Tag Archives: survival horror

Silent Hill: Townfall — Five Endings, 10–14 Hours and New Gameplay Details Revealed

A new PlayStation Blog hands-on for Silent Hill: Townfall has dropped a substantial stack of gameplay details — five distinct endings, a 10-to-14-hour runtime, and a first-person horror experience built around a portable handheld TV. With the game arriving on 24 September 2026 for PS5 and PC, this is the closest look Singapore horror fans have had at what Screen Burn Interactive and Konami have been putting together.

Five Endings That Change With How You Play

Silent Hill: Townfall — foggy Scottish street in St. Amelia
Image courtesy of Konami

Konami has confirmed five endings for Townfall in total. Three are accessible on a first playthrough, while two more are locked behind New Game+. Crucially, none of the five has been declared the canonical conclusion — the game leaves the interpretation of what is real and what is purely in protagonist Simon Ordell’s mind deliberately open. Ending outcomes are shaped not by explicit dialogue choices but by how you play throughout: where you linger, what you examine, and how cautiously you move through St. Amelia. Small behavioural patterns accumulate across the whole run rather than hinging on a last-minute decision.

Playtime is estimated at 10 to 14 hours for a single run — a full-length game rather than a shorter horror vignette, and a meaningful time commitment for anyone planning to chase every ending. For the horror fans among us who replay classics like Silent Hill 2 multiple times, that runtime feels right.

The CRTV: Silent Hill’s Radio, Rebuilt for First-Person Play

Silent Hill: Townfall — atmospheric town alley with festival bunting
Image courtesy of Konami
SILENT HILL: Townfall | Official Reveal Trailer — via SILENT HILL (Official) on YouTube

At the centre of Townfall’s loop is the CRTV — Simon’s handheld portable television that serves as this entry’s version of the series’ iconic static-crackling radio. It detects nearby threats that aren’t visible to the naked eye, and lets you tune into signals that reveal plot details and unlock puzzle solutions. The DualSense gyroscope handles aiming and frequency tuning: you physically tilt the controller to find the right signal, an elegantly unsettling mechanic that puts you in Simon’s uneasy headspace. Developer Screen Burn also confirms the puzzles you encounter are themselves narrative clues — the things you’re being asked to solve are hints about the story unfolding around you.

Stealth First, Combat a Last Resort

Silent Hill: Townfall — Simon discovers a revolver in a wooden box
Image courtesy of Konami

Screen Burn is steering players toward avoidance over aggression. Simon can hide in closets, garden sheds, and tight spaces; distract enemies; or simply run. Combat is available — he can find melee weapons like wooden clubs and, as the press screenshots show, a revolver with a small cache of rounds — but the design philosophy is clear: use it as a pressure valve, not a primary solution. Combat runs on an L2 block, R2 strike system, while firearms use gyroscope aiming via the DualSense. Monsters can dynamically adjust their pursuit if you attract attention, so brute-forcing your way through is likely to cost you.

St. Amelia: Scotland, 1996, in the Fog

Silent Hill: Townfall — foggy harbor dock in St. Amelia
Image courtesy of Konami

The setting is St. Amelia, a coastal Scottish island town in 1996. Simon arrives following a mysterious letter, drawn by a nurse named Zoe whose story becomes increasingly entangled with his. The town itself — stone terraces, festival bunting in the damp wind, fishing docks fading into sea mist — is built from reference photography by Scottish landscape photographers, and the authenticity shows in the early material. Screen Burn’s studio is based in Scotland, which gives the environmental design a specificity that borrowed aesthetics rarely produce.

When reality fractures, Simon descends into Otherworld sequences: the familiar red-lit underground horror of the series, reconstructed in first-person. The result is that Townfall sits alongside Silent Hill 2 Remake and Silent Hill f as part of Konami’s three-year autumn horror push — each entry taking the franchise in a different direction, with this one the most psychologically interior of the lot.

PS5 Specs and September 24 Launch

Silent Hill: Townfall — monster encounter from first-person perspective
Image courtesy of Konami

On PS5, Townfall runs at 30FPS in Quality mode and 60FPS in Performance mode, with a 2.35:1 cinematic aspect ratio that frames it like an old-school horror film rather than a standard widescreen game. PS5 Pro players get PSSR upscaling and ray-traced environmental lighting. DualSense haptic feedback tracks the creak of floorboards underfoot and the static pulses of the CRTV — small details, but the kind that compound the unease in a first-person horror.

The confirmed launch date is September 24, 2026 on PS5 and PC via Steam and the Epic Games Store. Singapore players can pick it up on the PlayStation Store Asia and Steam at launch — SGD pricing has not been confirmed at time of writing. For more upcoming releases worth tracking, see our latest game news.