SILENT HILL: Townfall game cover

SILENT HILL: Townfall CD Key

A first-person psychological horror: Simon Ordell returns to the fog-shrouded island of St. Amelia, uncovering a buried past. Survive and solve narrative puzzles using limited tools—including a CRTV to tune signals—amid tense evasion and frantic combat in a bleak Scotland, 1996.

Release Date

23 Sep, 2026

Publisher/Developer

Screen Burn, KONAMI, Annapurna Interactive

Reviews

Steam: -
Metacritic: -

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SILENT HILL: Townfall description

SILENT HILL: Townfall

On the windswept edge of Scotland in 1996, the island of St. Amelia hides a town cloaked in dense fog. It sits quiet and seemingly abandoned, yet its silence is a lie—its streets murky with memory and something unresolved that refuses to rest. In SILENT HILL: Townfall, you step into a place where the ordinary becomes unnerving and every shadow carries a memory. The town is more than a backdrop; it is a living consequence of a past that keeps pressing forward from the depths.

Simon Ordell returns to set things right, drawn into a place where his presence seems fated and his past begins to bleed into the present. The narrative unfolds entirely in first person, plunging you directly into Simon’s thoughts, fears, and fleeting revelations as you search for meaning among decayed storefronts, locked rooms, and corridors that fold back on themselves. The island feels like a character—unforgiving, indifferent, and haunted by its own history.

Gameplay centers on exploration, evasion, and survival. You will navigate a limited toolkit, choosing your moments to fight or flee with a sense of urgency that never fully releases its grip. A unique prop anchors the experience: the CRTV, a pocket television used to tune into unstable signals. These signals crackle with clues, distort alternatives, or unveil dangers, shaping how you traverse the fog-drenched town and how you interpret what you see. Encounters mix stealth, timing, and frenzied responses, so evasion is as critical as any blade or tool you carry.

Townfall emphasizes psychological horror over spectacle. The tension comes not from explosive set pieces but from a cold, methodical unraveling of what happened on St. Amelia and why it latches onto Simon. The narrative threads—memories, fragments of a past, and the town’s uneasy stillness—coalesce into a truth that refuses to stay submerged. It is a complete, self-contained experience that stands on its own, inviting players to lose themselves in a long, solitary night of atmosphere, riddles, and reflection.

Key aspects: first-person storytelling; isolated island setting; fog-bound town with a haunting history; limited weapons and survival tools; CRTV device for unstable signals; tense evasion and frenetic combat; narrative-driven puzzles; a full-length, self-contained psychological horror experience.