The Justice ending is the most positive of the three grounded conclusions in Silent Hill: Townfall, the horror game from Screen Burn released on September 24, 2026. It sends protagonist Simon Ordell into a final confrontation on the fog-drenched St. Amelia pier, where he raises a flare gun at town patron Richard Shaw and chooses accountability over revenge. The moment looks like a decision, but the game has already settled the outcome from how you played the whole run.
Quick answer: Justice triggers when you finish with your Discoveries (Clues and Documents) count well ahead of your enemy kills and your total kills stay under 60. Its trophy is For St. Amelia.
What happens in the Justice ending
Every version of the finale opens the same way. Simon walks forward through heavy fog along the wooden pier toward a lamppost, with industrial structures looming in the distance. The gameplay leading up to this point never changes based on your choices, so the only thing that shifts is the closing cutscene itself.
The confrontation with Richard
At the end of the dock, Simon meets Richard Shaw, the older man in a suit who financed the town’s revival. Richard claims credit for building St. Amelia out of nothing and refuses to accept any blame for its collapse, insisting he wasn’t even present when the disaster happened. He argues that Simon caused the ruin and cannot stop it, even with his help.

Firing the flare skyward
Simon draws an orange flare gun and briefly aims it at Richard. When Richard tells him he cannot take the town, Simon agrees, then adds that he is giving it to the townspeople instead. He fires the flare straight up into the overcast sky rather than at the man in front of him.

The flare dyes the fog and sky deep red, calling down a colossal rig-like entity toward Richard. He drops onto the pier deck, shielding his eyes as the mass pins and exposes him, delivering the reckoning Simon spoke of for the town. At last, Zoe Ellis—the nurse connected to Simon’s story—can leave St. Amelia and escape the loop.

Simon walks away injured
The key difference that separates Justice from the similar Forever ending comes right after the flare. Instead of collapsing on the spot, Simon limps down the metal stairs of the pier, clutching an injured arm and his chest. He is wearing a white hospital wristband as he escapes.

The hospital reveal
The scene cuts to the real world, where a nurse inspects an empty hospital bed and holds a worn CEG safety inspector ID badge. The image ties the fog-bound events back to the fatal offshore rig disaster and the cover-up that trapped Simon, Zoe, and Richard in the town’s purgatory.

A flashback then shows why Simon is hurt. Richard had stabbed the hospitalized Simon with a surgical scalpel, and the ending implies that this attempted murder is exactly what guarantees Richard’s conviction in the real world. Simon is last seen slumped against crates on the dock as the memory plays out.

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Add to Google Preferences →The hidden tally that locks in Justice
Townfall has no visible morality meter. At the pier showdown, it silently weighs two accumulated totals: Discoveries and enemy kills. Discoveries includes only the Clues and Documents collected during that playthrough; the game contains 85 in all. The gap between the totals determines which of the three grounded endings appears.

| Ending | Trophy | Requirement |
|---|---|---|
| Justice | For St. Amelia | Discoveries well above kills, under 60 kills |
| Forever | Here To Stay | Discoveries barely above kills, under 60 kills |
| Abandoned | Just Making Things Worse | Kills above Discoveries, or 60 or more kills |
Justice is awarded when Discoveries greatly outnumber kills, while a narrow Discovery advantage grants Forever. Abandoned overrides either outcome if kills equal or exceed Discoveries, and also triggers at more than 60 kills regardless of your collection total. You cannot finish the game without killing: ordinary progress requires around 20 kills, including the corpse foes that rush you in Clara Woods.

The margin leaves room for error. Justice has appeared in tested playthroughs with about 80 Discoveries and over 50 kills, so extreme pacifism is unnecessary as long as Discoveries stay clearly ahead. For a safe result, aim to finish with roughly 20 more Discoveries than kills and avoid a high kill total.
Crossing 60 kills hard-locks the run into Abandoned even with 80-plus Discoveries, so count every kill, including any you deal to Richard.
Actions that hurt your score toward Justice
Certain actions apply penalties that count against your Discovery lead. Finding a Clue or Document is the only thing that adds positive score, so the safest approach leans on collecting and avoiding the negatives below.
| Action | Score effect |
|---|---|
| Finding a Discovery (Clue or Document) | +1 |
| Killing an enemy | -2 |
| Refilling the Cannula | -4 |
| Making a mistake as Zoe in The Patient puzzle | -3 |
As a reference point, a run that ends with 78 Discoveries and 18 kills comfortably lands on Justice. That run went well beyond what is required, so you do not need to be that cautious, but it shows how wide the safe zone is when you avoid refilling the Cannula too often and clear The Patient puzzle without errors as Zoe.
Several things that feel meaningful have no bearing on the three grounded endings, so you can ignore them when chasing Justice:
- Strange Postcards, CRTV signals, phone numbers, and Resource Containers
- Healing items used, time spent hiding, and total playtime
- The difficulty level and puzzle-difficulty setting
- Every dialogue selection and story choice
Justice can be earned on a first playthrough or in New Game Plus. In New Game Plus you carry a one-shot weapon with infinite durability, which makes stunning enemies and running past them far easier if you want the widest possible Discovery lead.
How Justice differs from the other pier outcomes
Forever uses the same flare fired into the sky, but Simon still cannot come to terms with his part in the cover-up. He falls on the dock, clutching his chest, then wakes at the loop’s beginning in Dingman Ward, where the nurse promises not to leave him. A Discovery lead that grows too large changes the result to Justice; if kills catch up, it becomes Abandoned.
Abandoned is the bleakest outcome. Simon says “I can’t,” aims the flare straight into Richard’s chest, and kills him before drowning himself in the red sea. Outside the loop, Simon has murdered Richard, leaving the town without accountability or recovery.
Two additional endings, Dog and Sci-fi, exist only in New Game Plus and override the Discoveries-versus-kills tally entirely once their item requirements are met, so they cannot interfere with a Justice run on a normal playthrough.
Confirming you reached the Justice ending
As the finale plays, the ending’s name appears on screen and the For St. Amelia trophy pops immediately afterward. The clearest tell is Simon limping down the stairs after the flare rather than collapsing on the dock, which separates Justice from Forever at a glance.
Check the post-game Results screen to confirm your outcome: the Ending line identifies it, and Endings Seen reaches 5 / 5 after every ending has been recorded across your runs. If the screen lists Here To Stay or Just Making Things Worse, your final totals fell into another band; on another run, adjust your Discovery lead or kill count to reach Justice.






