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Dev Diary #1: Combat in Dead as Disco

Dev Diary: Combat in Dead as Disco
How we turned rhythm into a fight and made every punch hit to the beat.


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[h2]Setting the Stage[/h2]
When we first started designing Dead as Disco, one idea drove everything: we wanted players to feel like they were in the middle of an action-packed, music-synced fight scene straight out of a movie.
That “flow” moment where every hit lands on the beat, every dodge feels like a dance move, and every finish feels perfectly timed became the soul of our combat system.
So, in this Dev Diary, we’re diving into what makes Dead as Disco’s combat tick: the inspirations that shaped it, how we blended rhythm and action, what we learned from playtesting, and where we’re taking it next.

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[h2]1️⃣ The Philosophy Behind Combat[/h2]
Inspirations we drew from

Right from the start, we knew we needed to deliver on the fantasy of playing a music-synced action sequence from a movie. So our range of inspiration is actually quite large: from Cowboy Bebop and Scott Pilgrim, to John Wick and Baby Driver, over to martial arts action movies.
From a games standpoint, freeflow combat serves as the foundation of our inspiration, but we absolutely take cues from fighting games and traditional rhythm games.
What’s important is that the world and combat of Dead as Disco is ultimately its own. As important as the inspiration is, what we chose to leave out and modify is really what makes the game shine. We wanted anyone to be able to pick up the game and feel like a music-matched badass in just a few minutes.

Making combat feel like dancing: rhythm meets reaction
Charlie’s style is intentionally a combination of many martial arts, as well as dance moves. A large part of dance is improvisation which, amusingly, fits perfectly with a fight where a player controls the action.
To build Charlie’s kit, we experiment with a variety of moves to see what sticks. Then we introduce variety so that it doesn’t get too repetitive. One vital part is that everything has to feel snappy — Charlie literally doesn’t want to miss a beat.

Balancing style, rhythm, and impact
With both dancing and fighting, if you are sloppy and not hitting your marks, it all falls apart. Strong poses, quick movements, and timing are hallmarks of both fighting and many styles of dance.
So in achieving one, we actually can achieve both. There’s a reason that fight scenes and dance scenes both have choreographers — and in Dead as Disco, that choreographer is you!



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[h2]2️⃣ Building a Combat System That Works With the Music[/h2]
How the beat detection and tempo syncing work
We set a core principle from the get go - “The game needs to play to the music and not the other way around”. The general idea is that we stretch and contract the animations all the time so that the important part of those animations (such as the punch impact) lands somewhere important in the music (such as a beat). The wording I used here is deliberate because our tooling allows us to sync any part of any animation to any part of a song. We use this tech to create special moments and always ensure Charlie is doing something awesome that works with the music

Why we wanted players to “feel” the rhythm.
One difficult part of traditional rhythm games is it requires a lot of mental load from the player. They need to be able to feel the rhythm themselves, and are punished each time they stray from it.
With Dead as Disco, instead of punishing the player for being off rhythm, we help the player find it by aligning everything to the music. Players that are in the flow get rewarded for good timing, and bad players aren’t punished but through the sound and actions can get a better feel for the song over time.
Button mashing is ok! And we feel that’s a starting point for a lot of players to have fun and they’ll improve over time.

How music directly affects attacks, timing, and player flow
Music is the foundation of everything we do. The BPM of the song is the starting point, but it’s not enough to just punch to the beat.
We make sure to mark up songs to highlight special moments like drumrolls so that Charlie can really style on his opponents. This markup says when Charlie’s hits should land and ensures that every action aligns with the song.



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[h2]3️⃣ Iterating Through Playtests and Feedback[/h2]
What we learned from Closed Playtests
I cannot stress how important feedback is to us. As an example, we made some changes a few playtests ago that slowed combat a bit and made certain actions (like whiffing a counter) restrict new inputs for a period of time.
It was something we wanted to try — but we quickly saw feedback that players didn’t feel as in sync with the music anymore. It also affected different skill levels of players differently.
We listened to that feedback, made some adjustments, and were excited to see feedback in recent playtests that folks were in the groove again.
We also use playtests to see what players want more or less of, what songs they are playing most, how they engage with the leaderboards, etc.

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[h2]4️⃣ What’s Next for Combat[/h2]
Evolving Combat and Progression
Progression and skill trees are coming! For playtests and demos, Charlie’s been jamming with a somewhat mid-level progression of his kit. For the final game, Charlie will return from the dead with his base kit and will have to re-learn many of his abilities, as well as learn some new tricks from his former bandmates.

It’s important to call out that Charlie is always awesome - so even his base kit will ensure you can thrash enemies with rhythm and style - and then you go up from there.

Fever Rush is Charlie’s signature ability and he’ll be able to earn a new unique signature ability from each Idol he defeats. Defeating an Idol also unlocks their associated skill tree, which will provide improvements from increased health, to modifiers to existing abilities, to new moves.

We’ve been playing internally and having a blast trying out different builds and seeing what skills and abilities harmonize well together. Gaining and utilizing the powers of the Idols truly makes Charlie a force to be reckoned with. It’s still early in development, but we are excited to eventually give folks hands-on with this in a playtest.



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At the heart of Dead as Disco, every swing, dodge, and combo is a chance to feel the rhythm, not just follow it. The combat system is our way of letting players move with the music, turning every fight into choreography that’s uniquely their own.
We’ve still got a lot of fine-tuning ahead, and we can’t wait for you to see how combat evolves as we continue to build and test with our community. Thanks for dancing through this Dev Diary with us, and for every bit of feedback that helps us make the groove tighter.

Next time, we’ll turn up the volume and dive into the music of Dead as Disco, how we craft tracks that make you feel the fight, and how every beat drives the soul of the game.

Stay tuned! The Dead as Disco Team

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October Demo Update - Advanced Music Editor, Halloween & More!

October Demo Update - Advanced Music Editor, Halloween & More!
Hey Disco Crew,


It’s time for a little terror on the dance floor! The October demo update introduces advanced music editing tools, a spooky new infinite disco arena, new dance emotes and a goodie bag full of quality of life fixes.

We can’t wait to see what tricks you Mad Scientists cook up using these new treats! Got something especially creepy? Post it to the #fright-night-jam channel on our Discord, and you could win a Dead as Disco Goodie bag of your very own!
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Halloween Updates

Spooky season is here, and we have some new treats in store for you!

• Added a Halloween themed Infinite Disco Arena
• Triggering a dance move will now randomly select a dance move to play
• Added new dance moves including a few surprises that are real “Thrillers”
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Advanced Music Editor

The Advanced Music Editor is now live! This tool gives finer control and visual editing for BPM, Beat Offset, and Start/End times. Please note! This is just the first version of the Advanced Editor. More features are coming, but we wanted to get this into your hands to hear feedback!

[h2]Accessing the Advanced Music Editor[/h2]
To access the Advanced Editor, Add My Music (or Edit an existing custom song) and select “Advanced Editor”.

[h2]Advanced Music Editor Features[/h2]

• Advanced Editor controls will work with both controller & mouse+keyboard.
• The waveform visualizer will show both the music waveform as well as pink lines that represent the “Beats” that gameplay is mapped to.
• Adjusting the BPM can be done by manually typing in the text box at the top, or using the “Adjust Tempo” keybinding.
• Zoom level affects how much the tempo adjusts with the keybinding, so zoom in for minor adjustments and zoom out for major ones.
• If the BPM is correct, but the beats are off, you can easily adjust the beat offset with the “Adjust Beat Offset” keybinding.
• The start and end points of the song can be trimmed by dragging the bars with white tabs at the top - found at the start and end of the song.
• The “Metronome” toggle will play a beeping sound on each beat so you can hear it along with the music to make sure everything lines up correctly.
• “Calibrate” allows you to tap to the music to set the BPM and offset that way. It’s worth noting that calibration will often get you close, but we suggest using the other tools to verify everything lines up correctly.

[h2]Additional Bug Fixes[/h2]
• Bug fix: When playing My Music on loop, there will be no stutter in-between loops.
• Bug fix: Artist name is now correctly displayed in My Music Editor.
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Combat Updates

Combat changes in this patch are focused on bug fixes and quality of life improvements.

• Counter and Dodge indicators now stay visible after a button press for a brief amount of time to give the player more information about when they pressed the button and if it was a perfect.
• Removed the !!! icon that would appear during unblockable attacks.
• Increased range of drummerang throw and follow up attack.
• Fixed some issues where Heavy attack was knocking enemies in unexpected directions.
• Fixed an issue where Charlie would sometimes attack the wrong enemy at high BPMs.
• Guards (Baton & Shield) attacks are tuned to sync better to the song BPM, and a few more animation variants have been added.
• Charlie’s capsule has been tuned to be narrower, preventing him from getting hit when visually it looks like he should not.
• When attacking an enemy laying on the ground, that enemy gets juggled back up in the air.
• Mosher model has been adjusted to be more distinct from other enemies.
• Adjusted enemies to recover from stun a bit later in the recovery animation.
• Fallen dolls now give better indication of their attacks and explosion timings. Note: the combat of this section will change with some upcoming mechanic improvements, so stay tuned!
• Fallen dolls do not explode when KOed with a takedown or perfect counter - but will explode with other KOs (and chain into other Fallen dolls). Using a heavy attack on a stunned Fallen doll will cause it to explode immediately on impact with the ground.
• Fixed issues where sometimes the game wouldn't respond to a basic attack input shortly after a finisher, or during certain basic attack recoveries.
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Saved Games

There is now a saved game system in Dead as Disco! This feature currently does not have a lot of functionality, but it will be used as the basis for progression & narrative systems currently under development.

• There are 3 save slots to select from now when you create a New Game.
• Existing playthroughs will automatically default to the first slot.
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Additional Changes

• Fixed a crash that could occur when adding a song with AAC codec to My Music.
• Removed the early preview enemies (from an unreleased level) from Infinite Disco.
• The volume settings should be fixed/improved, which should fix an issue where volume was lowered too aggressively at certain settings.
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Thanks again for being part of this journey with us, helping us make Dead as Disco the best it can be!
-The Dead as Disco Team

Dead as Disco The Haunted Groove - Community Competition

🎃 Dead as Disco: The Haunted Groove Is Live! 🎃

It’s spooky season on the dance floor! We’re hosting not one, but two Halloween community competitions to celebrate. Show off your creepiest creativity and haunting disco flair in our Monster Makeover: Idols Edition and Fright Night Video Jam contests.👻[hr][/hr][p]MONSTER MAKEOVER: IDOLS EDITION[/p]
[p]The Dead as Disco idols need a Halloween transformation and you’re the stylist! Design their most bewitching stage looks, from glam ghouls to cursed couture. Let your imagination run wild and make the band ready for their haunted performance.[/p]
[p]Post your entry in the #monster-makeover channel on our Discord.[/p][hr][/hr][p]FRIGHT NIGHT VIDEO JAM[/p]
[p]Lights, camera, terror! Create a short, edited Halloween-themed video clip featuring Dead as Disco. Don’t just capture random gameplay. We want style, atmosphere, rhythm, and eerie flair that screams Halloween vibes![/p]
[p]Post your entry in the #fright-night-jam channel on our Discord.[/p][hr][/hr][p]PRIZES
Each competition will have 3 winners who’ll receive a Dead as Disco Goodie Bag filled with exclusive stickers, pins and more![/p][hr][/hr][p]⚠️ GROUND RULES
• 1 entry per person per competition
• No AI-generated content
• Keep it original and in line with our Discord rules
• Submissions close October 31st at 10 AM PT[/p][hr][/hr][p]Ready to get spooky on the dance floor?
Hop on our Discord and join the fun!
[p]The Dead as Disco Team[/p]

Backstage Beats - October Edition

Hey Disco Crew,


October is about to get spook-tacular and we couldn’t resist giving you a sneak peek at what’s creeping around the corner!
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[h2]Dev Q&A (Live on Discord!) – 1st October, 2PM PT[/h2]
We’ve gathered your top questions from the Q&A channel, and now it’s time for answers. Tune in, in our Discord, as the dev team unmasks the mysteries of Dead as Disco and shares a few secrets from the shadows…


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[h2]Closed Playtest (NDA) – 3rd October → 6th October[/h2]
A fresh round of playtesting is about to kick off with new content that’s bound to raise the dead… uh, we mean raise the hype. Already signed up? Watch your inbox. Haven’t signed up yet? There’s still time!


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[h2]Dev Diary #1 – Combat Focus[/h2]
Our very first Dev Diary is coming! This one’s all about combat, the rhythm, the martial arts, the style. Get ready to peek behind the curtain… if you dare.

[h2]Halloween Competitions[/h2]
It’s time to trick, treat, and compete! Get spooky, get creative, and maybe even a little weird. Fun prizes await those brave enough to join.

[h2]Brand New Emojis (Discord)[/h2]
Because even the dead (as disco) need fresh reactions. Get ready to light up the chat with new disco flair — it’s going to be a scream!
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And that’s not all! October is packed with surprises, so keep your eyes peeled on our socials or risk being left in the dark…

Stay groovy (and spooky 🎃),
-The Dead as Disco Team

September Update - Combat, Encounters, and More!

September Update - Combat, Encounters, and More!


Hey Disco Crew!


After listening closely to all the feedback you’ve been sharing, we’ve made changes to help combat feel smoother, snappier, and more in tune with the beat. Some of them tweaks tackle things that were breaking the flow, while others are more to make sure fights feel fair and fun.

We can’t say this enough: your feedback has been incredibly helpful. Every little comment goes a long way in shaping Dead as Disco, so please keep it coming. Jump into our Discord to share your thoughts and maybe even get the chance to join future exclusive playtests!
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Combat


Counter whiff animation can now be interrupted
No more feeling stuck in place after a missed counter! Previously, Charlie would lock up for a bit too long if you pressed the counter with nothing to block. We know it made fights feel a little clunky, so now you can break out of the whiff animation and get right back into the fight.

Beat sync improvements at low FPS
For players running on lower frame rates, the combat/music sync could sometimes feel slightly off. That should now be fixed, so the beat stays locked in no matter what setup you’re on.

Heavy attack input fix
We fixed a small input dead zone where holding Heavy Attack could sometimes do… nothing. That’s gone, every press should now feel responsive and reliable.
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Encounters


Removal of low-health Stan enemies
These Stans had less health but didn’t play by the stun rules, which ended up hurting the flow more than helping it. We’ve taken them out for now so fights stay consistent and fun.

Windmill attack sound cues
The Windmill attack now comes with a sharper audio cue. Even if you’re not hitting, you’ll still hear the rhythm to help keep you on beat.

Camera adjustments
We’ve loosened up a few of the tighter zoom-ins so you’ve got a clearer view of what’s happening around Charlie, without losing that cinematic flair.

Stardoll Sniper damage adjustments
No more instant wipeouts from multiple snipers hitting all at once. Now, they’ll only ever stack up to two hits’ worth of damage in a single moment. Plus, their lasers now flash red on the beat before firing, giving you a fair warning to dodge in style.

Fallen Bots with clearer visuals
Fallen bots now signal their attacks and explosion sequences much more clearly. Even though Arora’s stage isn’t in the demo, you’ll still see these guys in Infinite Disco, and this should make them a lot easier to read.
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Additional Items


Chromatic aberration toggle
A brand-new video setting! For anyone sensitive to the Chromatic Aberration effect, you can now turn it off completely. Comfort first.


Song of the Day in Infinite Disco
Infinite Disco now spotlights a Song of the Day, complete with its own leaderboard. It’s a small taste of what’s to come, we’ll be building on this feature with rewards and other surprises in future playtests.

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Thanks again for being part of this journey with us, helping us make Dead as Disco the best it can be!
-The Dead as Disco Team