Konami’s newest horror entry drops the series’ fixed cameras and American small towns for a first-person walk through a fog-covered Scottish island. Silent Hill: Townfall is a standalone spin-off built by Scottish studio Screen Burn Interactive, co-published with Annapurna Interactive, and it hands you a pocket CRT television instead of a weapon rack.
Quick answer: Silent Hill: Townfall releases September 24, 2026 on PlayStation 5, Steam, and the Epic Games Store. Deluxe Edition pre-orders include 48-hour early access, which begins September 22, 2026.
Silent Hill: Townfall release date, platforms, and editions
September 24, 2026 is the release date for PlayStation 5 and PC. The PC edition will be available on Steam and the Epic Games Store, while physical production is limited to PS5. No Xbox or Nintendo release has been announced. The standard edition costs approximately $49.99 / £44.99.
| Edition | Contents | Pre-order bonuses |
|---|---|---|
| Standard | Base game | CRTV Style: Rusted; CRTV Style: Beach Edition (PS5 only) |
| Deluxe | Base game, digital artbook, digital soundtrack, Simon’s Outfit: Alternate | 48-hour early access plus both CRTV styles |
Pre-orders are live across all three storefronts, and the editions lineup is listed on Konami’s official Silent Hill portal. The Beach Edition CRTV skin is tied to PlayStation, so PC players get the Rusted style only.
St. Amelia in 1996: Setting, protagonist, and cast
You play Simon Ordell, a man called back to the island town of St. Amelia to “put things right.” He keeps waking in the water beside the docks, and the town he walks into is quiet, windswept, and buried under heavy fog. The year is 1996, chosen deliberately for the moment home technology was about to explode.

St. Amelia is modelled on St Monans, a real coastal village in Fife, and it makes Townfall the third entry in the series set outside the United States. Series producer Motoi Okamoto has framed the shift as treating Silent Hill less as a place on a map and more as a condition that can settle anywhere.
The cast is small. Jovan Adepo voices Simon. Kezia Burrows plays Zoe, a nurse who contacts Simon through the CRTV. Terry O’Quinn plays Richard, the man who summons Simon back to the island. Much of the town’s history surfaces through medical records, clinic paperwork, and the St. Amelia Medical Centre.
The CRTV handheld: tracking enemies by signal
The CRTV is a handheld cathode-ray television, and it is the reason the game is in first person at all. Director Jon McKellan has said that showing the screen from a third-person camera would have meant rendering it as a UI element, which would have felt like a mini-map rather than an object Simon is holding.
Raising the device lets you tune through frequencies. Lock onto an enemy’s signal and you can see roughly where it is through walls and fog, which turns most encounters into a routing problem rather than a fight.

The device does more than spot monsters. It carries video feeds and messages, including Zoe reaching out through the static, and it feeds directly into puzzles. Some frequencies are matched using the PS5 controller’s gyro, holding the pad steady until the signal syncs, after which the images that appear point to a solution somewhere in the surrounding environment.
Combat, evasion, and healing items
Weapons exist, but the design pushes hard against using them. Simon can swing a plank or a pipe, and firearms turn up as the game goes on, including a revolver, a double-barrel shotgun, and a flare gun. Ammunition is scarce and enemies are relentless, so brute force tends to end in a game over screen.

Evasion is the intended answer, and the toolkit is deeper than hiding in a closet:
- Track a monster’s position on the CRTV and move around it using cover.
- Throw bricks and other objects to pull attention away from your route.
- Hide in lockers or peer through grates to watch patrol patterns.
- Manually lock the doors of otherwise empty rooms and wait out a pursuer.
- Listen for the loud bang that signals you have been spotted, then break line of sight.
Healing runs through a small inventory of medical supplies such as gauze, antibiotics, alcohol, and IV components. Items can be combined, and the notable one is IV Fluid plus an empty IV Bag, which produces a Filled IV Bag that revives Simon automatically when he goes down. Grabs from certain monsters trigger a quick-time struggle to break free.
How saving works in Silent Hill: Townfall
Saving is manual and diegetic. You walk up to a payphone, pick up the receiver, and key in a number to record your progress. Computer terminals also act as save points in places, tying the act of saving to the same 90s hardware the puzzles run on.

Phone lists and directories pinned around the medical centre carry numbers worth noting, including extensions for staff like Zoe Ellis and Dr. Glenn.
Puzzles built on 1990s hardware
Almost every puzzle is an object you operate rather than a riddle you read. Floppy disks go into beige desktop machines running period word-processing software. Email clients hold old messages addressed to clinic staff. Combination locks and keypads guard doors, and the codes are written down somewhere else entirely.

Pagers deliver door codes mid-exploration, notice boards and maps fill in layouts, and lockers hide supplies behind four-digit combinations. The game does not flag solutions for you, so reading the paperwork you pick up genuinely matters.
The red Otherworld
Townfall keeps the series’ shift into a distorted mirror version of its setting, but swaps the familiar rust and grime for saturated red and blue lighting. Streets, backyards, kitchens, and hospital corridors all reappear in that palette, visibility drops, and sound becomes the more reliable way to place a monster.

Enemy design leans on medical body horror. Bandaged figures with metal plates, skinless things that lunge out of drawers, and creatures with clinical apparatus fused into them all echo the IV line taped to Simon’s own hand.
Length, endings, and New Game Plus
A first run takes roughly 15 hours. There are five endings in total, and two of them are only reachable through New Game Plus. McKellan describes the structure as “wide linear,” with the ending determined by accumulated small choices and actions rather than a single branching decision near the finish.
Development began in 2022 under the studio then known as No Code, which renamed itself Screen Burn Interactive in July 2025 after the ghost image left burned into an old CRT. It is a team of about 30 people working in Unreal Engine 5, with a score by Pilotpriest. A one-shot tie-in comic, Silent Hill: Townfall – The Dock House, reached UK readers on September 16, 2026, with a US and overseas release following on September 30.






