Dead as Disco preview (Gamescom)

Dead as Disco is the kind of game that makes its pitch clear within seconds: put on some music, step into a neon-soaked world of larger-than-life performers and beat the living daylights out of anyone standing in the way. Brain Jar Games’ rhythm-driven beat ’em up combines free-flowing combat with musical timing, while wrapping it all in a bizarre story about fame, betrayal, death and a band that refuses to stay buried. Having now spent some time with the PC Early Access version, it is already clear that the game’s biggest strength is also its most intriguing question: just how far can this combination of music and combat go?

What we know

Dead as Disco casts players as Charlie Disco, a deceased musician who gets another shot at life under rather unusual circumstances. Ten years after the breakup of his legendary band, Charlie finds himself back in the world just as his former bandmates have become powerful musical Idols. His return coincides with a reunion concert held in memory of the drummer, giving him an opportunity to confront his former friends, discover what happened to him and perhaps settle a few old scores along the way. The story mixes supernatural absurdity with themes surrounding fame, ambition, betrayal and the price of success.

The gameplay revolves around a 3D beat ’em up in which attacks, dodges, counters and special moves are all connected to the music. Players can fight normally, but matching actions to the rhythm improves their effectiveness and contributes to the game’s scoring and special-move systems. Defeating the Idols also opens up additional abilities and upgrades, while the central hub provides opportunities to interact with characters, customise the environment and uncover more of the band’s history.

Music is understandably at the heart of the experience. The game combines its own soundtrack with licensed songs and, perhaps more interestingly, allows players to use music from their own libraries. Infinite Disco provides a more open-ended way to experiment with this system, while custom challenges and different objectives give players reasons to return to tracks they have already played. The game entered Early Access on PC on May 5, 2026, with its eventual scope intended to extend beyond the content currently available.

What we saw

This preview is based on the Early Access PC build after getting hands-on time with Dead as Disco during Gamescom at the Ukiyo booth. Even in this relatively early state, the game’s central idea was immediately apparent: the moment combat and music lock together, the action takes on the feeling of a playable music video. The demo provided a useful look at both the rhythm-based fighting and the game’s deliberately exaggerated visual identity, while also making it clear that this is a project that could benefit from a broader release beyond its current PC home.

What we thought

Dead as Disco immediately grabs attention because it has a very clear identity. The premise of a resurrected musician beating up his former bandmates is already unusual, but Brain Jar Games pushes the concept considerably further with supernatural elements, bizarre characters and a world in which musical genres effectively become part of the game’s visual language. Charlie’s search for the truth behind his death gives the action some narrative motivation, while the relationships with his former bandmates suggest there is more going on than simply working through a series of boss fights. The current Early Access structure means that the story is still only partially revealed, however, and some of its stranger elements can feel difficult to place without the larger context that presumably sits further down the development roadmap.

The combat is where the concept really starts to make sense. At its foundation, Dead as Disco uses familiar free-flow beat ’em up conventions: attack nearby enemies, dodge incoming blows, counter at the right moment and finish off vulnerable opponents. The important difference is that the soundtrack is not merely accompanying the action. Timing attacks to the beat can improve their effectiveness, build resources and make the whole encounter feel more deliberate. Crucially, the game does not demand that every button press lands exactly on the rhythm, making the system considerably more approachable than a traditional rhythm game. There is still room for players to improve their timing, though, and doing so adds another layer of mastery to what could otherwise have been a fairly straightforward brawler.

The controls generally make this system easy to understand, with familiar inputs for attacking, countering, dodging and finishing enemies, while additional abilities expand the possibilities as players progress. The combat feels particularly satisfying when several mechanics come together and a well-timed sequence turns into a flowing combination of strikes, counters and finishers. The main weakness at this stage is not the underlying system but the amount of variety built around it. Enemy types can become repetitive, while some of the longer Idol encounters appear to stretch their ideas further than necessary, particularly when a failed attempt means replaying substantial sections of a battle. That makes the promise of additional skills, enemies and encounters particularly important for the eventual full release.

Visually, Dead as Disco has little interest in being restrained, and that works strongly in its favor. Its neon-heavy presentation, exaggerated character designs and constantly shifting environments give each musical Idol a distinct personality, while the transitions between arenas can make individual encounters feel like elaborate music videos. The soundtrack complements this approach with a surprisingly broad range of styles, moving between different musical identities rather than simply relying on one continuous sound. That variety is one of the game’s biggest strengths, although the current Early Access build still has some rough edges in its presentation. More importantly, the ability to eventually take that visual and musical framework and apply it to players’ own music could give Dead as Disco considerably more longevity than its relatively compact story content would otherwise suggest. I mean – The Prodigy is a near perfect match for a game like this.

There is a strong game underneath the current Early Access limitations. Dead as Disco already has the sort of immediate appeal that makes its concept easy to understand and its combat fun to experiment with, while the range of musical styles gives each encounter a welcome sense of personality. The current lack of content and the unfinished nature of the narrative make it difficult to judge the complete experience yet, but the foundation is compelling. A wider release, particularly on consoles, would also seem like a natural fit for a game built around straightforward, responsive action. For now, Dead as Disco feels less like a finished album and more like a promising first batch of singles: catchy, distinctive and good enough to make players curious about what the full record might sound like.

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