I had the chance to preview Dead as Disco a few weeks ago, and at the time, it left a strong impression. Its stylish presentation, satisfying combat, and standout soundtrack gave it clear potential, even if there were early concerns about repetition and level design.
Now, with the game available in Early Access, that initial impression hasn’t entirely changed—just solidified. Dead as Disco is still bursting with style and personality, but it struggles to evolve beyond its core ideas, leaving the overall experience feeling somewhat uneven.
Style Without Substance



There’s no denying that Dead as Disco excels when it comes to presentation. The Early Access build features four distinct levels, each dripping in neon flair and packed with visual creativity. From grounded settings like subway tracks and roadside brawls to more surreal encounters—like battling atop planetary rings—the game constantly finds ways to surprise aesthetically.
However, while these environments hint at variety, they rarely expand on their ideas. Occasional shifts, such as 2D side-scrolling sections or environmental hazards like trains and cars, feel more like brief novelties than fully realised mechanics. Level transitions can also feel abrupt, often cutting from one encounter to another with little sense of flow.
Boss fights are where the game shines brightest. Each encounter feels suitably grand, featuring multi-phase battles that deliver spectacle and challenge in equal measure. They act as satisfying climaxes to each level, though with all bosses cleared in around an hour or so, they left me wanting more.
Rhythm And Blues
Fortunately, the gameplay itself remains a strong pillar. Combat feels fluid, responsive, and far more refined than in the preview build. There’s a noticeable increase in animation variety and available moves, helping fights feel more dynamic and visually engaging.
Difficulty has also been better balanced. Where it was once easy to chain together effortless combos, enemies now demand more attention, encouraging you to dodge, counter, and engage more actively. The result is combat that feels more rewarding without losing its accessibility.
Progression comes in the form of skill trees unlocked after defeating bosses, though these don’t always add meaningful depth. Aside from the more impactful Fever Skills, many upgrades feel incremental rather than transformative, with simple stat boosts often being the most practical choice.



Music is, of course, at the heart of Dead as Disco, and it’s easily one of its strongest elements. The soundtrack is impressively varied, with different genres subtly shaping how combat feels: Faster tracks lend themselves to rapid, flowing combos, while heavier beats slow things down into more deliberate, hard-hitting encounters.
You can also import your own music, though each track requires a bit of calibration before it feels right in-game. It’s a neat idea in theory, but in practice, it feels more like a novelty. With such a strong built-in soundtrack already doing the heavy lifting, I rarely felt compelled to engage with the feature—especially as manually setting up tracks can be a chore.
While the idea of fighting to your favourite songs is appealing, it doesn’t add enough depth to sustain long-term interest. It’s a fun distraction for a few rounds, and for players who are deeply invested in their music libraries, it may have more staying power, but for me, it quickly highlighted one of the game’s biggest shortcomings…
Play That Beat On Repeat



There’s more to Dead as Disco than its core levels, with additional challenges to tackle and The Encore, a dive bar hub that you can gradually restore over time. On paper, it’s a nice way to extend the experience and give players something to work towards.
In practice, though, it’s far less engaging. Navigating The Encore is awkward thanks to a clunky camera, and while there’s a decent range of collectibles to unlock, earning the required currency, Fans, feels like a slow grind that rarely feels rewarding.
That feeds into my biggest issue with the game: it leans heavily on replayability without offering enough variety to support it. You’re encouraged to run through the same limited content again, either to chase higher scores or simply enjoy the rhythm-based combat. But while that combat is fun, it doesn’t do enough to stand out from the Arkham-style formula it draws from.
After a few hours experimenting with challenges and unlocking a handful of extras, I couldn’t shake the feeling that I’d already seen everything the game had to offer. For me, that wasn’t enough to keep the momentum going—I was ready to stop the record and move on.
Dead As Disco Verdict
Dead as Disco is a game that absolutely nails its first impression. Its neon-soaked style, fluid combat, and standout soundtrack come together to create something that feels fresh and full of personality, especially in short bursts. When everything clicks—chaining combos to the beat while the visuals pulse around you—it’s easy to see the potential.
However, that potential isn’t fully realised in its current Early Access state. A lack of depth in progression, limited content, and a heavy reliance on replayability ultimately hold it back. While the core loop is enjoyable, it doesn’t evolve enough to sustain long-term engagement, making it feel more like a stylish proof of concept than a fully compelling experience.
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Dead As Disco Early Access
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