Home News I Went Mad and Killed Everyone in Atomfall

I Went Mad and Killed Everyone in Atomfall

Author : Lily Mar 31,2025

Embark on a thrilling journey through the English countryside with *Atomfall*, the latest survival-action game from Rebellion, the developers behind *Sniper Elite*. Recently, I had the opportunity to dive into the game during a hands-on session at a North London pub, and the experience left me both fascinated and slightly unhinged. *Atomfall* offers an open-ended approach to mission design paired with an eerie atmosphere that captivated me, even as I found myself attacking every NPC in sight, including an innocent old lady, with a cricket bat. Let me share why this game is so compelling.

In *Atomfall*, every NPC, from the lowliest grunt to the most crucial quest-giver, can be killed. Eager to test this mechanic, I started my demo with a mission to explore the limits of this design. My approach was far from elegant; within minutes, I triggered a tripwire alarm, forcing me to dispatch three alerted guards using the blunt end of a cricket bat, which I quickly christened as my weapon of choice after it was baptized in their blood.

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Later, I acquired a bow and arrow, which I eagerly equipped due to my love for archery in video games. This allowed me to handle both long and short-range encounters, giving my cricket bat a well-deserved break. As I explored further, I encountered a towering wicker man, a clear nod to the game's folk horror elements. These elements are deeply woven into the fabric of *Atomfall*'s world, which is divided into multiple "open zones" and creates an unsettling atmosphere that fuels the overarching mystery of what caused this once peaceful corner of England to become irradiated.

My contemplation of this mystery was interrupted by a group of druids, whom I used as targets for my new bow. After taking 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 approach to stamina. Instead of a traditional stamina bar, the game uses a heart rate monitor that increases with physical exertion. Sprinting, for instance, can push your heart rate over 140 bpm, affecting your aim. I later discovered a Bow Mastery skill manual that mitigated the impact of a high heart rate on archery, though the skill tree seems straightforward, it allows for customization of your gameplay style, whether you prefer stealth or direct combat.

Atomfall screenshots

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Despite my initial success in eliminating druids, I found myself somewhat aimless in the Casterfall Woods region. Following a quest lead, I headed towards a herbalist named Mother Jago, who lived near an old mine. Along the way, environmental storytelling hinted at a larger narrative, with eerie sights like a shimmering, oily swirl over a power plant and a creepy phone call warning me to stay out of the woods.

The path was littered with intriguing details, such as an old boathouse rigged with an alarm system and painted warnings, adding to the game's unsettling vibe. While *Atomfall* has drawn comparisons to *Fallout*, I believe it shares more in common with *Stalker*, both in tone and design. The game encourages thorough exploration, reminiscent of classic point-and-click adventures, where every conversation could yield a vital clue.

After another druid skirmish, I finally met Mother Jago at her allotment retreat. She resembled Angela Lansbury, but with a twist towards black magic. Despite my exhaustive questioning, she provided only vague answers, leaving me to search for her herbalism book, supposedly held at the druids' fortified castle. *Atomfall*'s freeform design allowed me to approach the castle from any angle, leading to a chaotic battle at an abandoned petrol station before infiltrating the castle.

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Inside the castle, I encountered locked huts and map coordinates hinting at distant keys. *Atomfall* doesn't use objective markers, instead relying on players to manually mark points of interest on their maps. My search for the book led me through the castle's dark corridors, but I found no trace of it. This reflects the game's challenging and explorative mission design, which may frustrate some but ultimately rewards diligent players.

Following a trail to the southeast, I faced a poison plant monster, requiring a strategic approach to retrieve the keys. Returning to the hut, I found only a perk point and ammo, not the book I sought. Venturing deeper into the castle's underbelly, I engaged with druids, found new weapons, and uncovered a potential new questline, but still no book.

Xbox Games Series Tier List

Xbox Games Series Tier List

After my session, I learned the book was actually inside the castle, hidden in plain sight. Believing the book was a ruse, I returned to Mother Jago, only to kill her in frustration. Searching her body, I found a recipe that could have helped against the poison monster, revealing the value she promised in exchange for her book.

*Atomfall* is not a quick playthrough; the developers estimate a minimum of four to five hours to complete the story, with most players taking around 25 hours. The game's design allows for varied experiences, as evidenced by another player's different adventure involving a crashed helicopter and a new region with killer robots and mutants. The game's obtuse objectives might be off-putting to some, but *Atomfall* rewards those who delve into its mysteries, with its blurred lines between side and main quests adding depth and peril to every decision.

Despite my violent path and the unfortunate demise of Mother Jago, I'm eager to see how the story unfolds. *Atomfall* promises a unique experience for each player, and I look forward to discovering the secrets of the irradiated English countryside. For now, with my hands bloodied, I'll take my cricket bat to the pub and wait for this all to blow over.

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