A yellow outline flickers into place on a narrow walkway. Aila stands beside it while a second shape appears above the first, and the stretch of wall beside her starts to look climbable. In 4:AM, she can copy objects from the world around her and place them somewhere else. That's an unusually practical ability for a fugitive. A piece of furniture can give her a way up, and debris can give her somewhere to duck when a machine sweeps past.

Aila has escaped years of experimentation in a facility. The city outside bears the scars of a civil war and has been consumed by a substance called the Yellow. Machines patrol the ruins, and searchlights still reach into streets that people have left behind. Dark Zone Studios' first game follows her through that city as a single-player, side-scrolling stealth adventure. The full game arrives on Windows PC via Steam on 10 December 2026, and there's a free demo available now.

Something to stand on

Aila's tool is called the N.O.D.E. It duplicates furniture, rubble, lights and functional tools, so an object can be useful well beyond the spot where you found it. The glowing outlines give that process a lovely bit of clarity. In the walkway sequence, the copies stand out against a dark wall and a bank of pipes, and you can see the difference between the low placement and the one above it. The studio describes using copies to reach higher ground as one way to make progress.

Aila stands beside two stacked yellow wireframe shapes on a dark walkway.
Yellow outlines mark the copied objects on the walkway. · Dark Zone Studios

Height is the easiest use to read at a glance. Cover and distractions depend more on where you put a copy and what else is nearby. Fire, water and electricity also respond to materials in the scene. One sequence shows a burning object on the ground and flames spreading across an obstruction beside it. Another lights up a dark stretch of floor in blue as electricity arcs around several objects. You start looking at a scene for what its contents can do together, right down to what will catch fire.

The demo begins shortly before Aila gets the tool. It lets you copy objects and experiment with electricity while something is hunting her. The October update made the demo's parkour faster and shortened the time you hold the grab input for the N.O.D.E. It also fixed problems with a puzzle involving a wagon. If you tried the demo early in Next Fest, those are good reasons to revisit it. The tool's appeal is easiest to judge when you've had a chance to place something yourself and then make the jump.

Across the road

There's a road in the footage with green street lamps, a low barrier in the foreground and a set of lights advancing in the distance. Aila keeps low behind the barrier. The side-on view gives you time to study the gap between her and the lit road, and the view beyond it gives you a reason to stay put. The forest has a different kind of exposure. A yellow beam rakes the ground between the trees, carving a bright patch out of a scene that's otherwise almost entirely blue.

Aila crouches behind a barrier at the edge of a road lit by green street lamps.
A low barrier shelters Aila beside the lamp-lit road. · Dark Zone Studios

Enemies react to movement, sound and disturbances in the surroundings. A distraction gives you a way to use that attention, just as cover gives you somewhere to wait it out. Aila survives by hiding, improvising and running when she has to. For another city where it pays to pause, try Eriksholm's story-led stealth, where overhearing a guard can help you pick a route. In Aila's city, light itself is dangerous. The orange glow that picks out a duplicated object is helpful to you, while a searchlight is something to watch from cover. That makes the brief pause before you move a chance to read both the space and the patrol.

Someone else in trouble

The demo also gives you the option to help the survivors you find. Events carry on around Aila, and stepping in can put her in danger. Across the full game, her actions affect who survives and how her story ends. Meeting survivors gives Aila a reason to look beyond the next hiding place. She has just escaped a facility herself, and the people she finds give her a reason to stop in a city that keeps pushing her onwards. Helping is a choice you make while you're still on the run.

If you like to stop at the edge of a screen and work out what's moving before you move yourself, there's plenty here to look at. The lighting gives the streets and woods a strong sense of depth, and the copying tool makes small things in the foreground as worthy of a second look as the lights bearing down from a distance. That first yellow outline on the walkway captures the appeal. For a moment, you can see the bit of the route that Aila has put there herself.

Sources

Where this story comes from, and where you can check it.

Official sources

  1. Steam4:AM ↗
  2. Dark Zone Studios4:AM ↗
  3. Steam4:AM Demo ↗
  4. Dark Zone Studios4:AM is Coming to Steam Next Fest! ↗
  5. Dark Zone StudiosWe've Hit 20k Wishlists & Demo Update! ↗

Independent reporting

  1. As We PlayInventive Platformer 4:AM Gets A Launch Trailer ↗