Join me on a thrilling journey through the English countryside with Atomfall, the new survival-action game from the creators of Sniper Elite, Rebellion. I recently visited a pub in North London for a hands-on session with the game, and left intrigued by Atomfall's unique approach to mission design and its unsettling atmosphere. My time with the demo took an unexpected turn when I, perhaps rashly, decided to attack every NPC I encountered, including an innocent old lady, using a cricket bat. Let me delve into the reasons behind my actions and the game's fascinating mechanics.
In Atomfall, every NPC, from the lowliest grunt to the most crucial quest-giver, can be killed. As I embarked on the demo, I set out to test this feature. My approach was far from subtle; within minutes of exploring the digital Cumbria, I triggered a tripwire alarm, leading to a confrontation with three guards. I dispatched them using the blunt force of a cricket bat, which quickly became my weapon of choice, baptized in their blood.
Later, I acquired a bow and arrow, satisfying my love for archery in video games. With this new weapon, I could handle both long and short-range encounters, allowing my cricket bat a much-needed break. As I ventured further, I came across a towering wicker man, a nod to the folk horror elements that underpin Atomfall's segmented world, divided into multiple "open zones." These eerie sights contribute to an unsettling atmosphere, enhancing the mystery of what caused this once-sleepy corner of England to become irradiated.
My contemplation of this mystery was interrupted by a group of druids, likely connected to the wicker man. They became perfect targets for my bow, and as I took them down, I couldn't help but think, "I'M ROBIN BLOODY HOOD." The bow felt satisfying to use, but what intrigued me more was Atomfall's innovative stamina system. Instead of a traditional bar, a heart rate monitor tracks your exertion level. Sprinting, for instance, can push your heart rate over 140 bpm, affecting your aim when you need to stop and fight. I discovered a Bow Mastery skill manual that mitigates the impact of an elevated heart rate on drawing the bowstring, hinting at a skill tree that, while not the most complex, allows for customization to suit different playstyles.
Atomfall Screenshots

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My goal in the demo was unclear at first, but a note led me to a herbalist named Mother Jago, who lived near an old mine. Along the way, I encountered hints of the larger story, such as an oily swirl of colors hovering over a power plant, the apparent cause of Britain's post-apocalyptic state, and a ringing phone box with a creepy voice warning me away from the woods.
The path was filled with environmental storytelling, like an old boathouse with an alarm system and a mound of skulls nearby. These elements create an uneasy vibe, reminiscent of games like Stalker more than Fallout, with its blend of tone and game design. The exploration felt akin to classic point-and-click adventures, encouraging thorough investigation of every corner and conversation.
After another druid encounter, I met Mother Jago at her allotment retreat. She resembled Angela Lansbury with a twist of dark magic, but her vague answers left me searching for clues. Eventually, she offered valuable information in exchange for her herbalism book, held hostage in a druid castle. I approached the castle from the side, engaging in a battle at an abandoned petrol station. The enemy AI was not particularly sophisticated, but the combat was satisfying, though not the game's main focus. Instead, uncovering the world's secrets seemed to be the primary draw.
Once inside the castle, I searched for the book but found only crafting materials. Atomfall's mission design is intentionally obtuse, challenging players to explore without hand-holding. I followed map coordinates to retrieve keys from a poison plant monster, only to find more crafting materials instead of the book. Venturing deeper into the castle, I killed the High Priestess and her followers, discovering new items but still no book.
After my session ended, I learned the book was in the castle all along, on a table I had overlooked. Frustrated, I returned to Mother Jago and, in a moment of confusion and embracing my character's violent descent, killed her. Searching her body, I found a recipe that would have helped against the poison swamp monster, the valuable information she intended to trade.
Atomfall's runtime is substantial, with developers estimating 25 hours for most players. The game's design allows for varied experiences; another demo player encountered a crashed helicopter and explored a region with killer robots and mutants, showing the depth of Atomfall's world.
The game's quest design may be too obtuse for some, but it rewards those who engage deeply with its mysteries. The blurred lines between main and side objectives create a sense of peril and encourage players to craft their own narrative within the irradiated English countryside. Despite my actions, I'm eager to see how the story unfolds, knowing it may differ greatly from others' experiences.
With bloodied hands from my violent spree, I retreated to the pub in true British fashion, cricket bat in hand, waiting for the chaos to subside.