This is the behind-the-scenes story of Silent Hill, from the 1999 original to Townfall, which came out two weeks ago: what the developers said in interviews at the time, what players later dug out of the code, and which plans never made it to release. It opens with what is actually known about the next game as of October 10, 2026, and closes with a table of every entry and a short answer to the question people keep asking: which of these can you still play today?
- The next Silent Hill: what Konami said on October 9 and which rumors already missed
- Silent Hill, 1999: horror by corporate order, made by about 15 people
- Silent Hill 2, 2001: Dostoevsky, a 1990 film behind Pyramid Head, and a fight over pay
- Jacob's Ladder and Silent Hill: it's true, and five of the series' creators have said so
- Silent Hill 3, 2003: it began as an arcade rail shooter and was rebuilt in about ten months
- Silent Hill 4: The Room, 2004: a project called Room 302 that wasn't meant to be Silent Hill
- Silent Hill: Origins, 2007: Pyramid Head as a butcher and monsters "out of Scooby-Doo"
- Silent Hill: Homecoming, 2008: banned in Australia, cancelled in Japan
- Shattered Memories, 2009: your Mii and the Wii weather feed, both cut
- 2012: Downpour, an HD Collection built from unfinished code, and Book of Memories
- P.T., 2014: 1.59 million downloads, and Lisa was on your back the whole time
- Silent Hill 2 remake, 2024: Ito didn't want in, and the Polish team argued with the Japanese veterans
- Silent Hill f, 2025: it was nearly set in a real "silent hill", until Mount Fuji got in the way
- Townfall, 2026: Silent Hill as a state of mind, and an electricity meter that stumped the press
- Every Silent Hill game: year, platforms, studio and score
- Which Silent Hill games you can play today, and where to start

The timing is not random. On October 9, series producer Motoi Okamoto told Famitsu that Konami is already thinking about a "second and third wave" of Silent Hill. That is the same man under whom the series shipped three games in two years, after twelve years with nothing new at all. And the genre Silent Hill is remembered for? The original team was told to make it by management.
The next Silent Hill: what Konami said on October 9 and which rumors already missed

Officially, one unreleased game is in the works: a remake of the first Silent Hill. Bloober Team is making it, the Polish studio behind the Silent Hill 2 remake. It was announced at Konami Press Start in June 2025 with a logo and some music, and that is all anyone has seen. No date, no platforms, not a single screenshot. Before the September 2026 edition of the same show, Konami said up front there would be no remake news, and there wasn't.
Okamoto's point to Famitsu was about trust. Konami launched the first wave (the Silent Hill 2 remake, Silent Hill f and Townfall) as a package on purpose, because after Silent Hills was cancelled in 2015 a single remake would not have been enough to win players back. Now "a number of projects" are under review, with no details. In August at gamescom he had already told GamesRadar+ that the goal is a new game every year, that there are many unannounced projects, and that the series won't stay tied to small-town America. The next official occasion for news is Konami's quarterly report on October 29.
Then there are the rumors, which are worth knowing mostly so you can ignore the headlines built on them:
- Silent Hill 1 remake in 2027. Insider Dusk Golem said so in July 2025 and claimed it had been in development for about three years. Konami has never given a year.
- Silent Hill 3 remake in 2028. Comes from the French fan page Biohazard Ultimate, October 2025. Nothing official.
- A first look at the remake around Tokyo Game Show. Promised by insider malik on August 15, 2026. It didn't happen: Konami's TGS stream on September 19 was all Townfall.
- Bloober's Project H is secretly Silent Hill 3. A fan theory, not a leak. CEO Piotr Babieno describes Project H as the studio's own new IP.
One more trap. Konami's January 2026 earnings mentioned a "brand-new title" in the series, and plenty of sites ran it as a mystery announcement. Konami later told Gematsu it meant Townfall. If you see a "Konami confirms new Silent Hill" story dated February 2026, that's the one.
Silent Hill, 1999: horror by corporate order, made by about 15 people
The first Silent Hill launched on PlayStation on February 23, 1999 in the US and on March 4 in Japan. Director Keiichiro Toyama told the Official U.S. PlayStation Magazine that March something that doesn't fit the cult-classic image at all: "The original concept actually came from the corporate side; they said we should try our hand at making a horror game." The team went to Chicago to look at lakeside neighborhoods, because Silent Hill was meant to be a resort town on a lake. Toyama named Stephen King as an influence, and David Lynch and Cronenberg for the camera work.
He also admitted to Famitsu in 2013 that he never liked "the really bloody shock-fest sort of horror film". What he was into was the occult, UFO stories and Lynch, which goes some way to explaining the UFO ending that still feels like a prank in the middle of a very serious game.
- One man made every cutscene. Takayoshi Sato spent two and a half years building the CG movies alone, at three to four hours of rendering per second of video. He later told Gamasutra: "I didn't go home for three years, almost. I lived there. I slept under the desk."
- Around 15 people by the end. That's producer Akihiro Imamura's figure from 2001. Silent Hill 2 would have about fifty.
- The town got cut down. Toyama told PSM that part of the map was dropped for time, along with small translucent enemies that turned out to be no fun to fight.
- "There is no background music in Silent Hill." Akira Yamaoka's own description in a 1999 interview. What you hear is meant to be the town itself.
About the fog. The popular story is that it hid the PlayStation's short draw distance, and reviewers were saying that as early as 1999. None of the developers ever put it that way, though. Toyama called fog the game's defining visual effect and said that fog, darkness and a moving camera were only possible with real-time 3D. Both can be true: a hardware limit turned into a style, and the series kept the fog long after there was any technical reason for it.
Silent Hill 2, 2001: Dostoevsky, a 1990 film behind Pyramid Head, and a fight over pay

Silent Hill 2 came out on PS2 on September 25, 2001 in the US, followed by the Xbox version Restless Dreams in December and a PC port in 2002. Masashi Tsuboyama directed, Imamura produced. The story of James driving to town because of a letter from his dead wife was, in Sato's words in 2005, "based on Crime and Punishment".
Sato also told IGN a month before launch why the game felt so unlike other games: "Silent Hill 2 is not a typical game because most of our staff didn't grow up playing games." Facial animation was done by hand, a character model ran to about 6,000 polygons, and the references pinned up were Francis Bacon, Andrew Wyeth and Rembrandt rather than other games.
Pyramid Head came from artist Masahiro Ito, and where he came from is the subject of the next section: it comes down to one film from 1990.
- The beginner difficulty was called Honey Mode internally. That's from Imamura's October 2001 interview with Dengeki Online, where he also said development took a little over two years.
- No GameCube version, on purpose. Imamura's reasoning was that Nintendo hardware was aimed at a younger audience.
- Sato's money problem. He started negotiating pay after work on SH2 was already under way, and under the deal his unit ended up unprofitable.
- The director still dislikes his camera. Tsuboyama in October 2024: "To be honest, I'm not satisfied with the playable camera from 23 years ago." He liked the remake's camera, for the record.
Konami never published sales for the original. The 1.3 million figure that circulates online has no Konami report behind it, so it isn't used here. Its Metacritic score of 89 is still the best in the series.
Jacob's Ladder and Silent Hill: it's true, and five of the series' creators have said so

The claim that Silent Hill borrowed from Jacob's Ladder comes up so often that it's easy to file it under fan lore. This is one of the cases where the lore is backed by the developers themselves. Adrian Lyne's film came out in 1990: Vietnam veteran Jacob Singer (Tim Robbins) starts seeing demons on the streets of New York and loses track of what's real. Here's who on the Silent Hill side has talked about it:
- Keiichiro Toyama, director of the first game. Speaking to Cane and Rinse in 2012, he named Stephen King's novels and David Lynch's films as the major influences, and for the game's nightmarish side, Jan Švankmajer's Alice and Jacob's Ladder.
- Takayoshi Sato, artist. Asked by IGN in August 2001 about the art style of Silent Hill 2, his first answer was: "We looked at movies like Adrian Lyne's Jacob's Ladder, and movies from David Lynch." Hitchcock, Fincher and Cronenberg follow.
- Akira Yamaoka, composer and producer. In an interview for The Silent Hill Experience disc (2006) he said the first game "was very much influenced by movies, especially films by David Lynch, Stephen King, or even Jacob's Ladder".
- Masahiro Ito, monster designer. In 2024 he wrote that without seeing a teaser for the film on TV, he would never have gone to see it, never have made the otherworld school in the first game, and never have come up with Pyramid Head's background.
- Jason Allen, lead designer of Homecoming. Asked about the film by Shacknews in 2008, he said "Oh sure" and tied it to his game's military storyline.
Some of what circulates has no source. You'll read that it was producer Akihiro Imamura's favorite film, or that one twenty-minute hospital sequence gave birth to the whole series. I couldn't find either in any interview. The shot-for-shot matches that video essays like to show (the gurney ride down a hospital corridor, faceless heads twitching at inhuman speed) are viewers' comparisons; the developers never confirmed them frame by frame. That said, the resemblance to the nurses and to the way the series' monsters move is hard to miss.
So the answer is yes, with a caveat. Jacob's Ladder is one of Silent Hill's pillars, not its only source and not even first on the list. Every time the developers list their influences, Lynch and King come first, and in Sato's list the film sits next to Francis Bacon and Rembrandt. From the film the series took the nightmare where you can't tell what's real, plus the look of the otherworld with its rust and hospital corridors. The town and its people owe more to King and Lynch.
Silent Hill 3, 2003: it began as an arcade rail shooter and was rebuilt in about ten months

Silent Hill 3 launched in Europe first, on May 23, 2003, then in Japan and the US. Kazuhide Nakazawa directed. Here's the part even a lot of fans have never heard: it wasn't supposed to be a sequel. Masahiro Ito put it bluntly in 2019: "Silent Hill 3 was supposed to be an arcade spin off/a rail shooter, not a direct sequel to SH1. Was a terrible plan." The reason, he said, was Silent Hill 2's slow start at retail.
The rail shooter cost time and part of the budget. According to Wikipedia, nearly all the work done between September 2001 and July 2002 was thrown away and the game we played was built from scratch in roughly ten months. I couldn't find a primary source for those dates, but they line up with Ito's account.
- About 40 staff. Fewer than on SH2. Nakazawa gave IGN that number at E3 2002 and promised "the scariest of the series".
- The walls breathe. A second texture layer that looks like blood vessels sits over the walls, so the world feels alive. It's also the first game in the series with automatic weapons.
- Over 300,000 copies overseas. The only official early sales figure I could find, from Konami's half-year report of November 13, 2003.
Silent Hill 4: The Room, 2004: a project called Room 302 that wasn't meant to be Silent Hill

The fourth game came out in Japan on June 17, 2004, and in the US and Europe in September on PS2, Xbox and PC at once. Suguru Murakoshi directed. Tsuboyama, by then lead designer, told Eurogamer that year: "Originally this development was started from what we named Room 302, rather than Silent Hill." A fair caveat: fan archivists never found that statement in Japanese, and the official guide words it more softly.
Where the apartment you can't leave came from is clearer. In developer notes on the Japanese site, Murakoshi said he always looks over his right shoulder because of an old superstition about the left one, and that he was never as scared anywhere as in his own dark home. That's The Room in two sentences.
- Henry was redesigned after motion capture was almost done. Nearly all of it had to be redone, more than two hours of data.
- His first sketch had his shirt tucked into "super-high-waisted pants". That's from the official Complete Edition guide, July 2004. Good call changing it.
- A full third of the soundtrack never made it into the game, according to Yamaoka, who also produced this one.
- Team record: 1 hour 28 minutes. That was lead programmer Kosuke Iwakura's time to the Escape ending on Hard.
This was Team Silent's last game. After it Konami handed the series to Western studios, and the bumpiest stretch of its history began.
Silent Hill: Origins, 2007: Pyramid Head as a butcher and monsters "out of Scooby-Doo"
Origins came out on PSP on November 6, 2007, and on PS2 in spring 2008. Climax made it, but not the Climax that started it. The first version was built by the US branch, Climax LA, and according to writer Sam Barlow in Retro Gamer it was a different game entirely: "In Climax LA's version, The Butcher was the origin story of Pyramid Head." Playtesters said its monsters "looked like something out of Scooby-Doo".
By the time the UK studio in Portsmouth took over, roughly half the time and money was gone. Barlow remembers the reset like this: "In one afternoon we took the design docs, removed all the bits we didn't like". The game moved to the engine left over from Ghost Rider, and the team tested a game about darkness in a glass-walled office, so they hid under blankets. Looking back seventeen years later, Barlow said pulling it out of the bag with a seven-out-of-ten game was incredibly rewarding. Metacritic agrees with him: 78.
Silent Hill: Homecoming, 2008: banned in Australia, cancelled in Japan

Homecoming launched on September 30, 2008 on PS3 and Xbox 360, with PC following in November. The American studio Double Helix Games developed it, and Yamaoka produced. He told Gamasutra that "more than half of the team members like David Lynch's movies" and that the main touchstone was The Elephant Man. Lead designer Jason Allen added that the 2006 film gave them "visual references, not story, not characters".
Then things got messy. In September 2008 Australia refused it classification, which meant it couldn't be sold there; the distributor cited blood, decapitation and torture. It finally got an MA15+ rating on January 5, 2009. Japan never got it at all. In September 2009 Konami cancelled the Japanese release and shut down the Japanese site, telling Gigazine the localization hadn't reached a quality suitable for the Japanese market. A Japanese series that never made it to Japan.
Shattered Memories, 2009: your Mii and the Wii weather feed, both cut
Shattered Memories came out on Wii on December 8, 2009, then on PS2 and PSP. It's not a remake of the first game so much as a retelling, where you answer a therapist's questions and the game changes around your answers. Barlow told Time Extension that before this, Climax pitched Konami other ideas, Brahms P.D. and Silent Hill: Cold Heart with a heroine called Jessica Chambers, before being asked to reimagine the original.
They wanted to go further. The plan included putting the player's own Mii into the game and pulling in the Wii's weather forecast; both ideas were cut. Barlow's explanation: "Time and money!" Konami, he said, was "on board with everything we suggested", with one condition: Cybil had to look like she did in the first game and the film. One more detail from Retro Gamer: the PS2 port was made mainly for South America, where it turned into a surprise hit.
2012: Downpour, an HD Collection built from unfinished code, and Book of Memories

Downpour came out on March 13, 2012 on PS3 and Xbox 360. Vatra Games in Brno, Czech Republic, developed it, and the project kept losing people. Yamaoka left Konami very early on; design director Brian Gomez told Engadget "we lost him really early on in Downpour". Dexter composer Daniel Licht wrote the score and Korn recorded the theme. Gomez himself left a few months before launch, saying he couldn't keep commuting between Los Angeles and Brno for another four to six months. By September 2012 the studio had, according to Wikipedia, been declared bankrupt. Downpour sits at 64 on Metacritic.
A week after Downpour came Silent Hill HD Collection, SH2 and SH3 in high definition from Hijinx Studios. Its story usually gets retold as "Konami lost the source code". What producer Tomm Hulett actually told 1UP was different: "We got all the source code that Konami had on file - which it turns out wasn't the final release version of the games." Bugs Team Silent had fixed years earlier had to be hunted down again. At one point, Hulett recalled, Heather was blue.

That autumn WayForward released Book of Memories on PS Vita, a multiplayer dungeon crawler. Director Adam Tierney told RPGamer that the genre was Konami's call: the "endless" structure was already set when WayForward came aboard. It scored 58, the lowest in the series. The next full Silent Hill would take twelve years.
P.T., 2014: 1.59 million downloads, and Lisa was on your back the whole time
On August 12, 2014, during gamescom, a free demo called P.T. from an unknown "7780s Studio" appeared on the PlayStation Store. Finishing it revealed a teaser for Silent Hills, directed by Hideo Kojima with Guillermo del Toro, starring Norman Reedus. It passed a million downloads in two weeks, and Guinness World Records lists it as the first playable teaser for a console, with 1,589,643 downloads as of March 16, 2015.
The scariest thing about P.T. was found five years later. In September 2019 Lance McDonald freed the camera and showed that once you pick up the flashlight, Lisa is hanging on your back for the rest of the game. Kojima retweeted it. The famous final solution, whispering into the headset microphone, was worked out by players; Kojima never confirmed that mechanic.
Konami officially ended Silent Hills on April 27, 2015, and P.T. was pulled from the store on April 29. It can only be redownloaded to a console that already had it. There is now an unofficial native PC port, which we covered in a separate piece, and del Toro's whole history with games, Silent Hills included, is in our article on every Guillermo del Toro game.
Silent Hill 2 remake, 2024: Ito didn't want in, and the Polish team argued with the Japanese veterans
The remake launched on October 8, 2024 on PS5 and PC, and on Xbox Series in November 2025. Mateusz Lenart of Bloober Team directed, Maciej Głomb and Motoi Okamoto produced, and Yamaoka scored it again. Masahiro Ito, Pyramid Head's creator, didn't want to take part at first. Okamoto messaged him on Twitter around 2019 to 2020, and Ito agreed for a practical reason: Konami would make the remake with or without him, and this way he could protect the core of the game.

What happened next is the funny part. Okamoto told Famitsu that it was the Japanese veterans, Ito and Yamaoka, who wanted to change things, and that Bloober Team "often replied saying no, we don't want to change this" The Polish studio was defending the original from its own creators. Tsuboyama, who directed the 2001 game, said after launch that he was very happy with it and that the new camera "definitely adds to the sense of realism".
Konami words its sales figures carefully, and they should be repeated the same way. Over a million in a matter of days, 2 million copies by January 23, 2025, then 5 million and 6 million, but those last two are "players": they include subscription services, not just copies sold. Headlines often call them copies sold. They aren't.
Silent Hill f, 2025: it was nearly set in a real "silent hill", until Mount Fuji got in the way
Silent Hill f came out on September 25, 2025 on PS5, Xbox Series and PC. Taiwanese studio NeoBards developed it, Ryukishi07 of Higurashi fame wrote it, and kera designed the creatures and characters. It's set in 1960s Japan, in the fictional town of Ebisugaoka.

It could have been set in an actual silent hill. Shizuoka prefecture literally translates as "quiet hill", and that was the first idea. Ryukishi07 dropped it because Mount Fuji was "too overbearing" for a foggy Silent Hill mood, he told Famitsu at Anime Expo 2025. They picked Kanayama in Gifu prefecture for its grid-like streets instead.
- No guns, for realism. NeoBards' Capra Shih said it would be unrealistic for a girl from a small rural town to keep finding bullets lying around.
- The first-aid kit is copied from a real Showa-era medicine box bought at a flea market. About a hundred people worked on the game.
- The 1960s were a deliberate choice. Director Al Yang called the era "just far enough in the past to be between the modern and mythical".
- 2 million copies by April 22, 2026. Here Konami counts shipments, and the first million took four days.
Townfall, 2026: Silent Hill as a state of mind, and an electricity meter that stumped the press
Townfall came out on September 24, 2026 on PS5 and PC. It was made by Screen Burn in Glasgow, a studio that until July 2025 was called No Code and was known for Stories Untold and Observation. It's set in 1996 in the fictional town of St. Amelia, modeled on the fishing village of St Monans in Fife. We covered how critics received it on review day; it now sits at 80 on Metacritic.

Okamoto explained to The Guardian why the series left America at all: it had become "slightly repetitive", so the team chose to treat Silent Hill "not as a physical location but as a phenomenon, a state of mind". Director Jon McKellan worked on Alien: Isolation, which shows in his love of analog tech. The radio of the old games is replaced here by a handheld TV, the CRTV, and McKellan says it "would only ever work in first person" from the very first pitch. A puzzle built around a prepaid electricity meter, the kind every British flat has, reportedly stumped American and Japanese journalists at previews.
Even the studio name has a meaning: screen burn is the ghost of an image burned into an old CRT. It started with two people and now has around thirty. The game also survived the departure of the entire Annapurna Interactive team in September 2024; the publisher confirmed at the time that development was continuing. And Okamoto, asked at gamescom about the long development, said something worth framing: "If a team needs more time to cook, they should be allowed that."
Every Silent Hill game: year, platforms, studio and score

| Year | Game | Launch platforms | Studio | Metacritic |
|---|---|---|---|---|
| 1999 | Silent Hill | PS1 | Team Silent (KCET) | 86 |
| 2001 | Silent Hill 2 | PS2, Xbox, PC | Team Silent | 89 |
| 2003 | Silent Hill 3 | PS2, PC | Team Silent | 85 |
| 2004 | Silent Hill 4: The Room | PS2, Xbox, PC | Team Silent | 76 |
| 2007 | Silent Hill: Origins | PSP, PS2 | Climax | 78 |
| 2008 | Silent Hill: Homecoming | PS3, Xbox 360, PC | Double Helix | 70 |
| 2009 | Silent Hill: Shattered Memories | Wii, PS2, PSP | Climax | 79 |
| 2012 | Silent Hill: Downpour | PS3, Xbox 360 | Vatra Games | 64 |
| 2012 | Silent Hill HD Collection | PS3, Xbox 360 | Hijinx Studios | re-release |
| 2012 | Silent Hill: Book of Memories | PS Vita | WayForward | 58 |
| 2014 | P.T. | PS4 | Kojima Productions | teaser, delisted |
| 2024 | Silent Hill 2 (remake) | PS5, PC, later Xbox Series | Bloober Team | 86 |
| 2025 | Silent Hill f | PS5, Xbox Series, PC | NeoBards | 86 |
| 2026 | Silent Hill: Townfall | PS5, PC | Screen Burn | 80 |
The numbers show two peaks: Team Silent at the turn of the century and the current wave, where three games in a row landed between 80 and 86. The dip in between is just as visible, Downpour and Book of Memories. According to Konami, the series has reached 17.8 million units in total, counting shipments, downloads and subscriptions.
Which Silent Hill games you can play today, and where to start

Most of the classics aren't officially for sale anywhere, which is the real obstacle for newcomers. Here's what's available as of October 10, 2026:
- PC, Steam: the Silent Hill 2 remake and Silent Hill f at $69.99, Townfall at $49.99, Homecoming at $39.99.
- PC, GOG: Silent Hill 4: The Room for $9.99, the only Team Silent game you can buy legally on PC, plus Townfall.
- PS5: the Silent Hill 2 remake, Silent Hill f, Townfall and the free The Short Message.
- Xbox: the Silent Hill 2 remake and Silent Hill f, and the Microsoft Store still sells the Xbox 360-era HD Collection ($29.99) and Homecoming ($19.99).
If you've never played one, I'd start with the Silent Hill 2 remake. It stands on its own, you don't need any other game to follow it, and it's the quickest way to understand why people love this series. After that, Silent Hill f if you want something completely different and very Japanese, or Townfall if you like smaller first-person games. For the first game, waiting for Bloober's remake makes more sense than hunting down a PS1 disc.
The music is a whole story of its own, and we told it in our piece on every Akira Yamaoka game.
Why is there fog in Silent Hill?
The usual answer is that it hid the PlayStation's short draw distance. The developers never said it quite like that: director Keiichiro Toyama called fog the game's defining visual effect. Most likely a hardware limit was turned into a style, and later games kept the fog as a signature.
Is Silent Hill a real place?
No, the town is fictional. For the first game the team visited lakeside neighborhoods in Chicago, because Silent Hill was conceived as a lake resort. Townfall does have a real model: the Scottish fishing village of St Monans in Fife.
Was Silent Hill inspired by Jacob's Ladder?
Yes. First-game director Keiichiro Toyama, artist Takayoshi Sato, composer Akira Yamaoka and Pyramid Head creator Masahiro Ito have all said so. In their lists, though, Adrian Lyne's 1990 film sits alongside Stephen King's novels and David Lynch's films, not in place of them.
What order should I play Silent Hill in?
Most entries stand alone. The connected ones are the first game, Origins (a prequel) and Silent Hill 3 (a direct sequel to the first). Silent Hill 2, f and Townfall can be played on their own. The easiest starting point is the Silent Hill 2 remake.
Why aren't the old Silent Hill games on Steam?
The PC versions of Silent Hill 2 and 3 came out on disc in 2002 and 2003 and haven't been sold for years. Of the older games, only Silent Hill 4 on GOG and Homecoming on Steam are available digitally on PC. The first game never came to PC; Bloober Team is remaking it.
When is the Silent Hill 1 remake coming out?
Konami hasn't announced a date. Rumors point to 2027, but that comes from insiders, not the company. The next official chance for news is Konami's earnings report on October 29, 2026.
Sources
The series' future: Motoi Okamoto's interview in Famitsu issue 1965 as reported by PlayFront (October 9, 2026), his GamesRadar+ interview at gamescom 2026 via VGC (August 27, 2026), Bloober Team's Silent Hill remake announcement (June 2025), Game Informer on Konami Press Start (September 1, 2026), GamingBolt and Gematsu on Konami's earnings (February 2026). Rumors: Dusk Golem (X, July 24, 2025), VideoGamer on Biohazard Ultimate (October 2025), malik (X, August 15, 2026), Game8 on Project H (September 29, 2026).
Development: Keiichiro Toyama in the Official U.S. PlayStation Magazine and PSM (March 1999), Famitsu via Polygon's translation (2013), the 1999 Toyama, Sato and Yamaoka interview translated by shmuplations; Takayoshi Sato in Gamasutra (2005) and IGN (August 17, 2001); Akihiro Imamura in Dengeki Online (October 2001); Masahiro Ito on X via GamesRadar+ (October 30, 2024) and Bloody Disgusting (February 22, 2019); Masashi Tsuboyama via VGC (October 7, 2024) and Eurogamer (August 2004); Kazuhide Nakazawa in IGN (June 12, 2002); Konami's half-year report (November 13, 2003); SH4 developer notes from the Japanese site and the official Complete Edition guide (2004). Many of the early interviews are collected on the Silent Hill Memories archive. Jacob's Ladder: Keiichiro Toyama in Cane and Rinse (September 5, 2012); Takayoshi Sato in IGN (August 17, 2001); Akira Yamaoka in The Silent Hill Experience interview (2006) on the Silent Hill Memories archive; Masahiro Ito via GamesRadar+ (October 30, 2024); Jason Allen in Shacknews (May 20, 2008).
Western entries: Sam Barlow in Retro Gamer issue 214 (2020), Time Extension (2023) and GamesRadar+ (2024); Akira Yamaoka in Gamasutra (June 11, 2008); Jason Allen on The Silent Hill Forum (September 3, 2008); Gigazine (September 11, 2009) and GameSpot on Homecoming; Engadget (August 15, 2011) and Gematsu (November 5, 2011) on Downpour; Tomm Hulett in 1UP via Push Square (May 28, 2012); Adam Tierney and Tomm Hulett in RPGamer (October 2012). P.T.: Guinness World Records, Game Informer (September 10, 2019), Gematsu (April 27, 2015).
The new wave: GamesRadar+ (August 19, 2024) and TheGamer on Famitsu (June 6, 2024) about the Silent Hill 2 remake; VGC (July 31, 2025) and Point'n Think on Silent Hill f; The Guardian (July 29, 2026), GamesIndustry.biz (July 23, 2025) and DualShockers (September 12, 2026) on Townfall. Sales: Konami press releases of January 29, 2025, March 12, 2026 and May 13, 2026, and Konami's business page (17.8 million). Scores: Metacritic as of October 10, 2026. Prices: Steam, GOG and Microsoft Store, US, October 10, 2026.
Images: official screenshots from Steam (Silent Hill 2 remake, Silent Hill f, Townfall, Homecoming), the Microsoft Store (Silent Hill HD Collection, Downpour) and GOG (Silent Hill 4: The Room). Videos: the official SILENT HILL and KONAMI channels, with gameplay of the first game, Silent Hill 3, Origins and Shattered Memories from the World-of-Longplays, LongplayArchive and AngryBigSnout channels.


![PS2 Longplay [030] Silent Hill 3 (US)](https://framesgames.com/wp-content/uploads/yt-covers/LJICYSWVTjo.jpg.webp)
![Silent Hill Origins (Full Game Longplay) [Playstation 2] 1440p60](https://framesgames.com/wp-content/uploads/yt-covers/jOgvn0dgFjI.jpg.webp)
![Wii Longplay [031] Silent Hill Shattered Memories](https://framesgames.com/wp-content/uploads/yt-covers/F2i4JEu7EGU.jpg.webp)




