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The score for SILENT HILL: Townfall is written by Pilotpriest, the working name of Canadian musician Anthony Scott Burns, who is also a film director and visual artist. Screen Burn announced him on April 7, 2026.
Role | Credited As | Remit |
|---|---|---|
Score | Pilotpriest, the working name of Anthony Scott Burns | The original soundtrack, written as a fully dynamic score |
Audio co-development | Arrival, a studio led by Byron Bullock | Audio direction (Bullock is credited as Audio Director), cutscene audio, foley and sound effects, and implementation of the dynamic score system |
The Composer
Jon McKellan has described the first meeting as hours of discussion about the series' earlier soundtracks, and said the composer's background outside music shows up in the work: "his experience as a film director and visual artist weaves its way into the soundtrack too, creating the kind of music that manages to evoke visuals as you listen."
The demo tracks arrived early enough to shape the writing. McKellan has said they became the soundtrack to development itself, and for him personally the soundtrack to his writing sessions, "helping me imagine how scenes might play out, and giving me a sense of pacing and atmosphere before any voice over or mocap was recorded."
One track, "Home," was released on April 7, 2026, set to footage of in-game locations on St. Amelia. A digital soundtrack is included with the Deluxe Edition inside the Bonus Application; see Editions and Pre-Order Bonuses.
Sound Design
Sound design is handled by Arrival, a studio led by Byron Bullock, brought in as an audio co-development partner. A September 16, 2026 post co-written by the producer and the director credits Bullock as Audio Director and describes the environments and their inhabitants as delivered through complex, finely tuned custom 3D audio systems built to give a sense of depth and space. McKellan worked with Bullock for years on Alien: Isolation and described the reunion as getting the band back together. Arrival's remit covers all of the game's audio: cutscene audio, foley and sound effects, plus implementing the dynamic score system, working with the composer on every dynamic stem, loop and stinger.
Store copy sums up the intent: "Every creak, signal, and cry pulls the danger closer, with creative audio design building a rich and terrifying soundscape."
The Dynamic Score
The soundtrack is fully dynamic. It builds and twists with player and enemy actions, reacting and building tension and release with the ebb and flow of action and stealth, rather than playing fixed cues.
That has a direct effect on play. A previewer who played the July build reported that music swelling as a creature closes in works as a warning: react early enough and you can take cover before the track fully swells, avoiding detection entirely. In that sense the score is part of the stealth toolkit rather than a layer on top of it.
Audio and the First-Person View
Because the game is played in first person, the field of view is narrow by design, and audio carries more of the load. "We intentionally created situations in which players must rely heavily on subtle noises and audio cues to perceive threats lurking beyond what their eyes can see," McKellan has said. 3D Audio support and the haptic side of the same problem are on PS5 Features.
Reviews of the released game repeatedly single out the sound design and the score as among its strongest elements.
Languages and Voice
The Steam listing marks English and Japanese as full audio languages, with interface and subtitles in thirteen languages; the list is on Release Date and Platforms. Japanese was added between September 15 and September 21, 2026; for the twelve days after Konami announced the Japanese voice cast for Simon, Zoe and Richard on September 3, 2026, the listing had still shown English alone. The English performers were announced on August 25, 2026, and all six names are on Cast.
The PlayStation Store published no supported-language list before release. As of September 27, 2026 it lists English as the only voice language alongside thirteen screen languages, which conflicts with the Japanese voice cast and the Japanese-voiced cut of the Launch Trailer, so the store entry is best read as incomplete metadata rather than a statement about the PlayStation 5 version.