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INDEPENDENT GAME REFERENCETHE TOWNFALL EDITION

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Released · Patch 1.4.0 · Menu build v1.5.154194 · official sources checked October 20, 2026 UTC · Official version source

SOURCES & METHOD

Inspect the record.

Every published statement has a source, a locator and an explicit limit. Source checks have individual dates; the latest is October 20, 2026. No full-game playthrough or benchmark is claimed.

How to read this edition

  • Released availability confirmed by KONAMI’s September 24 announcement; Steam, PS5 and Epic storefronts rechecked October 8 Pacific. Regional date differences do not establish a universal unlock time.
  • No released build was played or benchmarked by this wiki.
  • Preview reporting is labeled and is not final-game verification.
  • Practical puzzle guidance is attributed to published written guides. No Kingy gameplay capture, full audiovisual review or leaked material is represented.
  • Source absence is a limit of this edition, not proof a feature cannot exist.
  • Patch 1.4.0 notes checked October 8; menu v1.5.154194, CEG entry and AI behavior have not been play-tested by Kingy.

“Official statement” means an attributed creator or publisher announcement. “Preview / reporting” remains the named writer’s account. “Evidence limit” identifies what the cited material does not settle; it does not prove a universal negative.

Related links and summaries are editorial navigation to the cited statements, not additional independent evidence. Corrections require a new reviewed release; this edition does not provide an unconnected submission form.

Official web / developer statement

Townfall Standard Edition — US PlayStation Store

KONAMI via PlayStation Store

Published Not dated · Latest check 2026-10-20T14:52:09.030Z

Open original source ↗
3 statements supported · read in context
  • McKellan’s July interview describes motion controls for fine aiming, map manipulation and tilting the CRTV during puzzles. The current PS5 Store accessibility list says the game is playable without motion controls, touch controls, vibration or adaptive-trigger effects, and offers basic controller remapping. Exact alternative bindings have not been tested by Kingy.

    PS5 features: touch, motion & audio ↗
  • Historical US PS5 schedule: on September 21 the Standard listing gave September 24 at 04:00 UTC, midnight EDT or September 23 at 9 p.m. PDT. Launch has passed, and the current listing offers Add to Cart. The old timestamp is retained as history, not a countdown or worldwide unlock guide.

    Release date, platforms & editions ↗
  • KONAMI confirms Silent Hill: Townfall is available on PlayStation 5, Steam and Epic Games Store. Its launch announcement is dated September 24, 2026. At the October 20 check, the fetched Steam listing still displays September 23, while the US PlayStation listing and the fetched Epic listing display September 24. The Epic storefront’s region was not established, so this does not confirm a US Epic date. These storefront dates do not establish a universal unlock time.

    Release date, platforms & editions ↗
Official web / developer statement

Townfall Deluxe Edition — US PlayStation Store

KONAMI via PlayStation Store

Published Not dated · Latest check 2026-10-20T14:52:09.031Z

Open original source ↗
2 statements supported · read in context
  • The current PS5 Deluxe listing includes the full game, a Bonus Application containing the digital artbook and soundtrack, and Simon’s Alternate outfit. The earlier 48-hour early-access offer was a preorder benefit before launch; that window has ended.

    Release date, platforms & editions ↗
  • The US PS5 Deluxe listing gives September 22 as its release date and now offers Add to Cart. Its earlier preorder offer included 48-hour early access. That period has ended; the historical listing never established an absolute Deluxe unlock hour from its relative countdown.

    Release date, platforms & editions ↗
Official web / developer statement

KONAMI release date and editions

KONAMI

Published 2026-06-02 · Latest check 2026-10-20T14:52:09.031Z

Open original source ↗
5 statements supported · read in context
  • KONAMI’s June announcement offered physical preorders only for PlayStation 5. That preorder period has passed. The current PC listings are digital Steam and Epic editions; the inspected announcement does not establish a physical PC edition.

    Release date, platforms & editions ↗
  • The current PS5 Deluxe listing includes the full game, a Bonus Application containing the digital artbook and soundtrack, and Simon’s Alternate outfit. The earlier 48-hour early-access offer was a preorder benefit before launch; that window has ended.

    Release date, platforms & editions ↗
  • The inspected platform announcement does not list Xbox, PS4 or Nintendo Switch. This wiki therefore does not present those platforms as confirmed. Absence from this source is a limit on what this edition can establish, not proof that a future port is impossible.

    Release date, platforms & editions ↗
  • The June US announcement describes Simon traveling into a residential part of town just off the fog-shrouded marina. This establishes a published relationship between two areas, not a scale map, total district count or proof that every visible building is accessible.

    St. Amelia: a Scottish island under fog ↗
  • At the September 21, 02:27 UTC check, Steam displayed September 23 for release and September 21 for Deluxe advance access. KONAMI's announcement says September 24. The sources do not explain the difference; a timezone explanation remains unconfirmed. This is a historical storefront snapshot, not current unlock guidance. These records do not establish a universal PC unlock hour or preload availability.

    Release date, platforms & editions ↗
Official web / developer statement

Scotland, St. Amelia and studio background

KONAMI

Published 2026-06-03 · Latest check 2026-10-20T14:52:09.031Z

Open original source ↗
6 statements supported · read in context
  • Simon Ordell is the protagonist named by KONAMI. He is called back to the island of St. Amelia to “put things right” and finds a town quiet beneath heavy fog. The official synopsis makes his connection to the place a mystery to investigate, not an already explained biography.

    Simon Ordell: the return to St. Amelia ↗
  • KONAMI places Townfall against the cold, isolated backdrop of Scotland and names the island St. Amelia. Its synopsis describes a seemingly abandoned town beneath heavy fog. The publisher frames it as a full-length, self-contained psychological horror story rather than an expansion that continues a named previous protagonist’s adventure.

    St. Amelia: a Scottish island under fog ↗
  • KONAMI describes Townfall as a full-length, self-contained psychological horror experience. Simon ventures deeper into St. Amelia to understand his connection to the place and its inhabitants as fragments of a past rise to the surface. The synopsis sets up that investigation without identifying its final answer.

    Story, themes & the Otherworld ↗
  • KONAMI’s June 2026 studio background identifies Screen Burn as a Glasgow-based independent developer founded in 2015 under the name No Code. It credits Stories Untold (2017) and Observation (2019), describing a specialization in atmospheric, tense, narrative-driven experiences. This connects the old and new studio names without inventing a rebrand date.

    Development history: No Code to Screen Burn ↗
  • The June announcement says Townfall is developed by Screen Burn and co-published by Annapurna Interactive and KONAMI. These are separate development and publishing roles. The presence of PlayStation marketing articles should not be read as evidence that Sony developed or publishes the game.

    Development history: No Code to Screen Burn ↗
  • KONAMI presents Townfall as a full-length, self-contained psychological horror experience in Scotland, with Simon investigating St. Amelia. That describes the scope of this story rather than a direct continuation of a named earlier protagonist. It is not a complete explanation of where every event sits within series chronology.

    Townfall & the Silent Hill franchise ↗
Official web / developer statement

First-person gameplay reveal

Jon McKellan and Motoi Okamoto / PlayStation Blog

Published 2026-02-12 · Latest check 2026-10-20T14:52:09.031Z

Open original source ↗
9 statements supported · read in context
  • The February reveal identifies Simon as the owner of the pocket television shown in the original teaser. Its name is CRTV, and its functions extend beyond receiving cryptic video: it helps locate threats, discover story signals and navigate some of the challenges he encounters.

    Simon Ordell: the return to St. Amelia ↗
  • Townfall is experienced through Simon’s eyes in first person. Jon McKellan connects that choice to narrative, puzzles and the ability to raise the CRTV while exploring. This is an announced design choice, rather than evidence for optional camera modes or a separate playable protagonist.

    Simon Ordell: the return to St. Amelia ↗
  • McKellan describes the game as a distinctly Silent Hill tale of mystery, tragedy and loss. He pairs those themes with a new town, enemies to fight or evade and story-driven puzzles. These are the developer’s stated aims, not a critical verdict based on a completed playthrough.

    Story, themes & the Otherworld ↗
  • The CRTV is a pocket television designed as an evolution of Silent Hill’s handheld radio. McKellan contrasts the old radio’s often passive static warning with an active visual device. It receives both audio and video signals, giving the designers more ways to connect narrative presentation with encounters and exploration.

    CRTV tuning: signals, colour alignment and controls ↗
  • The February reveal says the CRTV lets Simon “see” through the environment and locate nearby threats. It also picks up signals around town that reveal story information and help with challenges. The wording describes its purposes, but does not provide exact range, battery behavior or a full control tutorial.

    CRTV tuning: signals, colour alignment and controls ↗
  • The February developer post announces melee and ranged weapons but says fighting is not always the best option. It pairs the CRTV with environmental opportunities and a peek system, making stealth an equally important survival strategy. The intended choice depends on the encounter rather than a universal instruction to attack.

    Combat & stealth: avoid detection and recover ↗
  • McKellan says drawing too much attention causes enemies to dynamically hunt the player using their senses. Running, distracting, hiding and fighting are described as options, including changing tactics when plans fail. The announcement gives the design intent, not the exact AI detection model or a guaranteed escape procedure.

    Combat & stealth: avoid detection and recover ↗
  • McKellan links first-person play to tactile, intricate puzzles and close attention to environmental detail. The CRTV is part of this investigation, receiving story signals and guidance for challenges. That supports a close-observation approach, but is not evidence that every puzzle uses the device or follows the same rules.

    Narrative puzzles & multiple endings ↗
  • The February 12, 2026 developer post presents the first full trailer and explains first-person play, the CRTV and encounter design. Motoi Okamoto explicitly refers back to the 2022 announcement. This dated publication records the transition from a cryptic teaser to explained mechanics, not proof that every feature was finalized then.

    Development history: No Code to Screen Burn ↗
Official web / developer statement

Zoe, puzzles and PS5 features

Jon McKellan and Motoi Okamoto / PlayStation Blog

Published 2026-06-02 · Latest check 2026-10-20T14:52:09.031Z

Open original source ↗
12 statements supported · read in context
  • The June developer article says Simon does not recognize St. Amelia and has not encountered Zoe before. That sits alongside the invitation to return: the discrepancy is part of the published premise. It should not be silently resolved by inventing an earlier relationship or diagnosing Simon’s memory.

    Simon Ordell: the return to St. Amelia ↗
  • The June developer update identifies the voice heard on the CRTV in the February reveal as Zoe. She is an inhabitant of St. Amelia and a nurse at a local family clinic, described as dedicated to her work. Those details establish her role without supplying a full biography.

    Zoe: the voice in the static ↗
  • Zoe is heard calling for Simon to return to the island while also asking what he is doing there. The same article says Simon has not encountered her before. These statements frame a contradiction for the player to explore; they do not confirm that either character is lying.

    Zoe: the voice in the static ↗
  • The developers explain that puzzles are written alongside the story and grounded in the town and its inhabitants. This provides context for how a character such as Zoe can be understood through investigation rather than only through dialogue. Exact puzzle solutions are not supplied by that design explanation.

    Zoe: the voice in the static ↗
  • The official June introduction does not explain Zoe’s ultimate fate or the reason she appears to know Simon. This article leaves those questions open rather than treating promotional ambiguity as a solved twist. For spoiler-heavy preview interpretation, the original hands-on report is linked in the evidence.

    Zoe: the voice in the static ↗
  • The June developer post explicitly describes a creature stalking Simon in the darkness of the Otherworld. It contrasts encounters where combat matters with others where evasion is the only option. That confirms the use of the Otherworld in the announced experience without furnishing a rulebook for how transitions occur.

    Story, themes & the Otherworld ↗
  • The June post announces motion-controlled CRTV interactions on PS5: twisting the device to improve reception of weak signals. The July interview also describes physically tilting it during certain puzzles. These are advertised controller interactions; this wiki has not tested their implementation or alternative input settings.

    CRTV tuning: signals, colour alignment and controls ↗
  • The June update says some enemies make combat an important aspect of survival, while with others evasion is the only option. The CRTV and peek mechanic are presented as ways to assess danger before moving. Avoid assuming that every creature shown in promotional material can be killed.

    Combat & stealth: avoid detection and recover ↗
  • The June developer article says Townfall’s puzzles were designed while the story was being written. Their setups and solutions are intended to communicate narrative meaning rather than form a separate layer of obstacles. Solving them is described as a way to understand Simon’s situation and the town’s inhabitants.

    Narrative puzzles & multiple endings ↗
  • The developers advertise adaptive triggers that mimic the feel of firearms and haptic feedback for the heavy footsteps of approaching creatures. The intention is to keep the player focused on an encounter, including when a threat is out of sight. This wiki has not independently tested those controller effects.

    PS5 features: touch, motion & audio ↗
  • The June developer article describes a creature stalking Simon in the Otherworld and explicitly distinguishes enemies that can be fought from encounters where evasion is the only option. This is an encounter-design warning, not a complete bestiary or a claim that every visible creature shares the same vulnerabilities.

    Creatures & threats: current changes and preview reports ↗
  • The developers recommend using the CRTV and peek mechanic to assess danger, staying out of sight and moving carefully. They warn that being seen can trigger a chase, and some encounters only allow evasion. Apply that as a reason to examine your surroundings rather than assume every obstacle is a combat challenge.

    How to approach survival: current patch and preview context ↗
Official web / developer statement

Developer interview: setting, technology and endings

Sachie Kobari / PlayStation Blog

Published 2026-07-30 · Latest check 2026-10-20T14:52:09.031Z

Open original source ↗
23 statements supported · read in context
  • Jon McKellan says Scotland was chosen because it is where the team grew up and the environment they knew best. He links a persuasive setting to that familiarity, and adds that Scotland’s naturally foggy conditions suit Silent Hill. This explains the creative choice without equating St. Amelia with one real town.

    St. Amelia: a Scottish island under fog ↗
  • In the July interview, McKellan describes the studio’s attention to environmental detail as a way to make players believe in and care about a place. The design goal is emotional credibility. It does not itself establish simulation mechanics, a day/night cycle or persistent schedules for inhabitants.

    St. Amelia: a Scottish island under fog ↗
  • Asked about the prominent red-and-black palette, McKellan says the colors hold deeply symbolic and vital significance for Simon. He deliberately does not explain that meaning in the interview. A thematic interpretation may be interesting, but it cannot be labeled the confirmed explanation on this evidence.

    Story, themes & the Otherworld ↗
  • McKellan says the first-person view allows players to raise the CRTV while exploring, tune signals and discover broadcasts. In July he describes the device as an indispensable foundation for the perspective choice. Reading the screen is integrated into the viewpoint rather than described as a disconnected menu activity.

    CRTV tuning: signals, colour alignment and controls ↗
  • In the July interview, McKellan says older analog technology can feel unstable and unreliable, and the team wanted players to rely on the CRTV while feeling uneasy about doing so. That is a stated creative intention. It should not be turned into an unsupported claim about scripted malfunctions or deliberately false enemy readings.

    CRTV tuning: signals, colour alignment and controls ↗
  • In July, McKellan says the team does not want to force one playstyle. Instead, players should experiment with the options that suit each situation. That official explanation is broader than preview advice favoring stealth and helps avoid presenting one writer’s experience as a mandatory rule for the entire game.

    Combat & stealth: avoid detection and recover ↗
  • In the July interview, McKellan says endings are determined by the culmination of actions across a playthrough, not a simple binary choice at the end. He presents this as a way for an ending to feel earned by a player’s journey. The interview does not disclose the underlying scoring conditions.

    Narrative puzzles & multiple endings ↗
  • In the same interview, Motoi Okamoto says all three main endings can be reached on a first playthrough and a secret ending becomes accessible after clearing the game once. This edition records that explicitly attributed structure, rather than repeating conflicting unsourced counts as though they were verified.

    Narrative puzzles & multiple endings ↗
  • The inspected developer interview supplies an ending structure, not a route guide. This wiki therefore does not offer guaranteed ending checklists or claim to have tested a New Game Plus route. Those require additional explicit evidence or released-game verification beyond the material supporting this article.

    Narrative puzzles & multiple endings ↗
  • McKellan’s July interview describes motion controls for fine aiming, map manipulation and tilting the CRTV during puzzles. The current PS5 Store accessibility list says the game is playable without motion controls, touch controls, vibration or adaptive-trigger effects, and offers basic controller remapping. Exact alternative bindings have not been tested by Kingy.

    PS5 features: touch, motion & audio ↗
  • McKellan explains that first person restricts the player’s visual field, making sound more important. He says the team deliberately creates situations that require attention to subtle noises and audio cues from unseen threats. That describes the intended role of sound, not a tested headset recommendation or mix-quality assessment.

    PS5 features: touch, motion & audio ↗
  • Motoi Okamoto says Annapurna introduced Screen Burn to KONAMI. He cites having played Stories Untold and Observation and confidence in Annapurna’s taste for narrative and art-driven games. This is an attributed explanation of the collaboration, not a detailed account of procurement or the production schedule.

    Development history: No Code to Screen Burn ↗
  • The July interview says Townfall and The Short Message had different teams and production timelines with no direct exchange of technical know-how. Okamoto calls their shared first-person perspective coincidental. Similar presentation therefore should not be used here to assert shared development technology or a causal design influence.

    Development history: No Code to Screen Burn ↗
  • Asked whether tougher creatures mean the game favors stealth, McKellan says the team provides multiple options and wants players to experiment with what suits each situation. That keeps the official guidance broader than any one previewer’s preferred tactic. No universal stealth-only or fight-everything strategy is established by this interview.

    Creatures & threats: current changes and preview reports ↗
  • Okamoto says KONAMI has internal story guidelines, but asks each collaborating development team to analyze Silent Hill and build its own understanding of the series. He considers that personal discovery more valuable than simply handing over a thick manual. This is a statement about the creative process, not public access to a canon rulebook.

    Townfall & the Silent Hill franchise ↗
  • Okamoto says Townfall and The Short Message had different developers and production timelines, with no direct exchange of technical know-how. He calls their shared first-person view coincidental. McKellan instead ties Townfall’s viewpoint to the CRTV, so a similar camera alone is not evidence of shared technology or a connected plot.

    Townfall & the Silent Hill franchise ↗
  • McKellan describes evolving the familiar warning radio into a CRTV that players actively use for audio and video signals. It connects Townfall to an established Silent Hill motif while changing its mechanical role. That design lineage does not mean every old radio behavior or symbolic interpretation carries over unchanged.

    Townfall & the Silent Hill franchise ↗
  • When describing three main endings available on a first playthrough and a secret ending after completion, Okamoto compares the structure to the original Silent Hill and Silent Hill 2. His comparison concerns access to endings, not shared ending names, identical unlock conditions or confirmation that those games’ characters return.

    Townfall & the Silent Hill franchise ↗
  • In the July interview, McKellan explains that the restricted first-person view makes audio especially important. The team designed situations in which subtle sounds help players perceive threats outside their view. Treat listening as part of scouting alongside the CRTV and peek system; this does not make any single signal a guarantee of safety.

    CRTV tuning: signals, colour alignment and controls ↗
  • Kingy guidance: pause to choose what you are trying to reach and where you could retreat. Do not treat every encounter as a fight you must win. McKellan describes encounters as allowing different approaches; this is design intent, not proof that every route can be completed without combat.

    Combat & stealth: avoid detection and recover ↗
  • If a tactic fails, record your platform, build, difficulty, input preset, equipment and what the enemy could see. Change one condition at a time. Do not assume a failed hiding attempt proves a bug, or that an old preview describes every enemy. No verified difficulty-specific strategy, invulnerability window or automatic pursuit reset is available in this guide.

    Combat & stealth: avoid detection and recover ↗
  • Evidence labels: “Preview / reporting” identifies Hornshaw’s written observations; “Official statement” identifies attributed developer comments; “Kingy guidance” is our suggested approach; “Evidence limit” marks unresolved points. The two reports share one author and publisher, so they are not independent corroboration. Text checked September 27, 2026. No audiovisual review or Kingy gameplay test was performed. Earlier source records remain intact.

    Combat & stealth: avoid detection and recover ↗
  • Footage still needed: a spoiler-labeled demonstration of the patched CEG Tower entrance or one repeatable stealth encounter. Show menu v1.5.154194, platform, difficulty, input preset and the preserved starting save, then the attempt through its outcome, including failures. A stealth capture should show detection and recovery, with the control settings used. No Kingy instructional capture is supplied; the older trailer remains promotional context.

    Combat & stealth: avoid detection and recover ↗
Attributed reporting

Four-hour preview report

Phil Hornshaw / PlayStation Blog

Published 2026-07-29 · Latest check 2026-09-27T20:56:57Z

Open original source ↗
18 statements supported · read in context
  • In Phil Hornshaw’s preview, Simon’s arrival appears to shift from approaching a dock by boat to climbing out of the water. Hornshaw calls those details intentionally ambiguous. This is attributed reporting from an early portion of the game, not a definitive account of what actually happened to Simon.

    Simon Ordell: the return to St. Amelia ↗
  • Phil Hornshaw reports that CRTV signals in his preview relate to the pasts of St. Amelia and Zoe. He describes following clues from her apartment toward the clinic where she worked. Treat this as a preview route, not a complete or tested walkthrough of her storyline.

    Zoe: the voice in the static ↗
  • Hornshaw’s preview describes a town square, an apartment, a clinic and a pharmacy, alongside later yards and alleys. These are attributed observations of a preview build. They offer a sense of the setting’s variety, but this wiki does not convert them into a comprehensive collectible or quest map.

    St. Amelia: a Scottish island under fog ↗
  • Hornshaw’s preview describes contradictory perceptions and asks whether Simon is hallucinating or being led by dark forces, concluding that it is impossible to say from his session. This is a report of uncertainty, not evidence for either explanation. This edition preserves that distinction when describing the story.

    Story, themes & the Otherworld ↗
  • Hornshaw reports fragile improvised clubs, hiding places such as sheds and closets, and throwable bottles and bricks in the preview. He also describes a powerful but loud revolver whose shots drew more enemies. Those observations are useful context, but final durability values, ammunition availability and input bindings are not verified here.

    Combat & stealth: avoid detection and recover ↗
  • Hornshaw’s July preview reports a 2.35:1 aspect ratio, a 30 FPS Quality setting and a 60 FPS Performance setting. These are attributed preview claims rather than this wiki’s measurements. A named mode or target does not establish a locked frame rate in every scene of the final release.

    PS5 features: touch, motion & audio ↗
  • The same report describes PS5 Pro enhancement, upgraded PSSR and ray tracing. It does not provide this wiki with a controlled comparison across base PS5, PS5 Pro and PC. We therefore keep those advertised or reported features separate from unconfirmed claims about equivalent settings or guaranteed image quality.

    PS5 features: touch, motion & audio ↗
  • Phil Hornshaw describes faceless, writhing street creatures wrapped in industrial straps and sporting axe blades for faces during his four-hour preview. He reports charges and swings that Simon could block with a melee weapon. These are his descriptive observations, not official monster names or a wiki-tested combat specification.

    Creatures & threats: current changes and preview reports ↗
  • In a later preview section where the Otherworld intrudes on neighborhood yards and alleys, Hornshaw reports another creature firing tentacles from its chest. He says it could attack at range or grab and overwhelm Simon, especially at low health. This remains attributed preview behavior rather than a final-game damage guide.

    Creatures & threats: current changes and preview reports ↗
  • In Hornshaw’s July PS5 preview, CRTV signals revealed monsters through fog and walls, and L1 was reported as the peek input. Later September reporting gives R1 plus the right stick for peeking. These conflicting reports do not establish current bindings; follow your on-screen controls. Use the linked combat guide for the source comparison.

    How to approach survival: current patch and preview context ↗
  • Hornshaw reports hiding opportunities in closets, sheds and half-open doors, plus throwable bottles and bricks. Radios and televisions could also draw a creature away. These examples suggest checking the environment for options when preparing to move, but his wording does not guarantee that entering a hiding place automatically ends a chase.

    How to approach survival: current patch and preview context ↗
  • The preview describes L2 to block with a melee weapon and R2 to strike when an opening appears. Hornshaw says improvised wooden clubs were scarce and broke after limited fighting. Those observations support caution about spending a weapon on avoidable encounters, rather than a quantified durability chart or a verified combat sequence.

    How to approach survival: current patch and preview context ↗
  • Hornshaw’s July preview described a powerful revolver that attracted more enemies and a slow cartridge-by-cartridge reload using Square. Patch 1.4.0 subsequently reduced enemy sensitivity to firearm sounds. Keep the preview as dated context; it does not establish current noise thresholds, reload bindings, ammunition routes or an optimal loadout.

    How to approach survival: current patch and preview context ↗
  • The October 8 patch notes establish the current AI changes above. The written tactics and button prompts below come from July 29 and September 21 prerelease reporting. Kingy has not play-tested v1.5.154194. Check the installed version and in-game bindings before using an older prompt; no tested safe route, detection distance or success rate is established.

    Combat & stealth: avoid detection and recover ↗
  • July preview: thrown bottles or bricks, and environmental radios or TVs, can distract enemies. Kingy guidance: watch for an actual response before committing to a crossing. Throw distance, distraction duration and a reliable bypass route still need testing.

    Combat & stealth: avoid detection and recover ↗
  • July preview: hold L2 to block with a melee weapon, then use R2 when an opening appears. It also describes fragile improvised weapons, a noisy revolver and slow reloading with Square. Treat these as preview observations, not final durability, damage or timing values.

    Combat & stealth: avoid detection and recover ↗
  • Reported PS5 controls are listed below, not certified bindings. Peek is disputed: July says L1; September says R1 with the right stick, while assigning L1 to the CRTV. Check the controls shown by your game. We have not established whether the difference reflects an error, changed controls or another context.

    Combat & stealth: avoid detection and recover ↗
  • Evidence labels: “Preview / reporting” identifies Hornshaw’s written observations; “Official statement” identifies attributed developer comments; “Kingy guidance” is our suggested approach; “Evidence limit” marks unresolved points. The two reports share one author and publisher, so they are not independent corroboration. Text checked September 27, 2026. No audiovisual review or Kingy gameplay test was performed. Earlier source records remain intact.

    Combat & stealth: avoid detection and recover ↗
Attributed reporting

Original Townfall announcement reporting

Michael McWhertor / Polygon

Published 2022-10-19 · Latest check 2026-09-10

Open original source ↗
1 statements supported · read in context
  • Polygon reported Townfall’s reveal during KONAMI’s Silent Hill Transmission on October 19, 2022. It identified No Code and Annapurna Interactive as involved and noted that no release date or platforms were announced then. That is the historical announcement record, not the current platform or release-date guidance.

    Development history: No Code to Screen Burn ↗
Official web / developer statement

English cast reveal: Simon, Richard and Zoe

KONAMI

Published 2026-08-25 · Latest check 2026-10-20T14:52:09.031Z

Open original source ↗
10 statements supported · read in context
  • KONAMI’s August 25 cast reveal names Jovan Adepo as Simon Ordell. It describes him awakening with few answers and encountering fragments of a past he can barely remember. The same release identifies Richard, played by Terry O’Quinn, as the man who summons him back to St. Amelia.

    Simon Ordell: the return to St. Amelia ↗
  • KONAMI’s August 25 announcement names Kezia Burrows as Zoe. It describes a compassionate nurse who reaches Simon through CRTV static, urging him to come back to her, and says her determination to help others entwined her with St. Amelia’s residents and the events shaping the town.

    Zoe: the voice in the static ↗
  • The August cast reveal introduces Richard, played by Terry O’Quinn, as the enigmatic man who summons Simon to St. Amelia and sets the story in motion. KONAMI says his connection to the town and its troubled past grows harder to ignore as Simon’s journey unfolds. His final role is not disclosed.

    Story, themes & the Otherworld ↗
  • KONAMI’s September 1 broadcast announcement and August 25 cast reveal repeated the September 24 launch date. Its September 24 launch announcement then confirmed availability on all three listed platforms. The earlier announcements remain part of the release history.

    Release date, platforms & editions ↗
  • KONAMI identifies Terry O’Quinn as Richard in its August 25 English cast announcement. The publisher calls Richard the enigmatic man who summons Simon back to St. Amelia and sets the events in motion. That establishes an initiating role in the premise, not his ultimate motives or moral alignment.

    Richard & the English cast ↗
  • The announcement says Richard’s connection to St. Amelia and its troubled past becomes increasingly difficult to ignore as Simon progresses. It does not explain the nature of that connection. The official wording therefore supports following Richard as a mystery, without turning his appearance or performance into a solved backstory.

    Richard & the English cast ↗
  • Jovan Adepo is announced as protagonist Simon Ordell. KONAMI associates Simon’s journey with cryptic CRTV messages and fragments of a barely remembered past. The credit concerns the English cast described in this release; it should not be extended into claims about actors for other language versions.

    Richard & the English cast ↗
  • Kezia Burrows is announced as Zoe, the compassionate nurse who contacts Simon through CRTV static. KONAMI also lists Observation beside her name. The release connects Zoe’s desire to help people with the lives of St. Amelia’s residents, but does not reveal the outcome of those relationships.

    Richard & the English cast ↗
  • The inspected announcement presents the main English cast and names these three roles. This article is therefore a guide to that announcement, not a complete credits database. It does not identify every character, monster performer, localization actor or motion-capture credit that may appear in the finished game.

    Richard & the English cast ↗
  • KONAMI’s August cast announcement says its accompanying trailer includes a glimpse of new monsters. The image reproduced here is from that publisher’s screenshot set. It is useful visual context, but this edition does not identify the creature’s species or symbolic meaning from appearance alone.

    Creatures & threats: current changes and preview reports ↗
Official web / developer statement

September publisher broadcast announcement

KONAMI

Published 2026-09-01 · Latest check 2026-10-20T14:52:09.031Z

Open original source ↗
2 statements supported · read in context
  • KONAMI’s September 1 broadcast announcement and August 25 cast reveal repeated the September 24 launch date. Its September 24 launch announcement then confirmed availability on all three listed platforms. The earlier announcements remain part of the release history.

    Release date, platforms & editions ↗
  • KONAMI announced a September 3 PRESS START broadcast in a September 1 news post, naming Townfall among the featured games and describing new footage and developer messages as part of the program. This edition cites the written announcement only; it does not claim to have reviewed that broadcast or its complete gameplay footage.

    Development history: No Code to Screen Burn ↗
Official web / developer statement

The sound in the static: Pilotpriest and Arrival

Jon McKellan / Screen Burn

Published 2026-04-07 · Latest check 2026-10-20T14:52:09.031Z

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6 statements supported · read in context
  • Screen Burn’s April 7 composer announcement identifies Anthony Scott Burns, professionally known as Pilotpriest, as Townfall’s composer. Jon McKellan describes an immediate shared enthusiasm for Silent Hill and says the early demos convinced the studio they had found the right collaborator. This is the developer’s credit, rather than an assumption based on the wider franchise.

    Soundtrack & audio: Pilotpriest and Arrival ↗
  • Burns names Akira Yamaoka’s Silent Hill soundtracks as a formative influence, describing their drones, melodies and industrial textures. He frames his own contribution as a new score made with affection for that legacy. An influence statement is not a co-composer credit for Yamaoka on Townfall.

    Soundtrack & audio: Pilotpriest and Arrival ↗
  • McKellan says Byron Bullock and his team at Arrival became a co-development partner handling audio, including cutscenes, foley and sound effects. He recalls working with Bullock on Alien: Isolation. That shared work history explains the collaboration; it does not mean Townfall reuses that game’s assets or technology.

    Soundtrack & audio: Pilotpriest and Arrival ↗
  • The developer describes Arrival implementing a fully dynamic score system that reacts to the player’s actions and enemy activity. Arrival and Pilotpriest worked together on stems, loops and stingers. This explains the announced adaptive approach, but the article supplies neither a technical trigger table nor measurements from the finished game.

    Soundtrack & audio: Pilotpriest and Arrival ↗
  • Screen Burn closes the announcement with Home, presented alongside visuals of in-game locations in St. Amelia. The embedded video here is that developer-linked listening sample. It offers an introduction to the musical direction, not evidence of a complete album sequence, soundtrack duration or licensing for reuse.

    Soundtrack & audio: Pilotpriest and Arrival ↗
  • Pilotpriest explicitly credits Yamaoka’s earlier Silent Hill music as an inspiration in Screen Burn’s composer announcement. That is a documented artistic connection across the series. Townfall’s named composer remains Anthony Scott Burns; admiration for an earlier score does not transfer authorship or prove that melodies are reused.

    Townfall & the Silent Hill franchise ↗
Official web / developer statement

The Dock House official companion-story announcement

KONAMI / 2000 AD

Published 2026-09-10 · Latest check 2026-10-20T14:52:09.031Z

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1 statements supported · read in context
  • KONAMI and 2000 AD announced SILENT HILL: Townfall — The Dock House as an official narrative companion and prequel set in St. Amelia. Jon McKellan, the game's lead writer and director, wrote it; David Roach illustrated it; and its story follows Douglas, a port captain who discovers a staircase beneath the harbour. The announcement gives September 16, 2026 for UK print, September 30 for US print, and worldwide digital availability through the 2000 AD Webstore and app.

    Townfall & the Silent Hill franchise ↗
Official web / developer statement

KONAMI PRESS START September recap

KONAMI

Published 2026-09-04 · Latest check 2026-10-20T14:52:09.031Z

Open original source ↗
1 statements supported · read in context
  • KONAMI’s September 4 recap confirms Townfall appeared in the September 3 PRESS START broadcast. It repeats the September 24 launch target and describes messages from Jovan Adepo, Terry O’Quinn and Kezia Burrows, plus story commentary from Jon McKellan. The written recap also confirms a Japanese cast announcement for Simon, Zoe and Richard, without naming those performers.

    Development history: No Code to Screen Burn ↗
Official web / developer statement

SILENT HILL: Townfall · Epic Games Store

KONAMI / Annapurna Interactive via Epic Games Store

Published Not dated · Latest check 2026-10-20T14:52:09.031Z

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3 statements supported · read in context
  • The Epic Games Store lists the PC requirements below. Its minimum target is 1080p at 30 fps on Low; recommended targets 4K at 30 fps on High using DLSS, FSR or TSR in Balanced mode. These are publisher targets, not wiki benchmarks or a native-4K promise.

    Release date, platforms & editions ↗
  • Epic lists 75 GB on an SSD for minimum storage and 75 GB on NVMe for recommended storage. Both tiers require Windows 11 x64 and DirectX 12. Check the listing again before installing; future patch space is not specified.

    Release date, platforms & editions ↗
  • KONAMI confirms Silent Hill: Townfall is available on PlayStation 5, Steam and Epic Games Store. Its launch announcement is dated September 24, 2026. At the October 20 check, the fetched Steam listing still displays September 23, while the US PlayStation listing and the fetched Epic listing display September 24. The Epic storefront’s region was not established, so this does not confirm a US Epic date. These storefront dates do not establish a universal unlock time.

    Release date, platforms & editions ↗
Official web / developer statement

KONAMI Tokyo Game Show 2026 stage schedule

KONAMI

Published Not dated · Latest check 2026-10-20T14:52:09.031Z

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1 statements supported · read in context
  • KONAMI's schedule lists a Townfall Special Stage for September 19, 2026, with Motoi Okamoto and Gatchman. That scheduled date has passed. The listing links to a broadcast, but this wiki has not verified its playback or extracted gameplay evidence from it. The site's cancellation notice concerns September 21; it does not establish that Townfall's September 19 session was canceled.

    Development history: No Code to Screen Burn ↗
Official web / developer statement

SILENT HILL: Townfall on Steam

KONAMI / Annapurna Interactive via Valve

Published Not dated · Latest check 2026-10-20T14:52:09.031Z

Open original source ↗
2 statements supported · read in context
  • At the September 21, 02:27 UTC check, Steam displayed September 23 for release and September 21 for Deluxe advance access. KONAMI's announcement says September 24. The sources do not explain the difference; a timezone explanation remains unconfirmed. This is a historical storefront snapshot, not current unlock guidance. These records do not establish a universal PC unlock hour or preload availability.

    Release date, platforms & editions ↗
  • KONAMI confirms Silent Hill: Townfall is available on PlayStation 5, Steam and Epic Games Store. Its launch announcement is dated September 24, 2026. At the October 20 check, the fetched Steam listing still displays September 23, while the US PlayStation listing and the fetched Epic listing display September 24. The Epic storefront’s region was not established, so this does not confirm a US Epic date. These storefront dates do not establish a universal unlock time.

    Release date, platforms & editions ↗
Official web / developer statement

Notice: Upcoming Update Plans

KONAMI via Steam announcements

Published 2026-09-24 · Latest check 2026-10-20T14:52:09.031Z

Open original source ↗
1 statements supported · read in context
  • The September 24 Steam performance notice was a plan without a release date. Current patch 1.4.0, released October 8 for PS5, Steam and Epic Games Store, reports improved frame pacing and reduced streaming stutter. Check menu v1.5.154194. This supersedes the earlier unreleased-patch wording; no universal crash fix or performance measurement is established.

    Release date, platforms & editions ↗
Attributed reporting

Silent Hill Townfall Part 1 Arrival Collectible Locations

PowerPyx

Published 2026-09-21 · Latest check 2026-09-27T15:38:17Z

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32 statements supported · read in context
Attributed reporting

The Silent Hill Townfall pharmacy locker code solution

GamesRadar+

Published Not dated · Latest check 2026-09-25T05:08:06Z

Open original source ↗
5 statements supported · read in context
  • The broadcast shows details from objects you can find inside the pharmacy. Match the images to the room before trying to guess a number.

    Pharmacy locker puzzle: hints and solution ↗
  • Enter 6539 on the back-room locker. PowerPyx, GamesRadar+ and Gamerpillar all give this combination.

    Pharmacy locker puzzle: hints and solution ↗
  • The sequence uses the handwashing poster in the bathroom, the prescription poster beside the phone, the blood-pressure poster near the front window, and the antibiotics poster by the lockers. Their clues produce the digits shown below.

    Pharmacy locker puzzle: hints and solution ↗
  • If your attempt fails, compare the poster order with the broadcast and check that you are at the back-room locker. This is a clue recheck, not a verified bug fix. The reviewed sources do not establish a universal reset procedure or whether every setting uses identical input behavior.

    Pharmacy locker puzzle: hints and solution ↗
  • This guide cross-checks published written instructions from three outlets. Kingy has not played this puzzle or reviewed a recording of the solution. Platform-specific input advice is attributed where used; exact build and difficulty coverage remain unconfirmed.

    Pharmacy locker puzzle: hints and solution ↗
Attributed reporting

Silent Hill Townfall – Pharmacy Locker Code & CRTV Puzzle

Gamerpillar

Published 2026-09-23 · Latest check 2026-09-25T05:08:06Z

Open original source ↗
4 statements supported · read in context
  • The sequence points to four health posters. Find a numeral or count in each matching design, then keep the broadcast’s order. The order in which you walk past the posters is not the ordering clue.

    Pharmacy locker puzzle: hints and solution ↗
  • Enter 6539 on the back-room locker. PowerPyx, GamesRadar+ and Gamerpillar all give this combination.

    Pharmacy locker puzzle: hints and solution ↗
  • If your attempt fails, compare the poster order with the broadcast and check that you are at the back-room locker. This is a clue recheck, not a verified bug fix. The reviewed sources do not establish a universal reset procedure or whether every setting uses identical input behavior.

    Pharmacy locker puzzle: hints and solution ↗
  • This guide cross-checks published written instructions from three outlets. Kingy has not played this puzzle or reviewed a recording of the solution. Platform-specific input advice is attributed where used; exact build and difficulty coverage remain unconfirmed.

    Pharmacy locker puzzle: hints and solution ↗
Attributed reporting

Silent Hill Townfall All CRTV Signal Locations

PowerPyx

Published 2026-09-21 · Latest check 2026-09-25T14:20:14Z

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7 statements supported · read in context
Attributed reporting

Silent Hill Townfall: Part 1 – Arrival Walkthrough

QuestDuo

Published 2026-09-24 · Latest check 2026-09-25T14:20:14Z

Open original source ↗
6 statements supported · read in context
  • Have the CRTV available before following these steps. This guide covers ordinary broadcasts and fine tuning at a physical radio, using the pharmacy as an early example. It does not reveal locker combinations, late-game signal locations or story outcomes.

    CRTV tuning: signals, colour alignment and controls ↗
  • Tuning finds a transmission. Fine tuning adds angle adjustment and colour alignment after interacting with a VHF transceiver. QuestDuo describes reducing offset and vertical roll before calibrating the colour channels.

    CRTV tuning: signals, colour alignment and controls ↗
  • For an ordinary broadcast, QuestDuo reports holding L1 to inspect the CRTV and using L2/R2 to tune toward the marked frequency. PowerPyx’s first hotel signal instructs pressing X when the tracking dot is inside the box to store it. These are reported PlayStation prompts; follow your on-screen bindings.

    CRTV tuning: signals, colour alignment and controls ↗
  • Store the calibration to reveal the transmission. QuestDuo gives R2 for this fine-tuning step. This is a different context from the ordinary channel-storage X prompt above; do not assume one button applies to both.

    CRTV tuning: signals, colour alignment and controls ↗
  • If you still cannot tune, check which stage you are in and compare the current on-screen prompt with the steps above. This is a diagnostic suggestion, not a verified bug fix. Exact PC keys, remapping behaviour, reset procedures and calibration persistence remain unconfirmed.

    CRTV tuning: signals, colour alignment and controls ↗
  • Footage still needed: ordinary tuning and channel storage; radio interaction through stable picture, colour alignment and successful playback; the PS5 motion setting; and PC input prompts. Each capture needs platform, build, difficulty and input settings. No tuning video is available in this guide.

    CRTV tuning: signals, colour alignment and controls ↗
Attributed reporting

Silent Hill Townfall door dial mechanism solution

GamesRadar+

Published Not dated · Latest check 2026-09-25T16:14:07Z

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4 statements supported · read in context
Attributed reporting

Silent Hill: Townfall: How To Solve The Date Puzzle In Hotel Room 204

AltChar

Published 2026-09-21 · Latest check 2026-09-25T16:14:07Z

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3 statements supported · read in context
Attributed reporting

Silent Hill Townfall organ box code and solution

GamesRadar+

Published Not dated · Latest check 2026-09-25T18:59:10Z

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4 statements supported · read in context
Attributed reporting

Silent Hill Townfall: Human organ transplant box puzzle solution

VGC

Published 2026-09-22 · Latest check 2026-09-25T18:59:10Z

Open original source ↗
6 statements supported · read in context
Attributed reporting

Silent Hill Townfall scales puzzle solution

GamesRadar+

Published Not dated · Latest check 2026-09-25T20:38:42Z

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5 statements supported · read in context
Attributed reporting

Silent Hill Townfall: Medical clinic scales puzzle solution

VGC

Published 2026-09-22 · Latest check 2026-09-25T20:38:42Z

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7 statements supported · read in context
Attributed reporting

Silent Hill: Townfall – how to save manually

Playnews · Alexandre Jollier

Published 2026-09-21 · Latest check 2026-09-27T08:13:28Z

Open original source ↗
4 statements supported · read in context
  • Dial 100 at a phone. Playnews describes confirming with OK at a phone booth and # on an indoor landline. These are the phone’s displayed controls; controller buttons and keyboard bindings have not been verified here.

    How to save and reload: phones, slots and autosaves ↗
  • After saving, inspect the entry before you leave the game. Check any displayed time or progress information against the session you intended to preserve. Kingy has not verified the completion message or menu sequence, so this guide cannot certify a save from the phone animation alone.

    How to save and reload: phones, slots and autosaves ↗
  • The exact Load/Continue menu path, slot labels and restored position are not verified. If the phone does not open the expected menu, compare its displayed confirmation control with the table. This is a suggested check, not a reproduced fix. No save-corruption or lost-save recovery procedure is established.

    How to save and reload: phones, slots and autosaves ↗
  • Footage still needed: one phone-to-save demonstration, a separate reload showing the selected entry and restored state, readable menu stills, and an autosave-to-load comparison. Record the platform, build, difficulty, input device and run context. No instructional video or screenshots are supplied yet.

    How to save and reload: phones, slots and autosaves ↗
Attributed reporting

Silent Hill Townfall Trophy Guide & Roadmap

PowerPyx · Gage

Published 2026-09-21 · Latest check 2026-09-28T01:38:00Z

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8 statements supported · read in context
  • Planning a no-manual-save trophy run? PowerPyx says Reject The Help allows the opening required phone sequence, but forbids later manual saves. Read its trophy guidance before using a phone. Kingy has not tested whether canceling a later save menu or reloading restores eligibility.

    How to save and reload: phones, slots and autosaves ↗
  • PowerPyx lists one autosave slot and 20 manual slots. It reports autosaves around objectives and chapter progress, with longer gaps during town exploration. A fresh pickup alone is not evidence that your progress was saved.

    How to save and reload: phones, slots and autosaves ↗
  • For an ordinary run, use an unused manual slot if one is available. Before accepting an overwrite, check which existing save it will replace. Keep a separate record of the slot and your current objective; this is Kingy’s precaution, not a tested menu walkthrough.

    How to save and reload: phones, slots and autosaves ↗
  • PowerPyx says earlier chapters require loading an older save or starting a new playthrough; it reports no chapter select. Before loading, identify the entry you intended to keep. Loading older progress may discard your unsaved session; preserve it first unless your special-run rules prohibit saving.

    How to save and reload: phones, slots and autosaves ↗
  • Source-checked. This page uses written PowerPyx and Playnews reporting. Their images and recordings were not reviewed. PC and PS5 inputs, build and difficulty differences, autosave timing, cloud-save behavior and trophy recovery remain unconfirmed.

    How to save and reload: phones, slots and autosaves ↗
  • PowerPyx reports that Reject The Help permits the compulsory first save but excludes later manual saves. Its replay roadmap uses manual branches, so keep that plan separate from a no-manual-save attempt.

    Endings and replay: plan your next run ↗
  • The trophy roadmap says NG+ becomes available after completion; weapons must be collected again. It reports no chapter select or free roam, with earlier access depending on a retained save or another run. Its minimum plan includes two full runs plus three partial replays, not two uninterrupted runs.

    Endings and replay: plan your next run ↗
  • “Preview / reporting” marks attributed written guidance; “Kingy guidance” marks our planning advice; “Evidence limit” marks unresolved details. Both practical source pages are by Gage at PowerPyx, so they are not independent corroboration. The endings article credits CrazyDude1994 / CrazySerega for the points model; Kingy has not checked that underlying research. Text reviewed September 28 and October 1, 2026. No Kingy play-test, audiovisual review or build-specific verification was performed. Earlier source observations remain intact.

    Endings and replay: plan your next run ↗
Attributed reporting

Silent Hill Townfall Speedrun Walkthrough (All Puzzle Solutions)

PowerPyx

Published 2026-09-21 · Latest check 2026-09-27T09:22:54Z

Open original source ↗
10 statements supported · read in context
  • Choose your run goals before following the route. Use the saving guide for its special-run caution. If collecting everything matters to you, consult a dedicated collectible reference alongside this page; the steps below deliberately omit optional pickups.

    Arrival walkthrough: opening through Part 1 ↗
  • Start by matching your current objective and inventory to a checkpoint below. Open only the half of the route you need; the linked puzzle guides keep their own answers concealed.

    Arrival walkthrough: opening through Part 1 ↗
  • PowerPyx’s route goes from the opening phone sequence to the hotel, Zoe’s house, then the clinic and two item-retrieval trips. Puzzle clues must be collected; knowing an answer is not a reliable shortcut.

    Arrival walkthrough: opening through Part 1 ↗
  • Zoe’s house: assemble the flashlight, collect the power and transplant clues, and get the prepaid card from Peters Newsagent. Restore power, read the email, and open the transport box for Zoe’s Lanyard.

    Arrival walkthrough: opening through Part 1 ↗
  • Pharmacy: open the entrance with the scalpel. Follow the locker guide’s clue sequence, open the locker and collect Prescription Dosage Error.

    Arrival walkthrough: opening through Part 1 ↗
  • Jess’s house: use the scalpel at the south park entrance. Find 21 Farrow St.’s back-door key in apartment 1/2, upstairs in the building south of map marker 14. Unlock Jess’s back door; collect the Broken Stethoscope from the bedroom.

    Arrival walkthrough: opening through Part 1 ↗
  • For a blocked interaction, open the linked puzzle guide and compare its prerequisites with your inventory. Record your current objective, missing item and platform before reporting a mismatch. Do not overwrite a useful earlier save solely to try an unconfirmed recovery.

    Arrival walkthrough: opening through Part 1 ↗
  • Kingy has not verified every connecting turn, encounter, objective trigger, autosave, or return-access boundary. Exact inputs and differences by platform, build, difficulty or NG+ have not yet been tested. This page does not guarantee a trophy, speedrun time, missable-free run or recovery from a softlock.

    Arrival walkthrough: opening through Part 1 ↗
  • Both references are written by Gage at PowerPyx. Comparing them checks consistency within one publisher; it is not independent confirmation. Only their written instructions were reviewed for this walkthrough. Existing puzzle pages retain their own sources and check dates.

    Arrival walkthrough: opening through Part 1 ↗
  • No instructional video or screenshots are supplied yet. Still needed: one continuous opening-to-endpoint recording, readable objective and inventory checks, confusing-turn excerpts, puzzle outcomes, and the transition after the final step. Every capture needs platform, build, difficulty, input and run context.

    Arrival walkthrough: opening through Part 1 ↗
Attributed reporting

Silent Hill Townfall Collectible Guide – 100% Walkthrough

PowerPyx

Published 2026-09-21 · Latest check 2026-09-27T15:38:17Z

Open original source ↗
9 statements supported · read in context
  • Track source-listed collectibles in Arrival, Chapters 1–4. This checklist excludes equipment, general supplies and progression keys. Its total counts the rows below; it is not a verified in-game total or a promise of a complete run.

    Arrival collectibles: checkpoint checklist ↗
  • Keep each run separate. Checks are your own notes, stored in this browser when storage is available. They do not read your save, unlock achievements or measure lifetime completion. Export a backup before clearing site data; there is no automatic cross-device sync.

    Arrival collectibles: checkpoint checklist ↗
  • Choose your run goals first. Collecting documents can affect run outcomes, according to PowerPyx. Read the saving guide before following phone tasks on a special run. You do not need to fill every checkbox to use this page.

    Arrival collectibles: checkpoint checklist ↗
  • Match your current chapter to a checkpoint. Mark an entry only after you have completed the interaction in your own game. Leave uncertain entries unchecked and use the source link beside each row to compare what was reported.

    Arrival collectibles: checkpoint checklist ↗
  • PowerPyx reports collectible achievement progress carrying between playthroughs and postcards already held in a later run. This tool deliberately keeps run notes separate. A missing postcard in a later run does not by itself prove a bug. Kingy has not tested those persistence rules.

    Arrival collectibles: checkpoint checklist ↗
  • Check the entries you completed. Every row is attributed to its written source and has not yet been tested by Kingy. Counts describe this list only. Open a checkpoint to reveal item names and location cues; use the Arrival walkthrough for the connecting route.

    Arrival collectibles: checkpoint checklist ↗
  • Check your chapter, inventory and run context before assuming an item is missing. The exact loss-of-access trigger is unconfirmed. Review outstanding entries before progressing beyond Arrival, but do not treat that precaution as a tested point of no return. If storage fails, export the current run while the page remains open.

    Arrival collectibles: checkpoint checklist ↗
  • The references are written by Gage at PowerPyx. Agreement between its chapter and by-type guides is one publisher’s reporting, not independent confirmation. Its overview describes a Story Mode perspective. Only written text was reviewed; platform, build, difficulty and NG+ differences have not yet been tested.

    Arrival collectibles: checkpoint checklist ↗
  • No item screenshots or instructional clips are supplied yet. Each row still needs a map or landmark view, approach, readable item identity and completed interaction. Calls and CRTV signals need the full interaction. A continuous sweep and a separate return-access test are needed before claiming completeness or a verified boundary.

    Arrival collectibles: checkpoint checklist ↗
Attributed reporting

Silent Hill Townfall All Clues & Documents Locations

PowerPyx

Published 2026-09-21 · Latest check 2026-09-27T15:38:17Z

Open original source ↗
0 statements supported · read in context
    Attributed reporting

    Silent Hill Townfall All Phone Number Locations

    PowerPyx

    Published 2026-09-21 · Latest check 2026-09-27T15:38:17Z

    Open original source ↗
    2 statements supported · read in context
    • Use separate checks for documents, calls, postcards, signals and containers. A location cue is not a completion test: confirm the interaction yourself. For calls, PowerPyx advises waiting for the dialogue and automatic hang-up; simply learning a number may not register it.

      Arrival collectibles: checkpoint checklist ↗
    • Source differences remain visible beside the affected rows. The phone guide includes an additional Arrival call missing from the chapter guide; the hotel signal references also differ on an approximate channel. Those disagreements have not been resolved through gameplay.

      Arrival collectibles: checkpoint checklist ↗
    Attributed reporting

    Silent Hill Townfall All Strange Postcard Locations

    PowerPyx

    Published 2026-09-21 · Latest check 2026-09-27T15:38:17Z

    Open original source ↗
    0 statements supported · read in context
      Attributed reporting

      Silent Hill Townfall All CRTV Signal Locations

      PowerPyx

      Published 2026-09-21 · Latest check 2026-09-27T15:38:17Z

      Open original source ↗
      1 statements supported · read in context
      • Source differences remain visible beside the affected rows. The phone guide includes an additional Arrival call missing from the chapter guide; the hotel signal references also differ on an approximate channel. Those disagreements have not been resolved through gameplay.

        Arrival collectibles: checkpoint checklist ↗
      Attributed reporting

      Silent Hill Townfall All Resource Container Locations

      PowerPyx

      Published 2026-09-21 · Latest check 2026-09-27T15:38:17Z

      Open original source ↗
      0 statements supported · read in context
        Attributed reporting

        Townfall: 9 ways first-person changes the iconic horror formula

        Phil Hornshaw / PlayStation Blog

        Published 2026-09-21 · Latest check 2026-09-27T20:56:57Z

        Open original source ↗
        6 statements supported · read in context
        • In Hornshaw’s July PS5 preview, CRTV signals revealed monsters through fog and walls, and L1 was reported as the peek input. Later September reporting gives R1 plus the right stick for peeking. These conflicting reports do not establish current bindings; follow your on-screen controls. Use the linked combat guide for the source comparison.

          How to approach survival: current patch and preview context ↗
        • The October 8 patch notes establish the current AI changes above. The written tactics and button prompts below come from July 29 and September 21 prerelease reporting. Kingy has not play-tested v1.5.154194. Check the installed version and in-game bindings before using an older prompt; no tested safe route, detection distance or success rate is established.

          Combat & stealth: avoid detection and recover ↗
        • September report: Circle crouches behind cover; the CRTV can indicate nearby enemies. Kingy guidance: look and listen before leaving cover, then reassess when the situation changes. No patrol loop or detection threshold has been verified.

          Combat & stealth: avoid detection and recover ↗
        • Try to break sight before hiding. The September report says rounding a corner or ducking behind cover can sometimes lose pursuit, but enemies that see you enter a hiding place can pull you out. Kingy has not verified a safe waiting time or a signal that guarantees pursuit has ended.

          Combat & stealth: avoid detection and recover ↗
        • Reported PS5 controls are listed below, not certified bindings. Peek is disputed: July says L1; September says R1 with the right stick, while assigning L1 to the CRTV. Check the controls shown by your game. We have not established whether the difference reflects an error, changed controls or another context.

          Combat & stealth: avoid detection and recover ↗
        • Evidence labels: “Preview / reporting” identifies Hornshaw’s written observations; “Official statement” identifies attributed developer comments; “Kingy guidance” is our suggested approach; “Evidence limit” marks unresolved points. The two reports share one author and publisher, so they are not independent corroboration. Text checked September 27, 2026. No audiovisual review or Kingy gameplay test was performed. Earlier source records remain intact.

          Combat & stealth: avoid detection and recover ↗
        Attributed reporting

        Silent Hill Townfall All Endings Guide

        PowerPyx · Gage

        Published 2026-09-21 · Latest check 2026-10-01T03:15:15Z

        Open original source ↗
        11 statements supported · read in context
        • Choose how much route detail to reveal. This roadmap covers preparation and reported requirements, without ending scenes. It is source-checked, not play-tested by Kingy. Keep your current run separate from any experiment; a guide cannot recover an overwritten save. Check your platform, build and save identity before following a route.

          Endings and replay: plan your next run ↗
        • Decide whether this run is for discovery, an ending attempt or a restricted trophy attempt. Write that goal beside your save notes. If you want to avoid route spoilers, stop at this level and return after finishing your first run. The suggested planning steps are Kingy guidance, not tested unlock conditions.

          Endings and replay: plan your next run ↗
        • Keep a separate save before changing route conditions. In your own notes, record the slot, chapter, playable character, platform/build, difficulty, target and completed prerequisites. Preserve the original branch while testing one change. Check the load-screen details before reloading. These are recordkeeping suggestions; no slot is created, renamed or backed up by this page.

          Endings and replay: plan your next run ↗
        • PowerPyx places suggested branch saves in Chapter 10 after constructing the gate device, and Chapter 15 before the Clamp Release input. Keep earlier NG+ prerequisites in mind; a late save cannot supply interactions missed before it.

          Endings and replay: plan your next run ↗
        • PowerPyx reports three main endings: Justice above 20 points, Forever from 0–19, and Abandoned below zero. It assigns +1 per clue/document, −2 per Simon kill, −4 per Simon revive and −3 per damaging Zoe puzzle mistake in Chapter 7. The reported end-screen kill count includes other characters.

          Endings and replay: plan your next run ↗
        • The published ranges omit exactly 20 points, so this guide cannot assign that boundary or calculate a dependable outcome. PowerPyx credits CrazyDude1994 / CrazySerega on PSNP / Reddit for the reported points model. Kingy has not reviewed that underlying research or tested the formula. Treat it as attributed reporting.

          Endings and replay: plan your next run ↗
        • Protect the save before changing your route. The table distinguishes reported route families; it does not replace a complete prerequisite walkthrough. Linked source pages contain late-game spoilers. Open them only when you want that detail.

          Endings and replay: plan your next run ↗
        • PowerPyx describes Dog as three NG+ coin deposits and Sci-fi as an NG+ access card plus three book interactions. It says these override main endings, with Sci-fi ending earlier. Full prerequisite paths are in the linked source.

          Endings and replay: plan your next run ↗
        • If your result differs, preserve that run and note what happened before changing anything. Record the resulting ending, source revision if known, platform/build, save slot and your own action log. Check whether you followed a main-ending attempt or an override route. An unexpected result alone does not prove a bug or reveal a hidden threshold. Kingy cannot diagnose a run from aggregate statistics alone.

          Endings and replay: plan your next run ↗
        • “Preview / reporting” marks attributed written guidance; “Kingy guidance” marks our planning advice; “Evidence limit” marks unresolved details. Both practical source pages are by Gage at PowerPyx, so they are not independent corroboration. The endings article credits CrazyDude1994 / CrazySerega for the points model; Kingy has not checked that underlying research. Text reviewed September 28 and October 1, 2026. No Kingy play-test, audiovisual review or build-specific verification was performed. Earlier source observations remain intact.

          Endings and replay: plan your next run ↗
        • Footage still needed: the run setup and settings; readable save identities; each relevant prerequisite interaction; the reload branch; and the resulting ending confirmation. Retain a continuous master connecting those steps, including failed attempts. Captions and permission records are required before clips are added. No instructional clip or ending scene is supplied here.

          Endings and replay: plan your next run ↗
        Official web / developer statement

        Notice: Game Update (Patch 1.4.0)

        KONAMI

        Published 2026-10-08 · Latest check 2026-10-20T14:52:09.031Z

        Open original source ↗
        10 statements supported · read in context
        • Hornshaw’s July preview described a powerful revolver that attracted more enemies and a slow cartridge-by-cartridge reload using Square. Patch 1.4.0 subsequently reduced enemy sensitivity to firearm sounds. Keep the preview as dated context; it does not establish current noise thresholds, reload bindings, ammunition routes or an optimal loadout.

          How to approach survival: current patch and preview context ↗
        • The September 24 Steam performance notice was a plan without a release date. Current patch 1.4.0, released October 8 for PS5, Steam and Epic Games Store, reports improved frame pacing and reduced streaming stutter. Check menu v1.5.154194. This supersedes the earlier unreleased-patch wording; no universal crash fix or performance measurement is established.

          Release date, platforms & editions ↗
        • The October 8 patch notes establish the current AI changes above. The written tactics and button prompts below come from July 29 and September 21 prerelease reporting. Kingy has not play-tested v1.5.154194. Check the installed version and in-game bindings before using an older prompt; no tested safe route, detection distance or success rate is established.

          Combat & stealth: avoid detection and recover ↗
        • Footage still needed: a spoiler-labeled demonstration of the patched CEG Tower entrance or one repeatable stealth encounter. Show menu v1.5.154194, platform, difficulty, input preset and the preserved starting save, then the attempt through its outcome, including failures. A stealth capture should show detection and recovery, with the control settings used. No Kingy instructional capture is supplied; the older trailer remains promotional context.

          Combat & stealth: avoid detection and recover ↗
        • KONAMI released patch 1.4.0 on October 8 for PS5, Steam and Epic Games Store. Check the lower-right main-menu version for v1.5.154194. The notes report improved frame pacing and reduced streaming stutter. Kingy has not benchmarked the patch or confirmed a fix for every crash.

          Release date, platforms & editions ↗
        • Spoiler warning: Part 5 location. Patch 1.4.0 fixes glass obstructing entry to the CEG Tower. If this is your blocker, first confirm menu v1.5.154194 and preserve the affected save. Kingy has not demonstrated this entrance on the patched build. This named fix does not establish recovery for unrelated progression or save failures.

          Release date, platforms & editions ↗
        • In patch 1.4.0, enemies are less sensitive to gunfire, running and entering a hiding space. Melee counterattacks occur less often, and blocking with a melee weapon prevents grapple attempts from enemies other than The Weight. Players have more time to react after escaping a grapple. These are relative changes; the notes give no safe detection distance or guaranteed hiding route.

          Combat & stealth: avoid detection and recover ↗
        • Enemy-name spoiler: The Weight. On Story Mode and Normal, its grab now causes heavy damage rather than instant death. The notes also reduce extended camping at objectives, repeated searches of the same location and overly aggressive tracking. The grab change is scoped to those two difficulties; higher-difficulty behavior is not established by that statement.

          Combat & stealth: avoid detection and recover ↗
        • Puzzle-system spoilers: patch 1.4.0 adds a collectible manual for the Remote Systems Control console that can be referenced while operating it, and clarifies the Aux Line pipe layout. The notes do not supply a puzzle solution or establish that older solution footage matches the updated layout.

          Release date, platforms & editions ↗
        • Patch 1.3.1 was released September 30 for Steam and Epic Games Store, with menu version v1.4.153829. KONAMI says it reduced stuttering caused by shader precompilation. It is an earlier PC update; the current October 8 patch is 1.4.0 with menu v1.5.154194.

          Release date, platforms & editions ↗
        Official web / developer statement

        SILENT HILL: Townfall Releases Today

        KONAMI

        Published 2026-09-24 · Latest check 2026-10-20T14:52:09.031Z

        Open original source ↗
        4 statements supported · read in context
        • Silent Hill: Townfall launched on September 24, 2026 according to KONAMI’s launch announcement, which confirms PS5, Steam and Epic Games Store availability.

          Release date, platforms & editions ↗
        • KONAMI’s launch announcement described Rusted as a CRTV cosmetic in the Standard Edition early-purchase/preorder offer, and Beach Edition as a PS5-exclusive CRTV style. These were appearance bonuses. The announcement does not confirm that a new purchase today still qualifies for either bonus.

          Release date, platforms & editions ↗
        • KONAMI’s September 1 broadcast announcement and August 25 cast reveal repeated the September 24 launch date. Its September 24 launch announcement then confirmed availability on all three listed platforms. The earlier announcements remain part of the release history.

          Release date, platforms & editions ↗
        • KONAMI confirms Silent Hill: Townfall is available on PlayStation 5, Steam and Epic Games Store. Its launch announcement is dated September 24, 2026. At the October 20 check, the fetched Steam listing still displays September 23, while the US PlayStation listing and the fetched Epic listing display September 24. The Epic storefront’s region was not established, so this does not confirm a US Epic date. These storefront dates do not establish a universal unlock time.

          Release date, platforms & editions ↗
        Official web / developer statement

        Notice: Game Update (Patch 1.3.1)

        KONAMI

        Published 2026-09-30 · Latest check 2026-10-20T14:52:09.031Z

        Open original source ↗
        1 statements supported · read in context
        • Patch 1.3.1 was released September 30 for Steam and Epic Games Store, with menu version v1.4.153829. KONAMI says it reduced stuttering caused by shader precompilation. It is an earlier PC update; the current October 8 patch is 1.4.0 with menu v1.5.154194.

          Release date, platforms & editions ↗
        Official web / developer statement

        Notice: We have resolved an issue that prevented some DLC content from unlocking

        KONAMI via Steam

        Published 2026-09-24 · Latest check 2026-10-20T14:52:09.031Z

        Open original source ↗
        1 statements supported · read in context
        • KONAMI’s September 24 Steam notice says it resolved some DLC unlock failures affecting Townfall pre-purchases and Deluxe Edition. For players who had already started, it instructed exiting the game, connecting to the internet and restarting Steam. This addresses the named entitlement issue, not every missing-content or save problem.

          Release date, platforms & editions ↗

        Release & image provenance

        Release: townfall-public-2026-09-28.1. The data, source-observation records, routes and local image hashes are bound to a versioned manifest.

        Owner-requested, attributed official promotional imagery for editorial identification; no broad redistribution license claimed.

        The six earlier user-uploaded originals were unavailable for this edition. No recreated or placeholder images are presented as those uploads.

        View imagery and original URLs ↗