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INDEPENDENT GAME REFERENCETHE TOWNFALL EDITION

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Places / SILENT HILL: TOWNFALL

St. Amelia: a Scottish island under fog

The confirmed setting, the places described by the publisher and the difference between a convincing town and a verified map.

SECTION 01

The island and the town

Official statement

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.

Inspect evidence · 1 source
Scotland, St. Amelia and studio background

KONAMI · Published 2026-06-03

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Opening setting and story paragraphs
Supports
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.

Checked 2026-09-10 · available · Source record

Official statement

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.

Inspect evidence · 1 source
KONAMI release date and editions

KONAMI · Published 2026-06-02

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Paragraph beginning “In the new trailer”
Supports
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.

Checked 2026-09-10 · available · Source record

A foggy coastal street with a parked white van, buildings and a waterfront railing.
A foggy coastal street with a parked white van, buildings and a waterfront railing.

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.

Published 2026-04-07 · Official publishing source

Content notice: Music and promotional views of in-game locations.

YouTube connects only after you load the player. Playback does not start automatically.

Watch original on YouTube ↗

If YouTube asks you to sign in, verify your age, or cannot play here, use the original YouTube link.

Linked or embedded by the cited official publisher/developer page. No downloaded video, transcript or frame-by-frame review is represented.

SECTION 02

Why Scotland?

Official statement

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.

Inspect evidence · 1 source
Developer interview: setting, technology and endings

Sachie Kobari / PlayStation Blog · Published 2026-07-30

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Question: What were your thoughts on setting the game in Scotland?
Supports
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.

Checked 2026-09-10 · available · Source record

Official statement

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.

Inspect evidence · 1 source
Developer interview: setting, technology and endings

Sachie Kobari / PlayStation Blog · Published 2026-07-30

Locate
Question about recreating retro gadgets and environments
Supports
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.

Checked 2026-09-10 · available · Source record

SECTION 03

Locations in preview reporting

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.

Inspect evidence · 1 source
Four-hour preview report

Phil Hornshaw / PlayStation Blog · Published 2026-07-29

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Opening exploration, A foggy past, and This town is full of monsters
Supports
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.

Checked 2026-09-10 · available · Source record

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