SILENT HILL: Townfall
SILENT HILL: Townfall is a full-length, self-contained psychological horror game set in Scotland in 1996. Experienced entirely from a first-person perspective, it follows Simon Ordell as he returns to the fog-covered island of St. Amelia to confront a past that refuses to stay buried.
- First-person psychological horror set in the SILENT HILL universe.
- Self-contained story focused on Simon Ordell and the island of St. Amelia.
- Set against a cold, isolated Scottish backdrop in 1996.
- Built around exploration, evasion, survival, puzzles, and unsettling atmosphere.
Explore the fog-soaked town of St. Amelia
St. Amelia appears abandoned, but the town is not at rest. Its empty streets, forgotten communities, and hidden corners reveal fragments of history as reality and delusion begin to blur.
- Explore fog-covered streets, abandoned areas, and forgotten places.
- Uncover story fragments tied to Simon’s connection with the island.
- Experience a grounded horror setting shaped by loss, consequence, and memory.
Stealth, combat, and survival
Simon must survive with a limited set of weapons and tools, making every encounter dangerous. You can sneak past threats, lure enemies away, block and strike with melee weapons, or use firearms when keeping distance is the better choice.
- Use stealth to avoid danger and track enemy positions from cover.
- Fight with melee weapons through fast, tense combat.
- Use firearms when direct distance matters.
- Choose how to approach each encounter using tools, weapons, and the environment.
CRTV puzzles and analog signals
The CRTV is a pocket television device that replaces the familiar radio role with unstable analog signals. By tuning into these signals, players can detect nearby threats, uncover clues, hear story fragments, and solve narrative-driven puzzles connected to past events.
- Use the CRTV to pick up unstable signals around St. Amelia.
- Discover clues, threats, and story fragments through analog interference.
- Solve puzzles closely tied to the town’s history and Simon’s past.
- Relive fragments of everyday life and events hidden beneath the surface.
Multiple endings and audio-driven tension
Player actions can shape the ending, giving the story a lasting emotional impact. Sound design plays a major role in the horror, with every signal, creak, and cry adding pressure, while the dynamic soundtrack reacts to stealth, combat, and enemy behavior.
- Multiple endings shaped by player actions.
- Detailed audio design built around proximity, fear, and uncertainty.
- Dynamic soundtrack by Pilotpriest that reacts to action and stealth.