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In 1996, Simon returns to fogbound St. Amelia, using stealth, scarce weapons, puzzles and a signal-tuning pocket TV to uncover its past.
Released 23 Sep 2026
Tune the Pocket TV
Track Monsters on TV
Distract Threats with Debris
Returning to an island town to ‘put things right’, Simon Ordell descends into a world of tense evasion, explosive confrontations, and mind-bending puzzles that slowly surface the truth of St. Amelia.
Developed by Screen Burn · Published by KONAMI, Annapurna Interactive









Simon Ordell returns to the isolated island town of St. Amelia, Scotland, to put things right. Presented in first person, this psychological horror story follows his exploration of the fog-covered town and its abandoned places as he investigates his connection to them.
Players search streets and buildings for clues, supplies and routes forward, while navigating enemies through stealth or limited combat. Melee weapons wear down, firearms and healing supplies are scarce, and bottles or bricks can distract threats.
Simon’s pocket CRTV tunes into unstable signals that reveal nearby dangers, fragments of the story and clues for puzzles. Solving environmental and narrative puzzles helps uncover the town’s history, while player actions shape which ending they reach.
Reviewers who enjoyed the game often praise St. Amelia’s foggy, detailed environments and the sound design for building tension, along with the appeal of exploring the town and piecing together its mystery. Some also highlight the puzzles and first-person perspective. Views on the story and puzzles vary, while many critical reviews describe stealth as slow or repetitive, particularly when an unkillable pursuer blocks the way; PC stuttering and crashes are also recurring complaints.
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.
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.
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.
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.
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.
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.
Endings shaped by the player’s actions leave a lasting emotional impression long after the story comes to an end.
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.
| Platforms | Windows |
|---|---|
| Achievements | 36 |
| Age ratings |
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| Controller support | PlayStation, Xbox |
| Controller required | No |
| Content notices |
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| Website | Official website |
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