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Map and Saving
September 16, 2026 at 03:51 AM
Noted that a working phone booth was rebuilt for a convention booth
SILENT HILL: Townfall has no map screen and no save menu. Both jobs are done by objects in the world: a paper pamphlet Simon holds up in front of him, and the phone booths dotted around St. Amelia. This is the same instinct behind the game having no conventional heads-up display, covered on Art Direction and Presentation.
Detail | What is known |
|---|---|
Format | A double-sided paper pamphlet Simon holds up. Reading the other side means turning it over by hand rather than tabbing through a menu |
Marked on it | Simon's own position, telephone boxes, and locked doors |
Numbering | A numbering system with no explanatory legend. Working out what the numbers stand for is left to the player |
Annotation | Simon doodles on it. It gathers concepts, names and codes as the game goes on, so it works as a journal as much as a map |
On PlayStation 5 | Motion controls let the player manipulate the sheet as if holding it directly. See PS5 Features |
The map is one half of navigation. The other is the CRTV, which tunes signals that resolve to a place Simon then has to identify and travel to. The device points and the pamphlet locates, so the two are usually consulted together.
Phone booths are scattered across the island and are marked on the map. They are where the game saves. Autosaves are shown as red squares.
The booths do more than save. Numbers can be dialled on them, and numbers picked up elsewhere in the town can be called the same way. In one press session, dialling 100 returned a message telling the player to save themselves, which is literally how progress gets saved. Those numbers are easy to walk past, and one previewer put a long stretch of aimless wandering down to having missed a few worth ringing.
A ringing pay phone in the empty town square is also what sets the early game moving: answering it is what pushes Simon to go looking for Zoe.
The booths were considered central enough to the game that Konami rebuilt a working one for its convention walk-through, where visitors could pick up the handset and call characters. See Events and Appearances.
The town is freely walkable early on, but new areas open by triggering story progress rather than unlocking on their own. Backtracking is built in: some items can be used the moment they are found, and others only make sense on a return visit once Simon knows more. Running is not available at the start, and the ability is handed over partway through the prologue.

Everything on this page comes from pre-release builds and from official material published before launch, so the shipping version may differ.