Konami’s SILENT HILL revival continues. In the last two years, the series has seen a resurrection after years of dormancy. This has included the remake of SILENT HILL II in 2024, SILENT HILL f in 2025, and now SILENT HILL: Townfall. You play as Simon Ordell, who’s lost and without his memory in the fog-drenched, moody town of St. Amelia, Scotland in 1996. Simon can use his CRTV pocket device to tune into signals and messages to help him learn the town’s mysteries and past, and to locate enemy positions. For the first time, combat and puzzle-solving take place in first-person to heighten the immersion, atmosphere, and psychological tension. Multiple endings depend on player choice and provide replay value.
On Steam, some players are reporting performance stuttering issues, resulting in the Mixed rating it currently has. If PC is your platform of choice, it might be advisable to wait and see if Konami offers a patch.
SILENT HILL: Townfall is out now for PlayStation 5 and PC. Check out the launch trailer below:
Simon Ordell is called back to the island of St. Amelia to ‘put things right’, encountering a town lying quiet beneath a heavy fog, seemingly abandoned but not at rest.
Venturing deeper, and driven to understand his connection to the place and its inhabitants, Simon begins to discover fragments of a past rising to the surface.
Experienced entirely in first person, Simon must explore, evade, and survive using a limited set of weapons and tools, including the CRTV, a pocket television used to tune into unstable signals. Evasion is tense; combat is frenetic, while narrative driven puzzles reveal a truth that refuses to stay submerged.
SILENT HILL: Townfall is a full-length, self-contained psychological horror set against the cold, isolated backdrop of Scotland, 1996.
Explore St. Amelia in 1996
Fog-soaked streets, abandoned communities, and forgotten corners tell their story through atmosphere and history. Reality and delusion subtly intertwine to lure players into the depths of the grounded, tangible world of St. Amelia.
A Brand-new, Memorable SILENT HILL
SILENT HILL: Townfall exudes the beautiful and foggy streets of Scotland, offering a new setting to tell a unique and haunting story. More than just a horror game, this is a tale of introspection, loss, and consequence. Fear grows from small details, quiet moments, and the long shadow of Simon’s past.
Strategic Stealth and Combat
Swing and block with melee weapons in frenetic melee combat, or keep your distance and use firearms to survive.
Choose how to engage in each encounter, using both the tools at your disposal and the environment around you.
Beyond fighting or fleeing, carefully sneak past danger through stealth, tracking enemy positions from cover or luring them away with distractions.
Narrative Puzzles Guided by the CRTV
The iconic SILENT HILL radio makes a comeback as the CRTV, a portable television device.
Threats lurking nearby, story fragments, & mysterious clues drift through unstable analog signals, which players can pick up by tuning the CRTV.
Through narrative-driven puzzles closely tied to these fragments, players can relive past events and catch glimpses of everyday life in town, remaining constantly aware of the story.
A First-Person SILENT HILL Experience
The first full-length SILENT HILL game to be presented in first-person perspective, players experience the fog-shrouded town directly through the eyes of Simon.
With limited visibility and a heightened sense of proximity to danger, stealth, combat, exploration and the CRTV feel intimate, close and terrifying.
Multiple Endings
Endings shaped by the player’s actions leave a lasting emotional impression long after the story comes to an end.
Tension-Building Audio Design & Music
Every creak, signal, and cry pulls the danger closer, with creative audio design building a rich and terrifying soundscape.
A fully dynamic soundtrack by Pilotpriest builds and twists with player and enemy actions, reacting and building tension and release with the ebb and flow of action and stealth.
Really enjoyed this piece! The evolution of gaming is something I find endlessly fascinating. The way developers balance tension with gameplay is an art form. Thanks for sharing your perspective on this.
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