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SILENT HILL: Townfall on Steam

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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.

SILENT HILL: Townfall is a adventure, horror and action game developed by Screen Burn and published by KONAMI and Annapurna Interactive.
Released on September 23rd 2026 is available only on Windows in 13 languages: English, French, Italian, German, Spanish - Spain, Spanish - Latin America, Portuguese - Brazil, Polish, Russian, Simplified Chinese, Traditional Chinese, Japanese and Korean.

It has received 3,452 reviews of which 2,313 were positive and 1,139 were negative resulting in a rating of 6.6 out of 10. 😐

The game is currently priced at 49.99€ on Steam, but you can find it for 33.89€ on Instant Gaming.


The Steam community has classified SILENT HILL: Townfall into these genres:


Here is the detailed breakdown of supported languages for SILENT HILL: Townfall:

UI Subtitle Audio
English
German
French
Italian
Korean
Spanish - Spain
Simplified Chinese
Traditional Chinese
Russian
Japanese
Polish
Portuguese - Brazil
Spanish - Latin America

Media & Screenshots

Get an in-depth look at SILENT HILL: Townfall through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 11 x64
  • Processor: AMD Ryzen 5 3600 / Intel i7-8700K
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce RTX 2060 Super / AMD Radeon RX 6600
  • DirectX: Version 12
  • Storage: 75 GB available space
  • Sound Card: Windows Compatible Audio Device
  • Additional Notes: Playing on minimum requirements should enable to play on Low settings at 1080p 30fps.

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

22 hours played
Oct. 2026
Silent Hill townfall is a first person horror game set in a scottish seaside village. Gameplay involves exploring the village, solving puzzles, fighting enemies with melee weapons, shooting enemies, and stealthily avoiding enemies. The game takes approximately 10-12 hours to complete your first playthrough. If you try to achieve all 100% of the achievements and obtain all 5 endings, the game can take anywhere from 20-30 hours. + The story is excellent, and it is not as obscure as most survival horror games are these days. (Especially the Silent Hill games). You will know exactly the full story and all its twists as the credits wrap up. My brain wasn't too fried trying to figure everything out, which I welcomed for a change. + The graphics on max settings are spectacular. Super detailed environments, crisp 4K beautiful textures, excellent lighting, deep environmental details. + Several puzzles are unique and are quite interesting to solve. Many have a 1990s throwback look to them, such as floppy discs and older computers. These were fun to operate and use. +/- The music during the opening menu song is hauntingly beautiful. However there was nothing in the game that was memorable at all regarding sound or music. For a Silent Hill game, this was a letdown. Pretty standard monster fare. Voice acting was ok but nothing stood out. - The biggest crime with this game is that it punishes you for having fun. In order for you to achieve the top 2 endings, you have to use stealth the whole game and not fight any enemies. That awesome weapon you just spent 5 hours to unlock?! Yeah you can't use it. Otherwise you will get the bad ending! Ridiculous. - Many stuttering problems and crashes when the game was first released. However, after the lastest patch and locking in my FPS at 90, I haven't had a single crash. Disabling NVIDIA Reflex also helps. - The fighting mechanics are barebones, hitting monsters with sticks and pipes etc... - Low enemy variety, no boss fights. - Many annoying sections during stealth playthroughs where an enemy just stands in your way for 5 minutes. - If you want 100% achievements, your face has to be glued to a guide for 10 hours, very annoying. - The process to obtain all the endings is frustrating and not fun. To be honest, I have spent $10 on many indie horror games made the last 5-10 years, that were made by 2-3 people, that felt like a better made game than this. The graphics are super polished and the story is great, but the gameplay is severely lacking, sometimes even to the point of being boring. The whole experience feels a bit hollow / empty for some reason. Overall: 6.5/10
41 hours played
Oct. 2026
I was honestly very hesitant on getting this one right away SURPRISINGLY,, but I ended up enjoying just about every bit of it. If you like Outlast I feel you will also automatically enjoy the overall theme of this one. The atmosphere is also absolutely beautiful overall per usual. music is amazing as always. The puzzles were pretty fun the last one was making me want to cry tho lol Overall, I think this is a great addition and I would recommend giving this one a shot.
34 hours played
Oct. 2026
I recently finished the game and am already on my second playthrough, working toward the Platinum. All I can say is: what an incredible game—it was truly worth the wait. I’ll break down each aspect of the game and explain my thoughts. Visuals/Graphics: - In my opinion, the "Otherworld" is the best the franchise has ever seen. That industrial concept which ties closely into the story fits the game's context perfectly; combined with the red atmosphere, it makes the setting feel truly terrifying. - The locations are brilliantly realized. There’s St. Amelia, based on Scotland, which is executed beautifully with narrow streets and a layout that’s great to explore. Then there’s Clara Woods; I really enjoyed seeing a more modern city with an "American" feel—both areas are visually stunning and fun to explore. - Character modeling and creature design are amazing. Seeing Zoe’s face and expressions really highlights the quality of the modeling—it impressed me just as much as the environments, fog, and lighting did. The monsters feature truly grotesque designs rooted in specific contexts, much like in Silent Hill 1 and 2. I love that this approach has returned—first in Silent Hill f and now here—where the designs aren't just grotesque for the sake of it, but are executed masterfully to create something deeply unsettling. This is especially true for one giant beast that it is really good and already creating a lot to talk about, which I really like. (One downside I’d mention is the performance with UE5; it was problematic at launch, with stuttering in enclosed areas. Fortunately, a patch has since fixed this it’s no longer noticeable, which is much appreciated.) Music/Sound: -If someone had told me Yamaoka handled the audio, I would have believed them; Pilotpriest work was a 10/10. Every sound across all areas was excellent and immersive (I remember going a bit crazy in Part 5 hearing sounds of "Widows" when none were actually there—it’s designed to mess with your mind, just like Yamaoka’s style). -The soundtrack isn't rock-oriented like in past Silent Hill titles featuring Yamaoka; this time, it’s entirely melancholic and classical. It fits the game's aesthetic perfectly (walking through St. Amelia in Part 2 with that soundtrack playing in the background was a fantastic experience). Tracks like "HYMN," "Gone," "Last Place," and "Otherside" were highlights for me. As I said, it’s a departure from the franchise norm, and THAT IS A GOOD THING. I like that they’re giving others the chance to do something different with the series and showcase new talent. Gameplay: -The first-person camera was A TOTAL WIN: Even if you don't think it's for you, seriously—give it a chance. We’d seen this before in SH4, P.T., and The Short Message, but having a full game experience with it is undoubtedly a great move. This perspective creates total immersion, letting you truly feel the tension and anxiety the game aims to evoke; give it a shot, even if you think it’s not your style. -The stealth mechanics are really fun—simple, but not bad. On my first day of playing, it felt intense, almost overwhelming due to the anxiety it caused and the vulnerability you feel, but that’s exactly the point of the game, and it succeeds completely in that regard. Don't think the stealth is intrusive; I saw a lot of complaints about it, but honestly, it isn't. People mistake the anxiety the game creates for "unfairness" but it’s not unfair. The enemies are actually quite forgiving if you peek out and watch them for a bit; you can walk or crouch right up behind them and they practically won't see you. Plus, their movement patterns are simple, so you can wait them out or maneuver within their field of view to avoid detection. Regarding peeking, you can simply pull the stick down to use structures for easy cover. The game gives you enough resources to kill everything in your path if you play on Normal or Easy, though your choices will affect the ending. -The endings depend on how many enemies you kill and how many documents you collect. It’s designed so that you play a certain way on your first run, then try again—now with story context and focus more on stealth. I recommend doing it that way; don't worry too much about getting the bad ending first, the game isn't so long, you can go back and get the better endings later. -It likely features some of the best puzzles in the franchise. They are all excellent and fun; it’s great to have puzzles that feel like old-school survival horror, no guides handing you the answer. I loved this aspect in SH2R and I'm glad it continued in Townfall. They are challenging but not impossible; they really make you think and take a moment to analyze things, just like games used to. I saw this as a huge positive and hope they keep going down this path in the future. -I thought the CRTV mechanic would be useless, but I was completely wrong: it turned out to be one of my favorite features. It’s great that it wasn't limited to just spotting enemies; you can see lore details, context regarding past events, and puzzle clues. This complements the gameplay nicely, offering a way to solve puzzles that I hadn't experienced in other games before. Story: I was really looking forward to this aspect. I had expected something very Silent Hill 2 type story like Homecoming, which copied elements without feeling truly unique, but this game managed to carve out its own identity. -From day one, I was theorizing based on the game's clues, and I was happily proven wrong; the story took me by surprise. Although I’ve only seen the bad ending so far, I’m eager to see the others. It was fantastic to explore the stories of side characters like Richard and Zoe, and Simon’s role was brilliant. True to its title, the narrative focuses heavily on the city's downfall, the events that transpired there, and the lives of its residents. Extras: -In my opinion, this game features the second-best final boss in the franchise, right alongside Silent Hill 2 Remake. The encounter carries significant weight, and—as I mentioned earlier, the visuals make the environment incredible. However, it was the gameplay that I loved the most; without getting into too many specifics, the way it handles resources, the environmental structures, the AI ​​behavior, and the narrative weight conveyed through text was absolutely epic. Visually, it was also outstanding, especially with certain enemies or entities making for a truly great final boss experience. -It truly feels like a classic Silent Hill game: I loved Silent Hill f which feels like a modern take on the classic franchise and takes a very different path, but with Townfall, I really appreciate how it feels like a return to that classic era for several reasons: 1. The focus on stealth/avoiding enemies rather than combat 2. Challenging puzzles 3. Fun replayability 4. Silly joke endings 5. A story that is personal yet also focused on the game's setting and many more made me like this game much more. I genuinely loved the game; it surprised me and feels like a worthy Silent Hill title. I’m currently working toward the Platinum because it’s genuinely fun to play. I loved the atmosphere, designs, gameplay, and soundtrack, and I’d love for people to give it a chance, it’s totally worth it. 10/10.
18 hours played
Sept. 2026
It’s hard to say whether I would recommend this game or not, because honestly, it has more flaws than strengths. But the quality of its good parts is strong enough to keep it recommendable — at least for the right kind of player. To start with the flaws, I think there is a very thin line between horror and frustration in horror games, especially when stealth is involved. Things like the game’s pacing, enemy design, AI behavior, and level design can easily push a horror game from being scary to simply being frustrating. Townfall does a good job of creating a disturbing atmosphere and keeping the game horror-focused, but sometimes it crosses that line. This is especially noticeable when you encounter The Weight. Its unpredictable movement pattern can make encounters feel more frustrating than scary, and the game’s insistence on bringing it back again and again, even after you have already dealt with it multiple times during the same sequence, makes things worse. The manual save system also makes these encounters more frustrating than they need to be. When you have to repeat the same section because of an encounter that feels more unpredictable than skill-based, it can really hurt the pacing. Another problem for me was Simon himself. As the main character, I barely felt like I got to know him throughout the game. In many situations, he seemed even more clueless about what was happening than the player, and I never felt that his character development was strong enough. Some of the other characters had much more understandable motivations and emotional pain, while Simon himself often felt strangely distant from the story. For a main character, I expected to feel more connected to him, and I honestly don't think I will remember him much after finishing the game. The game’s direction was another issue for me. The ideas behind it are interesting, but I don't think they were always executed as well as they could have been. The combat isn't particularly impressive, and while the stealth can work, the unpredictable enemy behavior can make it more annoying than engaging. But despite all of these flaws, there are some things that Townfall does extremely well. The story is so good that, for me, it was enough to keep me playing from beginning to end. Even when the gameplay was frustrating or the pacing slowed down, I still wanted to know what would happen next. That says a lot about how effective the game's narrative is. The music, atmosphere, and sound design are phenomenal. They do an incredible job of creating an unsettling environment and constantly reminding you that you are playing a horror game. This is probably the strongest part of the entire experience. So, in the end, I can recommend Silent Hill: Townfall to people who enjoy horror games, especially if they care more about atmosphere and story than perfect gameplay. It's worth your time, but I wouldn't say it's worth your money at full price. At around 50% off, I think it becomes a much easier recommendation. 7/10
47 hours played
Sept. 2026
I honestly really enjoyed this game. It has something of its own and I love when a game isn’t afraid to have its own identity. I always try to go into games with an open mind, especially when they’re part of a series I love SOOO much. And Townfall definitely gave me something different to experience this time ૮ ˶ᵔ ᵕ ᵔ˶ ა The story was probably the one thing that left me wanting a little more tbh.. but I still found myself enjoying the journey, even with a few ups and downs along the way. Also, sneaking .ᐟ is such a BIG part of this game and I can see why that won’t be everyone’s cup of tea.. the slower, more tense gameplay is definitely something you have to be in the mood for and I think it’s made for people who really enjoy taking their time and soaking everything in. If you speedrun through it, I swear you’re playing a completely different game ahaha. And while Townfall will never compare to the old Silent Hill classics (for me, those games have such a special place in my heart and nothing could ever replace them) I don’t think it needs to! Townfall is unique in its own way and I really appreciate it for that. I’m glad I went into it with an open mind bc honestly, I had such a lovely time with it 🖤 https://steamcommunity.com/sharedfiles/filedetails/?id=3808567770 https://steamcommunity.com/sharedfiles/filedetails/?id=3808568126

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Frequently Asked Questions

SILENT HILL: Townfall is currently priced at 49.99€ on Steam.

No, SILENT HILL: Townfall is currently not on sale. You can purchase it for 49.99€ on Steam.

Yes, SILENT HILL: Townfall received 2,313 positive votes out of a total of 3,452 achieving a rating of 6.55.
😐

SILENT HILL: Townfall was developed by Screen Burn and published by KONAMI and Annapurna Interactive.

Yes, SILENT HILL: Townfall is playable and fully supported on Windows.

No, SILENT HILL: Townfall is not playable on MacOS.

No, SILENT HILL: Townfall is not playable on Linux.

No, SILENT HILL: Townfall is not playable on Steam Deck.

No, SILENT HILL: Townfall is not playable on Steam Machine.

No, SILENT HILL: Townfall does not support VR.

SILENT HILL: Townfall is a single-player game.

No, SILENT HILL: Townfall does not currently offer any DLC.

No, SILENT HILL: Townfall does not support mods via Steam Workshop.

No, SILENT HILL: Townfall does not support Steam Remote Play.

Yes, SILENT HILL: Townfall is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for SILENT HILL: Townfall.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 23 October 2026 23:06 UTC
SteamSpy data 05 November 2026 14:00 UTC
Steam price 09 November 2026 04:36 UTC
Steam reviews 21 October 2026 10:10 UTC

If you'd like to dive deeper into the details about SILENT HILL: Townfall, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about SILENT HILL: Townfall
  • SteamCharts - Analysis of SILENT HILL: Townfall concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck SILENT HILL: Townfall compatibility
SILENT HILL: Townfall PEGI 16
Rating
6.6
2,313
1,139
Game modes
Features
Online players
357
Developer
Screen Burn
Publisher
KONAMI, Annapurna Interactive
Release 23 Sep 2026
Platforms
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