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SILENT HILL: Townfall

SILENT HILL: Townfall

Also known as: silent hill

Experience SILENT HILL: Townfall, a full-length, self-contained psychological horror game set in Scotland, 1996. This first-person adventure features strategic stealth and combat, narrative-driven puzzles guided by the CRTV, and multiple endings shaped by player actions.

2026-09-23ActionAdventureWindowsDeveloper: Screen Burn

Game data: Steam · store.steampowered.com

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не знаю во что поиграть, хотелось бы услышать предложения) Присоединяйтесь к клану, неважно какую игру вы играете)) https://squader.pro/open/clan-invite/R493U9NG

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Приветствую всех,ищу друзей для коорперативных игр.Так же играю в Dead by daylight и Fortnite.Можете предлагать свои варианты игр коорперативных.

PCMobile
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Всем привет, я за любой движ, кроме голодовки. Люблю кооп игры по типу репо, пика, летал компани и тд. Также уважаю онлайн и оффлайн настолки (мемполис, джек бокс, свояк) Также играю в роблокс, майнкрафт, вальхейм, иногда в пабг и дбд. Вообщем разброс игр богатый, главное найти компанию по душе, предпочитаю играть вечерами после 18 часов по мск, пишите, звоните, шлите письма, всем буду рада

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About the game

Simon Ordell is called back to the island of St. Amelia to ‘put things right’, encountering a town lying quiet beneath a heavy fog, seemingly abandoned but not at rest. Venturing deeper, and driven to understand his connection to the place and its inhabitants, Simon begins to discover fragments of a past rising to the surface. Experienced entirely in first person, Simon must explore, evade, and survive using a limited set of weapons and tools, including the CRTV, a pocket television used to tune into unstable signals. Evasion is tense; combat is frenetic, while narrative driven puzzles reveal a truth that refuses to stay submerged. SILENT HILL: Townfall is a full-length, self-contained psychological horror set against the cold, isolated backdrop of Scotland, 1996. Explore St. Amelia in 1996Fog-soaked streets, abandoned communities, and forgotten corners tell their story through atmosphere and history. Reality and delusion subtly intertwine to lure players into the depths of the grounded, tangible world of St. Amelia. A Brand-new, Memorable SILENT HILLSILENT HILL: Townfall exudes the beautiful and foggy streets of Scotland, offering a new setting to tell a unique and haunting story. More than just a horror game, this is a tale of introspection, loss, and consequence. Fear grows from small details, quiet moments, and the long shadow of Simon's past. Strategic Stealth and CombatSwing and block with melee weapons in frenetic melee combat, or keep your distance and use firearms to survive. Choose how to engage in each encounter, using both the tools at your disposal and the environment around you. Beyond fighting or fleeing, carefully sneak past danger through stealth, tracking enemy positions from cover or luring them away with distractions. Narrative Puzzles Guided by the CRTVThe iconic SILENT HILL radio makes a comeback as the CRTV, a portable television device. Threats lurking nearby, story fragments, & mysterious clues drift through unstable analog signals, which players can pick up by tuning the CRTV. Through narrative-driven puzzles closely tied to these fragments, players can relive past events and catch glimpses of everyday life in town, remaining constantly aware of the story. A First-Person SILENT HILL ExperienceThe first full-length SILENT HILL game to be presented in first-person perspective, players experience the fog-shrouded town directly through the eyes of Simon. With limited visibility and a heightened sense of proximity to danger, stealth, combat, exploration and the CRTV feel intimate, close and terrifying. Multiple EndingsEndings shaped by the player’s actions leave a lasting emotional impression long after the story comes to an end. Tension-Building Audio Design & MusicEvery creak, signal, and cry pulls the danger closer, with creative audio design building a rich and terrifying soundscape. A fully dynamic soundtrack by Pilotpriest builds and twists with player and enemy actions, reacting and building tension and release with the ebb and flow of action and stealth.

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