Simon Ordell is called back to the island of St. Amelia to "fix things", where he discovers a town lying silent, shrouded in thick fog. But something simmers beneath its apparent abandonment.
Venturing deeper, eager to understand his own connection to that place and its inhabitants, Simon begins to unveil the fragments of a past that resurfaces.
In this fully first-person game, Simon will have to explore, flee and survive using a limited variety of weapons and tools, including the CRTV, a portable television capable of tuning into unstable signals. During his journey, he will face frantic escapes, frenzied combat and narrative-driven puzzles that will reveal a truth pressing to come to the surface.
SILENT HILL: Townfall is a standalone independent psychological survival horror set in the cold and isolated Scotland of 1996.
Explore St. Amelia in 1996
Fog-shrouded streets, abandoned communities and forgotten corners reveal themselves in a tale rich in history and atmosphere. Reality and illusions intertwine insidiously to draw you into the depths of the earthly and tangible world of St. Amelia.
A new, memorable SILENT HILL
SILENT HILL: Townfall takes shape in the beautiful foggy streets of Scotland, presenting a new setting in which a unique and unsettling story is set. Discover an introspective tale that speaks of grief and consequences and overturns the boundaries of horror games.
Tiny details, moments of quiet and the long shadow of Simon's past bring fear to the surface.
Stealth and strategic combat
Strike and parry with melee weapons in frenzied close-quarters combat or keep your distance and use firearms to survive. Choose how to approach each encounter, using both the tools at your disposal and the surrounding environment.
Narrative puzzles guided by the CRTV
The iconic radio of SILENT HILL returns in the form of the CRTV, a portable television device. Hidden threats nearby, fragments of the story and mysterious clues are broadcast by unstable analog signals, which can be received by tuning the CRTV correctly.
A first-person SILENT HILL experience
This chapter constitutes the first full first-person game experiment of the SILENT HILL series. You will immerse yourself in the fog-shrouded town and perceive its unsettling presence directly through Simon's eyes.
More than one ending
The emotional impact of the endings, influenced by the choices made in the game, will linger long after reaching the end of the story.
Tension sustained by music and audio
Every creak, signal or cry brings the feeling of danger to life, thanks to a creative audio design capable of sketching a chilling soundscape. The dynamic soundtrack, composed by Pilotpriest, changes and adapts based on your actions and those of the enemies.