk and where the publisher posts updates.


