Indie techno-horror A.I.L.A., developed by Pulsatrix Studios, casts you as Samuel, a video game tester haunted by tragedy, thrown into a digital world that mirrors his fractured mind. The narrative teases the dark and mysterious, including tales of a killer who removes eyes and hands from victims, blending this psychological horror with a cyber-horror veneer. At first, it’s engaging, as the opening sequence evokes real tension, with P.T.-like glitches, flickering TVs, and a remote that warps reality, as mentioned in my previous preview article of the game.
The sound design complements it well, making the early moments genuinely unsettling. The game immediately sets up a psychological and technological horror premise, where the further Samuel delves into the simulation, the more he confronts past trauma and moral accountability.
A Project With Heart
Visually, A.I.L.A. has moments of beauty. The environments, ranging from derelict complexes to sprawling catacombs, feel alive, filled with subtle details that hint at a broader story. The lack of a map is actually refreshing, as the levels are compact and logical enough that you don’t get lost, and exploration is encouraged through collectibles here and there to reward more curious players.
However, it’s impossible to ignore the game’s shortcomings. While the concept of blending multiple horror subgenres is ambitious, the final product feels like a patchwork of mini-games the developer didn’t have time to release loosely stitched together. Combat is repetitive, enemies are predictable, and boss encounters boil down to running circles and firing. Puzzles are simple and rarely force you to think. Even the karma system, which could have added moral complexity, feels underdeveloped. Decisions rarely matter beyond nudging you toward one of a couple endings, and Samuel never truly feels shaped by your choices.
Graphics and Immersion
Graphically, the game shines in certain areas thanks to Unreal Engine 5, with interesting and immersive sets that showcase creative environmental storytelling. The developer has frequently drawn attention in advertising the game to advanced Lumen technology and the use of UE5. Yet, the character models are stiff, including A.I.L.A. herself, and animation issues frequently undermine the otherwise strong visuals. Combined with a lack of polish in interactions and occasional bugs, these rough edges make the game feel unfinished.
The narrative has potential, exploring grief, guilt, and the struggle to accept past mistakes. Yet, the story’s trajectory is obvious from early on, with hints and foreshadowing telegraphing the key reveal. Many supporting characters feel like filler, existing solely to populate Samuel’s world, which undermines immersion. The techno-horror premise, such as the blending of virtual and real, provides intrigue, but the lack of tension after the opening hour makes the scares feel perfunctory rather than compelling.
Is It A Proper Experience?
The game clearly comes from a place of love for horror. Pulsatrix clearly understands the genre’s beats and tropes, blending psychological horror with survival and techno-horror aesthetics. But the execution feels rushed and janky, including stiff animations, crappy hit boxes, predictable enemy behavior, and an uneven polish. This makes it clear this isn’t a fully realized experience. A.I.L.A. feels like a series of mini-horror ideas stitched together rather than a cohesive game. A.I.L.A. feels more like a sampler platter of horror ideas than a fully realized game, with each segment competent but never exceptional.
For horror fans, particularly those who appreciate P.T. or classic Resident Evil, there’s entertainment here, especially in the narrative moments and environmental details. But for players seeking a tightly crafted, tense, and polished psychological horror experience, A.I.L.A. is more curiosity than terror. It’s ambitious, occasionally striking, and even heartfelt, but ultimately uneven.
Conclusion
Ultimately, A.I.L.A. is an ambitious game hampered by uneven execution. It demonstrates a clear understanding and affection for horror and techno-horror, but the repetitive gameplay, janky mechanics, and predictable narrative limit its impact. The game is enjoyable in bursts, particularly for fans who appreciate narrative-heavy horror and environmental storytelling, but it never fully delivers a polished, terrifying experience. While it was not for me, I hope that horror enjoyers give the game a try and discern their own opinion, because there was definitely some promise here.
(6.5 / 10)
Above Average
(6.5 / 10)








