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Dead as DiscoNews[Demo Patch Notes] - September - Combat, Encounters, and More!
Major update

[Demo Patch Notes] - September - Combat, Encounters, and More!

Dead as Disco · published 11 Sep 2025, 17:56 UTC

All newsPlayers around this dateRead on Steam

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!


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.


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.


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.



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

September Update – Combat, Encounters, and More!

Hey Disco Crew!

After listening closely to all the feedback you’ve been sharing, we’ve made a series of changes to help combat feel smoother, snappier, and better synced to the beat. Some updates fix things that broke the flow, while others refine timing and fairness during fights.

Your feedback has been incredibly helpful. Every comment really does shape Dead as Disco, so please keep sharing your thoughts with us.

---

Combat

Counter whiff animation can now be interrupted
You’re no longer stuck after missing a counter. Previously, Charlie would freeze for a moment if you attempted a counter with nothing to block, which made combat feel clunky. Now you can break out of the whiff and jump right back in.

Beat sync improvements at low FPS
Players with lower framerates sometimes felt the combat/music sync drift slightly. This should now be resolved so the beat stays steady across all setups.

Heavy attack input fix
There was a small dead zone where holding Heavy Attack would sometimes fail to trigger. That’s now fixed so every input feels responsive.

---

Encounters

Removal of low-health Stan enemies
These Stans had reduced health but didn’t follow the usual stun rules, which hurt combat flow more than it helped. They’ve been removed for now to keep encounters consistent.

Windmill attack sound cues
The Windmill attack now includes a clearer audio cue. Even if your attacks aren’t landing, you’ll hear the rhythm and stay on beat.

Camera adjustments
Some zoom-ins were a little too tight. We’ve eased them so you get a clearer view of Charlie’s surroundings while keeping the cinematic feel.

Stardoll Sniper damage adjustments
Multiple snipers hitting at once could instantly delete you. Damage stacks are now capped at the equivalent of two hits at a time. Their lasers also flash red on the beat before firing, giving you a fair chance to dodge.

Fallen Bots with clearer visuals
Fallen bots now show their attack and explosion timings much more clearly. You’ll still encounter them in Infinite Disco, and they should be much easier to read now.

---

Additional Items

Chromatic aberration toggle
There’s now a video option to disable chromatic aberration entirely for anyone sensitive to the effect.

Song of the Day in Infinite Disco
Infinite Disco now highlights a Song of the Day along with its own leaderboard. This is just the beginning — we’ll be expanding it with rewards and more features in future playtests.

---

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

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