Despite its classification as a “psychological” horror title, the Silent Hill series has always alternated between combat and stealth, and Screen Burn’s Silent Hill: Townfall is no exception. But as much as you might prefer one over the other, lead game designer Graeme McKellan says the team wants both to be on “equal footing.”
In a new behind-the-scenes snippet about both gameplay systems, he noted that, “Sometimes parts of the game will certainly push you towards one form of dealing with enemy encounters.”
“We have various ways of doing combat in the game,” added QA lead Linda Stenback. “We can go from melee weapons to firearms and just general distractions.” Of course, while some situations may dictate one approach over the others, there’s relative freedom to choose what you’re most comfortable with.
If you do decide to throw hands, then fair warning: It feels like you’re “in a real scrap” per McKellan. Then again, that frantic feeling is what he enjoys most about it.
Silent Hill: Townfall is out later this year for PS5 and PC, though a release date has yet to be confirmed. While Screen Burn is a small team, Annapurna Interactive promises it will deliver a “full-length, high-quality game” (and also considers it one of their biggest ever published). Pricing remains unconfirmed, but Best Buy in the US listed it for $49.99.
Stay tuned for more details and check out Konami’s thoughts on delivering the first full-length first-person title in the series (which opens up new options for combat and puzzles). You can also listen to the track “Home” and learn more about the title’s composer.

This post offers an interesting look at Silent Hill: Townfall’s approach to stealth and combat. It’s great to see how the series continues to evolve while maintaining its psychological horror roots. I’m curious to see how these mechanics will impact the overall gameplay experience!