SKU: 9546801630
monsters that eat people

monsters that eat people Frankie and the Witch Fingers - Monsters Eating Peop

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monsters that eat people Frankie and the Witch Fingers - Monsters Eating PeopIn Stock and Shipping Now $25. 98 'Gnarburst' Neon Yellow Green Red Explosion $25. 98 'Brimstone' Red Black Yellow Mind Melter We are proud to re issue Frankie and the Witch Fingers 2020 release Monsters Eating People Eating Monsters This re issue features new matte Jacket artwork with a UV spot gloss, new center labels, new full color inner sleeve + intense colored vinyl pressings. Each version is limited to 750 SOLD OUT RAS Exclusive Fruity Pebbles

In Stock and Shipping Now

$25.98 - 'Gnarburst' Neon Yellow/Green/Red Explosion 
$25.98 - 'Brimstone' Red/Black/Yellow Mind Melter 

We are proud to re-issue Frankie and the Witch Fingers 2020 release Monsters Eating People Eating Monsters... This re-issue features new matte Jacket artwork with a UV spot gloss, new center labels, new full color inner sleeve + intense colored vinyl pressings. Each version is limited to 750 


SOLD OUT - RAS Exclusive Fruity Pebbles Neon-Splatter
SOLD OUT - Monsters Blood Splatter 
SOLD OUT - Black Vinyl


Digital available on Bandcamp below, you can also find the record on your favorite streaming service here:

[ MEPEM STREAM ]



Bubbling up from the psychedelic tar pits of L.A.,
Frankie and the Witch Fingers have been a constant source of primordial groove for the better part of the last decade. Formed and incubated in Bloomington, IN before moving west to scrap with Los Angeles’ garage rock rabble, the band evolved from cavern-clawed echo merchants to architects of prog-infected psych epics that evoke a shift in reality. After a stretch on Chicago/LA flagship Permanent Records the band landed at yet another fabled enclave of garage and psychedelia - Brooklyn’s Greenway Records, now working in tandem with psych powerhouse LEVITATION and their label The Reverberation Appreciation Society, the group’s latest effort is dually supported by a RAS / Greenway co-release. 

After years of searching for the specific alchemy that would tear open the cosmos, they found the formula with the addition of Shaughnessy Starr on drums in the summer of 2018. They began a new cycle and tripped into tip-on double gatefold territory, flesh-ing out their lysergic impulses into a monolith of sound that closes in from all sides. The band reached new levels of grandiosity and utilized every minute to manifest their psych-soul Sabbath in four dimensions, spilling psychic blood on a populace ready and eagerly waiting. Yet, as expansive, inventive, and immersive as any studio album might be, the band is born for the stage. As their live prowess caught the ears of some legends in their own right, the band practically lived on the road last year with stints opening for Oh Sees, Cheap Trick and ZZ Top. Along the way the constant pulpit of the stage would form ZAM into a transformative experience while plotting their next permutation of space and time. 


That transformation, Monsters Eating People Eating Monsters... (repeated infinitely,) rises like a Phoenix from the road tar, van exhaust, and ozone crackle of amps in heat. Once off the road it was recorded in just five blistering days. Though, while the tour may have hammered the album into shape and brought about a wind of change, those changes stretched to the band itself as well. In the wake of the tour the band’s longtime bassist Alex Bulli made his exit, with the majority of bass parts on the album being written and played by multi-instrumental magician Josh Menashe with occasional pitch in from songwriter Dylan Sizemore. Stripped to their core the band has created their most ambitious work to date, an album that takes the turbulence of ZAM and crafts it into a beast more insidious and singular than anything in their catalog. Moving forward, the band has taken on new blood. Completing their lineup, Nikki Pickle (of Death Valley Girls) will join them working the new album out roadside on bass.  A new horizon of Frankie and the Witch Fingers draws near and we’re all set to follow them into the unknown. 

© Greenway Records / The Reverberation Appreciation Society



Please note:

Due to the nature of making a swirl/splatter vinyl record, each record is one of a kind. The vinyl you receive may look very different from our photo. Swirl/Splatter vinyl is more prone to surface noise and imperfections.

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SKU: 9546801630

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4.8 ★★★★★
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Verified Purchase
Sarah Sofía Ortiz Campos
San Leandro, US
★★★★★ 1
No recomiendo
Format: Paperback
Muy malo, no vine completo, además se demoró mucho más de lo que decía al momento de comprarlo. Solo aplazaban la fecha de entrega sin consultar cómo afectaba al cliente. Yo tuve que presentar el examen sin el libro, porque no llegó en la fecha que decía al comprarlo y después se cambió 3 veces la fecha, casi cumpliendo el mes.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on December 30, 2025
Z
Verified Purchase
Znapp
Grantham, US
★★★★★ 5
An absolute must for everyone dabbling with Unity 6 Game Development
Format: Paperback
Half of this book is about C# (until Chapter 6), and the other half is about actually making games. The book is very well written, and it is everything I needed to get a few problems solved with Unity 6 projects. I love how clearly things are explained, and the only thing I wish for is that I was able to spend more time delving into this while maintaining my financial status...
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on January 3, 2026
C
Christopher West
Chelsea, US
★★★★★ 5
A Seasoned Developer's Fresh Perspective on Game Development
Format: Paperback
Finally, a game dev book that respects your existing programming knowledge As someone who's spent two decades architecting enterprise web applications in C# and ASP.NET, I approached game development with what I thought was a solid foundation. I was wrong—not about C#, but about how differently it's applied in game engines. After five frustrating years of trying to bridge that gap through scattered tutorials and documentation, Harrison Ferrone's eighth edition finally gave me the structured path I needed. What This Book Gets Right for Experienced Developers: The pacing is deceptive. Yes, it starts with programming fundamentals, but don't skip ahead. Ferrone's approach to OOP in the context of Unity's component architecture was revelatory. In web dev, I'd been writing services, repositories, and dependency injection for years. Here, the MonoBehaviour lifecycle and component-based thinking required a genuine mental shift that the book handles exceptionally well in chapters 5-6. Chapter 10's revisit of types and methods isn't redundant—it's strategic. By this point, you've written enough Unity scripts to appreciate why game code patterns differ from traditional enterprise patterns. The discussion of value types vs reference types hits differently when you're optimizing frame rates instead of HTTP response times. The Unity 6 Update Matters: Having struggled with outdated Unity tutorials for years, the Unity 6-specific content is invaluable. The screenshots are comprehensive (full-screen mode can make text small, but the GitHub repo and graphics bundle solve this). More importantly, the code samples reflect current Unity APIs and best practices, not deprecated approaches that still litter Stack Overflow. Where It Shines for Career Transitioners: Chapters 11-13 are worth the price alone. LINQ in Unity isn't just about querying collections—it's about performance considerations I never had to think about in web apps. The coverage of generics, delegates, and events finally connected how Unity's event system relates to patterns I already knew, but in a real-time context where every allocation matters. The serialization chapter (12) bridged my understanding of data persistence from databases and JSON APIs to Unity's PlayerPrefs and ScriptableObjects. This practical grounding is what most tutorials skip. Minor Quibbles: The FPS prototype is solid for learning, but I wish there was more discussion of common anti-patterns experienced developers bring from other domains. I still catch myself over-engineering solutions when Unity's component system offers simpler approaches. Also, while the book touches on performance, those coming from async/await-heavy web development will need supplementary resources on Unity's coroutines and the Job System for more complex scenarios. Bottom Line: If you're a professional developer trying to break into game development, stop collecting random Udemy courses. This book provides the structured progression and context-appropriate examples that respects your intelligence while teaching you to think like a game developer. The C# you know is necessary but not sufficient—Ferrone bridges that gap methodically. After years of false starts, I finally have a working game prototype and, more importantly, the mental models to keep building. That's worth significantly more than the cover price. Disclosure: I received an advance review copy from Packt Publishing. This honest review reflects my genuine experience as a career-changing developer.
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Reviewed in the United States on October 21, 2025
B
Blake Lynch
Carnegie, US
★★★★★ 5
A Worthy Touchstone for Anyone Who Wants to Master Unity
Format: Paperback
Harrison Ferrone’s Learning C# by Developing Games with Unity 6 is one of the strongest beginner-to-intermediate Unity guides I’ve read: carefully structured, patient in its explanations, and quietly packed with insight about how Unity 6 and C# truly work together. I read the physical edition while sitting in front of a blank Unity project, and the experience felt like having a seasoned sailor point out the currents of a river I’ve been navigating for years. You see the familiar terrain differently. The book’s early decision to spend real time on C# fundamentals is a welcome choice. Most Unity books skip past the language; Harrison slows down, defines concepts, and gives you enough clarity that when you finally enter Unity, you understand why things behave the way they do. Those chapters are dense in the best way: they prep beginners to stand on solid ground and give experienced users a clean, refreshed mental model of the language under the engine. Ferrone’s real strength is his voice. He strikes a balance I rarely see in technical writing: conversational introductions that explain what you’re about to learn and why it matters, followed by crisp, accessible technical walkthroughs. The pacing (explanation → example → implementation) is excellent. And the inclusion of ready-to-use assets removes one of the biggest barriers for new developers who want to understand systems without getting lost creating placeholder art. The book doesn’t talk down to anyone. It makes Unity feel more accessible without flattening its complexity. Beginners will come away with genuine competence; advanced users will appreciate the clear framing of new Unity 6 tools and the subtle recognition of how AI-assisted coding is shaping modern workflows. It’s a guide you can read once for understanding, then keep at your desk as a reference. If you’re a serious hobbyist, a technically inclined beginner, or someone who’s ready to work through your first real project, this is the Unity book I’d hand you first. It bridges concept and execution with clarity and confidence, and it does so with a tone that feels patient, practical, and quietly encouraging. In a space crowded with copy-paste tutorials, Harrison Ferrone has written a Unity 6 guide with real staying power.
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Reviewed in the United States on December 16, 2025
M
Mel
Natrona Heights, US
★★★★★ 4
Pretty good beginner book, very user friendly covers Development and Design
Format: Paperback, Format: Paperback
I enjoy learning Game Dev, but I research books because many authors promise a lot and deliver half or not at all and I have to put the book down. This book was pretty good. I appreciate the author explaining things, and remember he's writing a book for beginners. There's also a good amount of pics in the book, and I dislike a book with no pics. Also, he breaks it down very simply and explains that you're not going to learn the entire Unity ecosystem, but rather a beginner-level understanding to get a person started. I enjoyed this book and will definitely go over particular info again. They have a Discord group and a newsletter with tips and it also goes over Game Design. I was surprised to see this, and maybe it's new to me, and I like the analogy of explaining complex terms. A con of the book is that as it progresses, it starts to come off as advanced in scripting, and I turned to AI for additional explanations. Still, the author did explain in advance that it's about to get more advanced, but that's me going deeper into the meaning and explanations. Other than that, it's a good read that you will go to more than once and has practical info to help you on your Unity journey.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on December 1, 2025

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