Willibuster

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Willibuster

Willibuster

@WilliamPCook

CEO of Brain Jar Games. Creative Director of Dead as Disco. PFP: @ArtByCelyne

San Francisco, CA Katılım Mayıs 2009
650 Takip Edilen368 Takipçiler
Willibuster retweetledi
metacritic
metacritic@metacritic·
Dead as Disco is out in Early Access today, and raves are flowing: metacritic.com/game/dead-as-d… "Dead as Disco is not only my favourite game I’ve played so far in 2026, but one that I can see being a true all-timer..." - George Foster, TheGamer
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IGN France
IGN France@IGNFRA·
Envirant, perfectible, prometteur et déjà addictif, malgré des petits soucis de performance, Dead as Disco nous a déjà conquis alors qu'il vient seulement de sortir en accès anticipé. Notre preview ➡️ buff.ly/PdeMu0u
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電ファミニコゲーマー
電ファミニコゲーマー@denfaminicogame·
リズム格闘アクション『Dead as Disco』早期アクセス版が配信開始。Steamでは早速「非常に好評」スタート news.denfaminicogamer.jp/news/260506c パンチやキック、回避といったあらゆるアクションが様々なジャンルのBGMとシンクロ。戦闘システムとネオン輝くスタイリッシュなビジュアルが高評価を受ける
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Dead as Disco
Dead as Disco@deadasdiscogame·
EARLY ACCESS IS NOW LIVE 💜 You’re still reading this? Go play
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Dead as Disco
Dead as Disco@deadasdiscogame·
✨ 1M wishlists on Steam ✨ This journey started with an idea, now there are over a million people on the dance floor partying with Charlie. 🕺 💜 THANK YOU ALL 💜 for being a part of this
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DHedge
DHedge@TestHedge·
I might be The F i r s t P e r s o n to mod this into @deadasdiscogame
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Paolo Mantoan
Paolo Mantoan@Yuric83·
DEAD AS DISCO is Amazing
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Willibuster
Willibuster@WilliamPCook·
Sensei noticed me! 🥺✨ So hyped to see Dead as Disco in the pages of Famitsu!"
ファミ通.com@famitsu

カンフーリズムアクション『Dead As Disco』5/5発売。多彩なリズムにあわせて敵をうつ!【Triple-i Initiative】 famitsu.com/article/202604… ラップ調やロック調、アイドルソングなど多彩な楽曲が収録。パンチ、キック、コンボアタックなどあらゆる曲にマッチするカンフーが気持ちよさそう。

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Willibuster retweetledi
AUTOMATON(オートマトン)
AUTOMATON(オートマトン)@AUTOMATONJapan·
【ニュース】期待のリズム格闘アクション『Dead as Disco』5月6日に早期アクセス配信へ。SNSで「3億回再生」の注目作、ビートにノって殴る蹴る病みつき格闘術 automaton-media.com/articles/newsj…
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Dwheim 🇨🇴
Dwheim 🇨🇴@Dwheimo·
Due to popular demand, i also modded in the God Gundam to Dead As Disco! Song is the G Gundam op, Mod is available in Nexus Mods.
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Paulo Batista
Paulo Batista@paulbatistta·
NUNCA Eu repito, NUNCA uma demo vendeu tanto um jogo pra mim como essa. Vai se ferrar cara, isso aqui é MUITO BOM. @deadasdiscogame
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Dead as Disco
Dead as Disco@deadasdiscogame·
We’ve got something special to share! Dead as Disco is launching in Early Access on May 5th youtu.be/VL3c6SmUxgw?si…
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Dead as Disco
Dead as Disco@deadasdiscogame·
Dead as Disco hits the stage at The Triple-i Initiative on April 9th 🕺 45 minutes. No filler. Just back-to-back trailers, world premieres, fresh gameplay, and release dates. We’ve been cooking. Something BIG coming your way! #iiishowcase
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Eden Chen
Eden Chen@edenchen·
50k to 750k Steam wishlists in <30 days. 1M+ demo players. 98% Overwhelmingly Positive. 200M+ TikTok views. @deadasdiscogame is what modern publishing looks like. On the pod with Jee+ Adam Gershowitz breaking down golden cohorts, referral loops (10–25% growth), Discord bots & why TikTok > Twitch. Link in comments! 👇
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Willibuster
Willibuster@WilliamPCook·
We got a lot of use out of @firstlookgg on @deadasdiscogame Makes running playtests and organizing playtesters a breeze. So much time saved that we get to spend on dev.
Eden Chen@edenchen

Games marketing is broken. After raising over $50M to support and work with hundreds of studios over the last 6 years, I find that the biggest problem is studios’ lack of direct connection with their players. Over the last six years, I’ve watched talented teams struggle because they never had a clear way to reach, learn from, and grow with players over time. Without that connection, everything becomes harder - validation, iteration, community growth, and retention all turn into guesswork. For most of the games industry’s history, platforms have controlled identity, communication, and distribution, which are invaluable to a game’s success. Apple limited how studios could collect and use player contact information outside the App Store, and Steam still doesn’t give studios access to the contact details of players who wishlist or sign up for playtests. Studios are left without a direct relationship with the audience they’re trying to serve. As a result, studios rely on fragmented tools and spreadsheets to manage players across different stages of development and live operations, with no continuity from first contact through long-term engagement. Today, that changes with the launch of FirstLook 1.0. FirstLook is the first Player Relationship Platform built specifically for games. It gives studios everything they need to connect with players across the full lifecycle, including playtests and feedback, community and communications, analytics, rewards, and creator programs, all in one place. We’ve been building under the radar, but FirstLook already powers hundreds of studios, from indies to publishers like Krafton, @ArenaNet, and @Skybound, connecting millions of players with the developers who make the games they love. As part of the launch, we’re introducing a brand new limited time free plan, with access to all our features for up to 500 players. You can set this up now in under 10 minutes. If you want to learn more, book a demo and we guarantee that you will save you time and money and help you grow. Links in comments!

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