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Feature: 6 Things to Know from Silent Hill: Townfall’s Glowing PS5 Previews
Ahead of Silent Hill: Townfall's launch on PS5 and PC on 24th September 2026, journalists have been able to play the opening hours of the horror game, and early previews have revealed several notable details about how it plays. The game follows protagonist Simon through the fictional Scottish town of St. Amelia, and impressions suggest it leans heavily on stealth and exploration rather than combat, drawing comparisons to Alien Isolation.
Central to the experience is a device called the CRTV, which Simon uses for clues, puzzles and tracking nearby enemies, even through walls. Combat is described as slow and methodical, favouring melee weapons and avoidance over guns, which can attract more danger than they solve, while a Filled IV Bag item allows players to revive after death. The town itself is open to explore but gated by story progress rather than being a true open world, and the game runs in a letterboxed 2.35:1 aspect ratio. Technically, it will offer 30fps Quality and 60fps Performance modes on base PS5, with enhanced resolution via PSSR2 on PS5 Pro.
In short
- Silent Hill: Townfall previews highlight stealth-focused combat and a key CRTV device.
- Game is explorable but story-gated, not truly open world, out 24th September 2026.
- PS5 Pro offers improved visuals via PSSR2; base PS5 has 30fps/60fps modes.
Explained simply
Silent Hill is a long-running franchise centred on psychological horror games set in cursed towns. Each entry explores different stories of characters trapped in nightmarish environments, and the series emphasises atmospheric dread over action.
Silent Hill: Townfall is a horror game for PS5 and PC in which a protagonist called Simon navigates the fictional Scottish town of St. Amelia. Unlike many modern horror games, it emphasises stealth and exploration rather than combat, requiring players to carefully avoid threats and uncover mysteries.
The game uses a device called the CRTV as a central tool for tracking enemies and solving puzzles, encouraging cautious, methodical play. Combat is designed to be slow and risky, with weapons often attracting more threats than they eliminate, making evasion more viable than direct confrontation.