Home News "Atomfall: My Descent into Madness and Massacre"

"Atomfall: My Descent into Madness and Massacre"

by Connor May 15,2025

Embark on a thrilling journey through the eerie English countryside with *Atomfall*, the latest survival-action game from the creators of *Sniper Elite*, Rebellion. During a recent visit to a North London pub, I had the opportunity to dive into a hands-on demo of this intriguing title, and the experience left me both fascinated and slightly unhinged. The game's open-ended mission design and haunting atmosphere captivated me, though I must confess to a somewhat violent escapade that included attacking every NPC in sight, including an innocent old lady, with a cricket bat. Let me share my experience with you.

In *Atomfall*, every NPC, from the lowliest grunt to the most crucial quest-giver, can be eliminated. As I began the demo, I decided to test this feature. My approach was far from graceful; within minutes of exploring the digital Cumbria, I accidentally triggered a tripwire alarm, forcing me to dispatch three alerted guards using a cricket bat. This wooden weapon quickly became my go-to tool for chaos, baptized in the blood of my adversaries.

Later, I acquired a bow and arrow, a perfect complement to my short-range cricket bat. Equipping the bow allowed me to engage enemies from a distance, and I couldn't resist taking a shot at a group of druids near a towering wicker man. The folk horror elements in *Atomfall* are palpable, contributing to a genuinely unsettling atmosphere that enhances the game's overarching mystery: what caused the transformation of this once peaceful corner of England into a post-apocalyptic wasteland?

The game's innovative stamina system, which uses a heart rate monitor instead of a traditional bar, adds a unique layer of strategy. Engaging in physically demanding activities like sprinting can push your heart rate over 140 bpm, affecting your aiming accuracy. Discovering a Bow Mastery skill manual that mitigates the impact of a high heart rate on archery was a highlight, although the skill tree may not be the most intricate, it offers enough flexibility to customize your character's abilities to suit your preferred playstyle.

Atomfall Screenshots

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My initial foray into *Atomfall* involved aimless exploration of the Casterfall Woods region. Following a vague note, I sought out a herbalist named Mother Jago, who lived near an old mine. Along the way, I encountered environmental storytelling cues, such as a shimmering, oily swirl over a power plant hinting at Britain's descent into chaos, and a creepy phone box warning me to stay out of the woods.

The game's design encourages thorough exploration, reminiscent of classic point-and-click adventures. After another druid massacre and looting their garden center for herbs, I met Mother Jago. Her cryptic responses to my questions left me searching for more clues. She offered valuable information in exchange for her herbalism book, which was supposedly held at a druid castle.

*Atomfall*'s freeform design allowed me to approach the castle from any angle. I engaged in a skirmish with a druid patrol at an abandoned petrol station, using a grenade and nail bomb to devastating effect. While the enemy AI could be more reactive, the combat encounters felt like a fun diversion from the main goal of unraveling the game's mysteries.

Inside the castle, I searched for the elusive herbalism book, exploring every nook and cranny without success. *Atomfall* challenges players with its lack of objective markers, requiring you to manually place markers on your map. This approach can be frustrating but ultimately rewarding, as it encourages a detective-like exploration of the game world.

Following a lead to map coordinates, I encountered a poison plant monster, which I bypassed using some quick thinking and agility. Returning to the castle, I found new perks and ammo but not the book. Delving deeper into the castle's underbelly, I battled the High Priestess and her followers, discovering new items and a potential new questline, but still no sign of the book.

It was only after my demo session ended that I learned the book was in the castle, on a table I had overlooked. Frustrated and confused, I returned to Mother Jago, only to kill her in a fit of rage. Searching her body, I found a recipe that might have helped against the poison monster, which she had intended to trade for the book.

Developers at Rebellion suggest that completing *Atomfall*'s story could take anywhere from four to 25 hours, depending on the player's choices and exploration. The game's design allows for varied experiences, as evidenced by another player's encounter with a crashed helicopter leading to a different region filled with killer robots and mutants.

While *Atomfall*'s objectives might be too obtuse for some, the game rewards those who embrace its complex quest design. The blurred lines between side and main objectives add tension and encourage players to craft their own narratives within the irradiated English countryside. My journey, though violent and misguided at times, left me eager to see how the story unfolds, even if it might differ greatly from others' experiences.

With my hands bloodied from the unfortunate demise of Mother Jago and the chaos I left in my wake, I decided to embrace full-British mode: grab my cricket bat, head to the pub, and wait for the dust to settle.