
A.I.L.A. is a first-person horror game set in a near-future filled with immersive technology. Play as the sole game tester for a revolutionary new fictional AI. Survive intense horror experiences that prey on your deepest fears as the lines between virtual and reality begin to blur…




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Langue | Interface | Audio complet | Sous-titres |
|---|---|---|---|
| Russe | |||
| Anglais | |||
| Allemand | |||
| Français | |||
| Espagnol | |||
| Portuguese (Brazil) |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Played the entire game, and here's my review. First, let's see its negative elements. A.I.L.A has its flaws. The combat mechanics aren't the best ones and sometimes enemies get stuck in some scenario element or don't act that well. Nevertheless, it's challenging enough (especially during the farm part). Aside this, there's no big bug or glitch that prevents you from playing or that really damages your experience. There's some moments in wich I've experienced a delay between actions and their sound effects too. Also, the game could've been better polished for PC. Now, here's the good part: the plot. The history isn't a generic ''haunted house'' plot, nor something simply related to supernatural phenomena. It's an intricate narrative between reality, virtuality, imagination, and real events, all intertwined by different stories that are mingled together, like multiple different games in
AILA really surprised me. Each stage feels like a completely different kind of horror game, and in a good way. You'll naturally click with some more than others. For me, there was one section that had a strong P.T. feeling and genuinely messed with my sense of direction, in a good way. It was weird, liminal, and very memorable. I'm sure other people will prefer other parts of the game and that's great. One thing I appreciated a lot is that the game does not rely on jumpscares. The horror comes from atmosphere and ideas instead of sudden cheap tactics, which already makes it stand out from a bunch of games in the genre. There are a few, but they are "fair" and you'll start to like them... I don't want to spoil too much, but let's say you'll make an unexpected friend along the way. Between the VR scenarios, you return to the apartment segments. In most games, this kind of downtime feels
I really, really liked this game. I wouldn't say it's perfect and frankly probably doesn't warrant a full second playthrough after your first, but I think it nails a lot of what it was going for. The game has a lot of variety, especially if you enjoy the spectacle of it all. The game never felt too easy or too hard, which I found quite surprising. The story and perception of said story are very good. It delivered its concept and twist extremely well and I enjoyed it, although a bit heavy handed sometimes. The game feels great to play. Some criticism however, the gameplay is a bit simple, the enemy AI is a bit weak in execution and the decisions you make largely don't matter that much, save for a specific few. These ending decisions are what determine your ending, I believe. For the 10 hours I put into the game, I thought it was remarkably well done. With a bit more polish, which cou
Please pay attention to this review, as I have actually finished the game unlike the hundreds of negative reviews of individuals with atrophied attention spans who gave up on playing the game in under a few hours. This game, judging it in the context of what it is (which is a skill that most steam reviewers do not seem to possess); a 25 bucks indie horror game by a small dev team, this game is a stellar achievement that blows most AA horror games that have released recently out of the park in quite a few fronts. For me performance was flawless, the story was great and immersive I found myself more and more invested, lots of plot twists, refreshing and unique level design and concepts. Good gameplay. What more do you want?
This game was a pleasant surprise and I would absolutely recommend it for the story and atmosphere alone. The environments are unique, for one, so while you might be playing through some familiar horror ideas like a remixed looping hallway, a scary forest, or an abandoned farm, they never feel like the same reused indie horror assets you see everywhere else. It really feels like a lot of thought, time, and effort went into building these spaces. Exploring them is genuinely fun. The story and voice acting were easily the highlights for me, and they alone made the first playthrough worthwhile. The story feels fresh, and it kept me interested the entire time. My only real criticism is the combat. The demo didn’t include any, so its prominence in the full game was unexpected and, for me, a letdown. The atmosphere, exploration, and storytelling are the game’s strongest aspects, and the com
I'm not sure how to unpack my thoughts on this game. It's almost good, and certainly has some of the best worldbuilding and graphics I've seen from an indie (?) dev but I can't shake the same feeling I had with Scorn: looks great, story and game flow are sadly lacking. It's an adequate Silent Hill-esque psychological horror game but steers too close to walking sim for my likes. How could it have been better? More responsive controls. Better sense of contact in melee. A better flow through levels (I found myself backtracking several times to find the next step. Yes I acknowledge this could be my fault). English dialogue could have been a little better, but I recognise the dev team may not have been native English speakers. I would have been happy with a native audio with good subs! Boss fights were a bit meh, reducing down to circle strafing and shooting. I'll stop there. You, dear rea
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