Silent Hill Townfall review: “Unrelentingly dark and disturbing horror”

Silent Hill Townfall review: “Unrelentingly dark and disturbing horror”

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I’ve played a lot of horror games over the years, and built up a thick skin in that time to anything but the bluntest of jump scares. So when I say Silent Hill: Townfall scared me, upset me, and left me with just a whole lot of stuff in my head I don’t entirely want to have to think about, that means it impressed me. Now it’s done I just keep rolling it around in my mind, trying to find a way to make it lie comfortably, but I suspect I will be thinking about it for a long time to come.

Fast Facts

Release date: September 14, 2026
Platform(s): PS5, PC, Xbox Series X
Developer: Screen Burn Interactive
Publisher: Konami

Townfall almost certainly isn’t going to be for everyone. It’s an incredible slow burn mechanically and narratively; very stealth heavy with lots of hiding and ruthless punishment for being found; and the story, once it reveals itself, is a much more difficult beast to wrestle with than birthing gods or manifesting murderous sexual repression. But, while there’s a few missteps and at least one late game puzzle I hated with a white hot fury, the overall experience has stuck with me in a way few things have. There are moments, ideas and entire levels worthy of discussion in their own right, as well as events, themes, and topics I’d rather weren’t in my head anymore. I’m going to keep this as spoiler free as possible going forward though, so if anything seems vague it’s to keep those secrets for you to discover.

I’ve been playing horror games since Resident Evil 2 came out the first time, and have plumbed the depth of everything from the big budget scares of Resident Evil Requiem, to smaller scares like Bloodwash, Mouthwashing and everything in-between. My top recommendations currently include things like Soma, Resi 7, Amnesia The Bunker, The Mortuary Assistant, and Mole. – Reviewer Leon Hurley

I see that town

Silent Hill Townfall

(Image credit: Konami)

It all starts with you arriving in the tiny Scottish coastal town of St Amelia, in the early ’90s, as a character called Simon Odell. He doesn’t know why he’s there, or where even there is, which works well setting him up as a cipher for your joint investigations into what the hell is going on. These early few hours – as you poke around the foggy streets and hide behind dumpsters from gnarly, skinned-flesh things skipping along the cobbles – are about as perfect as horror gaming gets.

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The key mechanic the stealth hangs on is an old retro CRTV, a pocket television that replaces a Silent hill staple, the radio, in helping you detect monsters. Instead of just having a warning crackle when danger’s near, you can now tune the TV into threats to get an interference laden X-ray view of danger through obstacles. The twist that stops this becoming too overpowered is that each individual creature is tuned separately, leaving you jumping between signals one at a time to check where everyone is as you creep around. There’s also a peek mechanic to peer around or over things that I clung to like a liferaft for a long time, sparing nothing but the barest of pixels to glimpse fleeting shapes around corners.

Silent Hill Townfall review

(Image credit: konami)

While it’s very effective in building fear, stealth does dominate everything

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