Konami’s recent effort to revitalize the Silent Hill franchise continues to gather momentum. Following the release of Bloober Team’s Silent Hill 2 remake and the narrative-focused Silent Hill f from NeoBards and writer Ryukishi07, the series is set to expand again. The latest entry, Silent Hill: Townfall, is confirmed to launch on September 24, 2026, for PlayStation 5 and PC.
Developed by Screen Burn—the studio previously known as No Code, which garnered acclaim for the space horror game Observation—Townfall brings the series to the coastal port town of St. Amelia in Scotland. A hands-off gameplay walkthrough reveals a shift in perspective, moving the action to a deliberate, slow-paced first-person thriller.
A Tactical Approach to Horror
Players take on the role of Simon Ordell, navigating the fog-drenched streets of St. Amelia. While the game does feature combat, the developer is clearly leaning into the tension-filled design philosophy seen in Alien: Isolation, a game director Jon McKellan previously worked on. Combat is treated as a dangerous, last-ditch effort when players are detected by the town’s grotesquely transformed inhabitants. Melee options are sparse; one example shown in the demo was a simple wooden plank reinforced with barbed wire.
The core gameplay loop centers on a diegetic tool called the CRTV. This handheld radio and visualizer serves as the player's primary interface. Instead of relying on a standard HUD or quest markers, players must manually direct the CRTV toward their surroundings to interpret signals, track enemy patrol patterns through walls, and locate objectives. The device functions similarly to an ultrasound, displaying static images that provide clues, requiring players to pay close attention to environmental details like specific alleyways or buildings.
Investigation and Mystery
Outside of the stealth-focused traversal, the game leans heavily into exploration. The central mystery involves investigating the abandonment of St. Amelia, with clues leading Simon to the home of a nurse named Zoe Ellis. Zoe initiates contact via the CRTV, pulling the player into a sequence of careful observation—scouring files on DOS-based PCs, checking cabinets, and listening to old phone messages.
To assist with progression without relying on direct hints, the game utilizes thought bubbles that appear off to the side, reflecting Simon's internal process rather than forced protagonist dialogue. While the demo kept the more intense, late-game horrors under wraps, environmental clues like discarded protest signs in the town square suggest a narrative rooted in corporate or governmental overreach. With an IV drip attached to Simon’s arm and a nurse at the center of the mystery, the stage is set for a somber, character-driven story when the game arrives this September.

