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DEADBOLTNewsMap Highlight #60
Community

Map Highlight #60

DEADBOLT · published 3 Jul 2020, 01:08 UTC

All newsPlayers around this dateRead on Steam

Hey everyone! Boy, I missed saying that.

Lots of things to recap, lots of maps to review! Alas, writer’s block strikes suddenly and without warning. So, let’s make up for lost time!

You may have noticed the title change – that’s right, these posts are no longer constrained by a weekly schedule! We believe posting on an irregular basis can help avoid future burnout and give us more time to pick truly noteworthy maps. Besides that, the premise stays the same – giving the maps that stand out the proper credit and recognition! Let’s get right to that, shall we?
(oh, and you might want to stick around for something interesting at the end)

King Goose’s “Shakedown at the Docks” can pride itself with being an inspiration for revival of this series. There’s something beautiful about its simplicity as a standard DEADBOLT level: apartment blocks, drugs to burn, and undead to reap. What made it stand out for me though, is that no space feels wasted. You’ll be visiting every room at least once to deal with enemies or ash caches, and the vents, though admittedly a bit over expansive, provide a plethora of opportunities for infiltration and flanking.

The variety also comes from the enemies - relatively close-ranged Sergeants and Succubi are accompanied by Grunts and Nightcrawlers with itchy trigger fingers, forcing you to constantly adapt to different situations and maybe look for better-suiting weapons. When the action stops, all sorts of viscera will end up decorating the walls of this building.

Oh, and there’s also a really neat dock with a boat. How the heck did King Goose add open water without any dock tiles?

There’s beauty in simplicity, and simplicity is one thing this map does exceptionally well.

Play it now!

And since you’ve stuck around till this bit, I bet you’ll be interested in a bit of a community recap? Three months have passed, after all.

The major news is that we’ve got modding now! It’s still at a relatively basic level, but there’s already pretty cool stuff, like fixed crossbow sprites and barebones controller support! The real highlight is the modded level editor, featuring unused objects and more options than ever before. There’s even a particularly interesting level that comes to mind…

For all modding purposes, check out the #modding channel in the community Discord server, with the pinned messages containing mods and other necessary resources!

More from DEADBOLT

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Community18 Mar 2026DEADBOLT 10th Anniversary Community Highlighthi If you’ve missed it, we recently pushed out an update to fix some of the more disruptive issues that had been in the game for a while, you can check out the changelog here . DEADBOLT is 10 years old as of when this is posted! Crazy how time flies. Ten years of shooting undead, obsessing over scraps of lore, proving your level design and artistic chops through many (MANY!) creative works, and…In-game event18 Mar 2026DEADBOLT v1.0.3. Patch NotesBug (& Misc.) Fixes · Fixed being unable to take Steam screenshots. · Fixed a number of typographical errors. · Fixed the volume sliders displaying incorrect values when set to near max. · Fixed Ibzan’s second death cutscene only using the "Poor aim" line. · Fixed Ibzan’s penultimate cutscene never playing. · Fixed Puff and Player (Crossbow) crashing the game when falling. · Fixed Bartenders hi…Community15 Feb 2023DEADBOLT Community Catch-UpHey everyone! …wow, it’s been a while, huh? The last several years have been bonkers, but amid all the chaos, we’ve noticed a rise in DEADBOLT content, whether it be retrospectives, artworks, quality maps, more mentions of the game throughout Hopoo-related spaces, and everything in-between. Figured it’s time to jump on the belated bandwagon, and see what these years have had to offer. Don’t be…