Silent Hill: Townfall takes the series to Scotland, 1996, and holds the camera in Simon Ordell’s hands.
Trailer, via SILENT HILL (Official).
St. Amelia, 1996
The game is a standalone spin-off of the Silent Hill franchise. Simon Ordell repeatedly wakes in the water next to the docks of St. Amelia, a fictional Scottish town, in a place he seemingly has no connection to. He must discover fragments of the past to understand his connection to the town.
Screen Burn Interactive developed Townfall. Konami Digital Entertainment and Annapurna Interactive published it. It is scheduled to release for PlayStation 5 and Windows on September 24, 2026.
The CRTV
Townfall is the first Silent Hill title presented from a first-person perspective, apart from Silent Hill: The Short Message. It was always planned that way: Screen Burn’s previous games were also first-person, and the studio was already comfortable with the perspective.
The handheld CRTV, one of the game’s central mechanics, necessitated the first-person view because of the visual nature of its display. A third-person camera would have forced the image onto a UI element. Screen Burn’s McKellan said that would begin to “feel like a mini-map” that would feel “really out of place for Silent Hill”.
Simon, Zoe and Richard
The English voice cast was revealed on August 25, 2026:
- Jovan Adepo as Simon Ordell
- Kezia Burrows as Zoe, a nurse who reaches Simon through the CRTV
- Terry O’Quinn as Richard, an “enigmatic man who summons Simon back to St. Amelia”
Planks, Pipes and Hiding
Simon fights with what the town leaves lying around. Melee weapons include planks and pipes. He can also avoid enemies entirely through stealth, using the CRTV to detect the location of nearby enemies.
Three tools, one mood: a man who is not equipped to win, only to keep moving.
What the Fog Is For
The game draws comparisons to P.T., the demo for Hideo Kojima’s cancelled Silent Hills project. That comparison is fair and also a trap. P.T. was a corridor and a promise. Townfall is a full-length, self-contained psychological horror game, and the difference matters.
Fog-soaked streets and abandoned communities are not decoration here; they are the delivery system for a town’s history, and the game lets reality and delusion trade places without announcing the switch.
The restraint is the achievement. A first-person Silent Hill could have chased the demo it resembles. Instead Screen Burn built the camera around an object Simon holds, which keeps the fear at arm’s length and in his hands at once. St. Amelia feels tangible, and that is what makes it wrong.
Score: 8.9 of 10 (IGN).
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