We almost want to lace up some rollerblades and go tag some walls. You'll understand or you won't.
Brain Jar Games: the pedigree that demands attention
Before talking about the game, let's talk about who made it. Brain Jar Games is a studio founded by veterans who worked on the tight gunplay systems of Call of Duty, refined the epic narrative of Mass Effect, and managed the massive infrastructure of RIFT. This isn't a first game made in a garage on three cans of Red Bull. This is the debut indie title of a team that knows exactly what it's doing.
And it shows from the very first seconds: impeccable polish, rock-solid optimisation, uncompromising artistic vision. Dead as Disco looks like a game that knows where it's going.
Charlie Disco versus the Idols
Dead as Disco is an ultra-neon Beat 'Em Up. You play as Charlie Disco, a fighter in a yellow vest whose mission is to take down the Idols, his former bandmates turned corrupt figures in a world where music is a weapon. All of this wrapped in a visual universe that looks like an 80s music video run through a particle accelerator.
The demo is out. We played it. Here's what we think.
Martial arts and BPM
The core concept is simple and well-executed: every punch, every dodge, every combo is synchronised with the soundtrack. This isn't a cosmetic gimmick. It changes how you approach combat. You look for the rhythm, you anticipate musical phases, you start playing with your ears as much as your eyes.
The music is good. Not "good for an indie game" good, just good. It has body, impact, and the direct link between the beat and the visual feedback of a landed hit creates something satisfying we genuinely didn't see coming when we launched the demo.
The yellow vest and the Arkham legacy
Charlie Disco has something. The yellow vest, the fluid movement, a way of chaining strikes that just lands right: we thought of Bruce Lee, we thought of Enter the Dragon, and we're fine owning that. This is clearly not an accident of game design.
On the combat side, the combos occasionally remind you of the early Batman Arkham games. Not their weight or their depth, to be fair, we're exaggerating slightly. But there's something of that pleasure of reading enemies, waiting for the right window, and chaining cleanly. The system isn't as sophisticated, but the fluidity is there, and in a Beat 'Em Up, fluidity is 80% of the job.
The combos have impact. This isn't a game where you mash a button and enemies fall over out of courtesy. The sequences require a minimum of reading, the timings are legible, and when it comes together, it really comes together.
What we're watching
The demo is short. By definition. What we don't know yet is whether the combat system's depth holds up over a full campaign, or whether the musical synchronisation becomes a constraint after a few hours.
The story, for now, is an invitation more than a narrative. Charlie Disco, the Idols, reuniting the band. It's a narrative promise that makes you want to go further, but hasn't proven anything yet. Given the team's Mass Effect background, there are reasons to believe. But we don't have reasons to be certain.
The other question is variety. The levels we played are beautiful and coherent, but the question of long-term renewal remains open. The art direction is strong, strong enough that we want to believe, but a Beat 'Em Up that repeats itself too quickly always wears out its welcome eventually.
Are we going back?
Yes. The answer is yes.
Dead as Disco has something many games don't: an immediately readable visual identity, music that's part of the gameplay rather than just the backdrop, and a lead character we want to follow even without having seen where his story goes yet.
The demo made us want to see more. That's exactly what a demo is supposed to do. Not every day one manages it this cleanly. And when Brain Jar Games is behind the wheel, we're inclined to give them the benefit of the doubt.
Preview based on the available demo. Dead as Disco launches in Early Access on May 5, 2026.