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4:Loop blends open co-op firefights with roguelike twists at TGA 2025
Sony Interactive Entertainment and Bad Robot Games have announced 4:Loop – a 4-player co-op shooter set in an original sci-fi world. The debut gameplay trailer premiered during The Game Awards 2025, offering a first look at squad-based action across wide-open environments. The project is led by veteran designer Mike Booth, known for his work on the Left 4 Dead series. Early details point to a mix of reactive co-op, roguelike variability, and improvisational problem-solving. Closed playtests are planned, with more information to follow.
What SIE and Bad Robot showed

4:Loop positions four players against an alien threat in expansive combat spaces rather than tight corridors. The design emphasizes self-directed teamwork – squads decide how to navigate risk and when to extract. A key new twist is the ability to pick up and carry downed teammates, adding tactical options during chaotic pushes or retreats.
“You can actually pick up and carry a downed friend in 4:LOOP.”

That shift in emphasis – from funnelled paths to open areas – is central to how the game seeks emergent tactics without forcing players down a linear route.
From Left 4 Dead to wider spaces

Booth contrasts the linear structure of earlier co-op shooters with 4:Loop’s more open arenas. The intent is to keep cooperation front and center while letting squads improvise. Instead of shepherding players along a set path, the game leans on player agency to shape each run’s pacing and positioning.
“I’ve been a fan of roguelikes since the original Rogue.”

That inspiration feeds into 4:Loop’s sandbox-like interactions and the potential for clever combos that can turn a dire situation into a clutch escape.
Roguelike layers and emergent combos

4:Loop introduces run-by-run buildcraft with equipment and environmental tools that can combine in unexpected ways. One internal test described by the team involved an enemy called The Enforcer, whose lethal beam forces squads toward an Escape Zone – typically a scramble to survive. A tester instead used a Blink Berry (picked from a Blink Root) to teleport out just before being crystallized, buying time for the team to extract.
- Equipment synergies – items like Blink Berries can displace enemies or teleport the user, opening escape or repositioning plays.
- Adversaries called out – The Enforcer (lethal beam), Killbots, and the rampaging Beast were cited as threats with distinct pressures.
- Team rescue mechanics – carrying downed allies adds a new layer to risk management under fire.
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The developers stress low-friction session starts – jump in and play without pre-match paperwork – while still rewarding experimentation and knowledge of the world’s systems.
The core loop and long-term goals
The campaign is structured around disrupting a planet-scale alien mining operation to provoke the Mothership, culminating in a full takedown if the squad endures through 3 Acts. Between successful missions, players choose upgrades to tailor a unique kit for the escalating boss encounters at the end of each Act. Meta-progression layers and environmental knowledge – such as how and when to use tools like Blink Berries – aim to deepen subsequent runs.
“The goal of the players is to draw the attention of the Mothership… and then somehow destroy it.”
While specifics on breadth or complexity are still under wraps, the structure points to a repeatable run format where learning and loadout choices meaningfully influence outcomes.
Trailer and what’s next
The official gameplay reveal can be viewed here:
The teams indicated that closed playtests are planned; details are shared via the official site: play4loop.com. Additional information, including timing and further systems breakdowns, is expected in the coming months.
Key facts at a glance
Below is a concise summary of the essentials revealed so far – useful for readers tracking the project’s scope and current state.
Bottom line – why this matters
4:Loop aims to evolve co-op shooters with open-ended arenas and roguelike creativity, inviting squads to devise solutions on the fly rather than follow strict routes. If the team delivers on emergent systems and low-friction session starts, players could get a flexible co-op framework where every run feels different – and smart improvisation pays off.
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