The island and the town
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.
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- Opening setting and story paragraphs
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- 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.
- Does not establish
- Does not establish a real-world address, complete geography or connections to specific prior protagonists.
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.
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- Paragraph beginning “In the new trailer”
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- 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.
- Does not establish
- No travel times, coordinates, route optimization or open-world structure established.

Official promotional imagery · KONAMI / Annapurna Interactive / Screen Burn
Copyright remains with the respective owners. Reproduced for identification and editorial commentary; no blanket reuse license asserted.
Original image ↗ · Publishing source“Home” — composer Pilotpriest
The music video embedded in Screen Burn’s composer announcement, described by the developer as the track Home set to in-game locations of St. Amelia.
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Why Scotland?
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.
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- Question: What were your thoughts on setting the game in Scotland?
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- 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.
- Does not establish
- Does not identify a single real-world town as the canonical model.
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.
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- Question about recreating retro gadgets and environments
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- 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.
- Does not establish
- Design intention is not proof of unannounced simulation features.
Locations in preview reporting
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.
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- Opening exploration, A foggy past, and This town is full of monsters
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- 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.
- Does not establish
- No complete location inventory, final layout or hidden-item coverage.