Home News "Atomfall Massacre: I Killed Everyone in Insanity"

"Atomfall Massacre: I Killed Everyone in Insanity"

Author : Blake Mar 26,2025

Embark on a thrilling and violent journey through the 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 chance to dive into the game with a pint in hand, and left intrigued by its open-ended mission design and unsettling atmosphere. My experience took a wild turn as I unleashed chaos with a cricket bat, even targeting an innocent old lady. Here's why Atomfall captured my attention so fiercely.

In Atomfall, every NPC is fair game, from the lowliest grunt to the most crucial quest-giver. As I began the demo, I set out to test this feature, albeit clumsily. Barely two minutes in, I triggered a tripwire alarm, forcing me to dispatch three alerted guards with my cricket bat, now baptized in their blood.

Play

Later, I equipped a bow and arrow, satisfying my love for archery in games. This allowed me to handle both long and short-range encounters, giving my cricket bat a break. Amidst the eerie landscape, I spotted a towering wicker man, a nod to the folk horror that underpins Atomfall's world, segmented into multiple "open zones." This setting created a palpable tension that fueled the mystery of what had transpired in this now-irradiated corner of England.

My musings were interrupted by a group of druids, perfect targets for my new bow. As I took them down one by one, I couldn't help but think, "I'M ROBIN BLOODY HOOD." The bow felt satisfying to use, but what truly piqued my interest was Atomfall's innovative stamina system. Instead of a traditional bar, a heart rate monitor increases with physical exertion, affecting your aim when sprinting or engaging in combat. Discovering a Bow Mastery skill manual that mitigates the impact of a high heart rate on archery added a layer of customization to the gameplay, although the skill tree might not be the most complex.

Atomfall Screenshots

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Despite my trail of destruction, my primary goal remained elusive. Following a quest lead to a herbalist named Mother Jago near an old mine, I encountered eerie environmental clues hinting at a larger story. A shimmering, oily swirl over a power plant suggested the cause of Britain's post-apocalyptic state, while a creepy phone call warned me away from the woods.

The path was dotted with unsettling details, such as an old boathouse with an alarm system and a mound of skulls, contributing to Atomfall's unnerving atmosphere. Comparisons to Fallout have been made, but the game's tone and design feel closer to Stalker, blending exploration and horror seamlessly.

After another druid massacre, I met Mother Jago, who resembled Angela Lansbury if she'd turned to black magic. Her vague responses left me searching for clues in our conversation, reminiscent of classic point-and-click adventures. She offered valuable information in exchange for her herbalism book, supposedly held by the druids in their fortified castle.

Atomfall's freeform design allowed me to approach the castle from any angle. Engaging a druid patrol at an abandoned petrol station, I used a grenade and a nail bomb to clear the way, though the enemy AI lacked sophistication. Inside the castle, a locked hut hinted at the book's location, but without objective markers, I relied on my map and intuition.

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After exploring the castle's keep and finding no trace of the book, I followed map coordinates to retrieve keys from a poison plant monster's lair. Despite the challenge, the items I found were not the book. Venturing deeper into the castle, I encountered the High Priestess and her followers, but still no book.

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Post-demo, I learned the book was in the castle all along, on a table I'd overlooked. Frustrated and confused, I returned to Mother Jago, only to kill her in my descent into violence. Her body yielded a recipe for combating the poison swamp monster, the information she promised in exchange for the book.

Atomfall's runtime is substantial, with developers suggesting a minimum of four to five hours for the story, and an average of 25 hours for most players. The game's depth and variety were evident as another player's demo led to encounters with killer robots and mutants, showcasing the game's diverse paths and secrets.

While the lack of clear direction might frustrate some, Atomfall rewards those who embrace its cryptic quest design. The blurred lines between side and main objectives create a sense of peril and encourage players to craft their own narrative and resolution to the mysteries of the irradiated English countryside.

My time with Atomfall ended with bloodied hands and a path of destruction, prompting me to seek solace in the pub with my cricket bat, waiting for the chaos to subside.

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