Review PS5 PC

Silent Hill: Townfall Review: fear behind the static

Excellent

OutstandingOur score Buy fromEGP 2,990
In this story 5 min read
Verdict

We find its setting, story and signal-driven investigation more memorable than its demanding stealth.

Reviewed on PS5
Our scores
  • World and atmosphere9.2
  • Story8.8
  • Gameplay8.2
  • Combat7.8

Our review finds a thoughtful psychological horror whose atmosphere and story outweigh its uneven stealth.

I find horror most affecting when understanding a place becomes as unsettling as surviving it. Silent Hill: Townfall turns that idea into a first-person mystery: a fogbound Scottish town, a protagonist with a reason to return, and a pocket television that offers clues without making the dark feel safe. Its best ideas make investigation part of the fear.

The essentials

Developer
Screen Burn Interactive
Publishers
KONAMI, Annapurna Interactive
Platforms
PlayStation 5, PC
Setting
Scotland, 1996
Release date
24 September 2026
Rating
PEGI 16

Silent Hill: Townfall and the fear of the unseen

Simon Ordell returns to the remote island town of St. Amelia, where fog, silence and fragments of memory shape the investigation. I like that the place is more than a backdrop: the ordinary streets and interiors make the strange details feel intrusive. The first-person view keeps those details close, while also limiting how much of a threat Simon can see at once.

  • A town with a past Explore an isolated Scottish setting where discoveries gradually connect the town, its inhabitants and Simon.
  • Close perspective The first-person view makes checking a room or moving past danger feel personal.
  • Clues with a purpose Environmental details and puzzles feed into the story rather than sitting apart from it.

A signal that serves the story

The CRTV is the clearest expression of the game’s design. This pocket television tunes into unstable signals, helping Simon detect threats and uncover clues. I appreciate how one object serves both investigation and survival. It asks you to pay attention to the world, then makes that attention feel risky. The screen can offer information, but it cannot promise safety.

The puzzles benefit from the same connection. PlayStation’s developer interview describes them as tied to the characters’ histories, and that relationship matters: a solution can move the investigation forward while changing what a detail means. For me, this is where the game feels most deliberate. Thinking is not a pause from the horror; it is one of the ways the horror reaches you.

Mohamed's take

I value a horror puzzle most when its answer changes how I understand the place, not just which door opens next.

Silent Hill Townfall gameplay under pressure

The CRTV gives you information, but it does not turn danger into a routine checklist. Threats still have to be handled with care, and the game frames evasion as a central part of getting through the town. I like that restraint in principle: choosing whether to hide, move or confront danger gives each encounter weight. The strongest stretches make even a short crossing feel like a decision.

Reading an encounter

  1. Take in the signal Use what the CRTV reveals to understand the immediate threat.
  2. Find a way through Consider the space around you before moving into danger.
  3. Choose your response The game’s survival loop asks you to weigh evasion against confrontation.

That pressure is not perfectly sustained. Some stealth sections can feel punishing, and repeated attempts risk turning a tense pursuit into a lesson in enemy routines. This is the point where the game’s careful pace can work against it: when a route is unclear, fear gives way to frustration. The setting and central idea remain compelling, but the stealth needs more consistency to keep every difficult moment productive.

What we loved
What held it back
  • A distinctive, atmospheric Scottish setting.
  • The CRTV links clues with survival.
  • Puzzles contribute to the unfolding story.
  • The first-person perspective strengthens close encounters.
  • Some stealth stretches are punishing and slow the pace.
  • Repeated enemy patterns can reduce surprise.

What critics noticed

Selected critic scores

Selected critic scores
GamesRadar+ (4.5/5)9/10
Game Informer (8.25/10)8.25/10
Push Square (7/10)7/10
Games 2 Egypt9/10

Scores out of 10; original scale in brackets

The reviews we could verify share a respect for the atmosphere and the game’s ideas, while differing on how well its stealth holds up. GamesRadar+ praises the mood and story but flags stealth-heavy sections and limited enemy variation. Game Informer also highlights the first-person perspective, while describing frustration with inconsistent enemy detection. Push Square is more reserved, pointing to a familiar structure and an underused CRTV. The disagreement is useful: the central concept lands more consistently than every encounter built around it.

Who should take the trip?

  • Atmosphere seekers A good fit if you enjoy slow-building dread and carefully observed places.
  • Puzzle fans The clues reward players who like connecting details to a larger story.
  • Patient horror fans Its appeal is strongest when evasion and deliberate movement are part of the fun.

I would recommend this direction to players who want to investigate the source of their fear as much as escape it. Take time with the surroundings and let the clues accumulate. The key question is whether the slow, stealth-led pace works for you. For players in Egypt and the wider Arab world, the available official information confirms the platforms and setting, but does not establish Arabic-language support.

How we tested
Platform
PS5
Finished
100%
Copy
Bought by us

FAQ

Is Silent Hill: Townfall a standalone story?

Yes. KONAMI describes it as a self-contained psychological horror story.

What does the CRTV do?

It tunes into unstable signals and helps Simon uncover clues and detect threats.

Is the game available on PS5?

Yes. KONAMI lists PlayStation 5 and PC among its platforms.

Silent Hill Townfall - PS5

Why we recommend it PS5 edition

EGP 2,990

Written by Mohamed Essam Desoki Ebrahiem.

Mohamed Badr, specializing in digital marketing, social media management, Media Buying, and marketer at Games 2 Egypt. A gamer who loves exploring, especially drawn to open-world games. I write clearly about my experiences, appreciating what’s done well and offering fair criticism of what could be better.