Silent Hill: Townfall Shows How to Survive St. Amelia: The CRTV Guides Through Puzzles and Monsters
The new footage exceeds 18 minutes and follows two sections of the adventure, clarifying the role of the portable device in exploration, stealth, and combat in the Otherworld.

Konami has shown over 18 minutes of Silent Hill: Townfall gameplay, offering a much more extended look at the first-person survival horror developed by Screen Burn Interactive. The new footage traverses two sections of the game and primarily highlights the CRTV, the unique portable television that will accompany Simon in his exploration of St. Amelia. The game will be released on September 24, 2026, on PlayStation 5 and PC.
The first part follows Simon through the village streets and buildings, showing how the CRTV is much more than a reinterpretation of Silent Hill's traditional radio. The device can pick up signals, provide clues about the direction to follow, and, most importantly, reveal the location of creatures even when they are not directly visible. In the first fully shown encounter, Simon hides behind a wall and monitors the monster's movements precisely through the screen.
This is a mechanic that Screen Burn had already described in recent months: the CRTV was designed as a tool linked to both survival and narrative, capable of intercepting signals scattered throughout the city and contributing to puzzle solutions. The puzzles were also built alongside the story, instead of functioning as obstacles separate from the narrative.
The footage then moves to the house of Zoe, the nurse whose message prompted Simon to return to the island despite him claiming not to know either the woman or St. Amelia. From here, the gameplay progressively shifts into the Otherworld, where the pace changes: in addition to exploration, more direct confrontations appear, and Simon even uses a pistol against creatures before entering a residential building.
Townfall thus seems to want to alternate vulnerability and combat rather than choosing a single path. Some enemies can be confronted, while in other cases, hiding, observing through the CRTV, and avoiding confrontation will be the only solution, a distinction already confirmed by the developers. The first-person perspective serves precisely to make both the puzzles and these moments of tension more immediate.



