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I Went Mad and Killed Everyone in Atomfall

Author:Kristen Update:Mar 15,2025

Join me on a violent jaunt through the irradiated English countryside—a 90-minute immersion into Atomfall, the new survival-action game from Rebellion, creators of Sniper Elite. I recently spent some time in a North London pub, enjoying a pint and a hands-on demo, and came away intrigued by Atomfall’s open-ended missions and unsettling atmosphere. I also, perhaps unwisely, decided to attack everyone in sight with a cricket bat, including a seemingly innocent old lady. Let me explain.

Every NPC in Atomfall is killable, from the lowliest guard to the most crucial quest-giver. Starting the demo, I decided to test this very feature. My approach was, let's say, less than subtle. Within two minutes of exploring this digital Cumbria, I triggered a tripwire, resulting in a rather messy encounter with three guards. My weapon of choice? A cricket bat, liberally splattered with (virtual) blood.

PlayLater, I looted a bow and arrow, a welcome upgrade from my blunt instrument. This allowed for both short and long-range engagements, giving Mr. Cricket Bat a well-deserved rest. Nearby, a towering wicker man stood ominously—a sight that hinted at the folk horror undertones woven into this region of *Atomfall’s* segmented world, comprised of multiple “open zones.” This unsettling atmosphere fueled the mystery at the heart of the game: what happened in this once-peaceful, now-radioactive corner of England?

My contemplation was interrupted by a group of druids, likely connected to the wicker man. They served as excellent target practice for my new bow. One. Two. Three. Down they went. My inner Robin Hood momentarily took over before I snapped back to reality—and the relatively quiet London pub. (It was only 10 AM, I swear.)

The bow felt satisfying, but I was more interested in Atomfall’s unique stamina system. Instead of a traditional depleting bar, it uses a heart rate monitor that increases with strenuous activity. Sprinting, for example, pushes your heart rate over 140 bpm, impacting aiming accuracy. Later, I found a Bow Mastery skill, negating the aiming penalty of a high heart rate. While not the most thrilling perk, the skill tree seemed flexible enough to customize your character to your preferred playstyle, whether stealth or direct combat.

Atomfall screenshots

13 ImagesMy only accomplishment thus far being a pile of dead druids, my overall goal felt somewhat unclear. Aimless exploration of the Casterfall Woods yielded little, so I followed my only lead: a note directing me to a herbalist, Mother Jago, near an old mine. Along the way, I encountered clues to the larger narrative, like a shimmering, oily anomaly over a power plant—the apparent cause of Britain's post-apocalyptic state. A nearby phone box rang with a creepy warning to stay out of the woods. Too late for that.

The path was filled with similar environmental storytelling: an unsettlingly booby-trapped boathouse, a skull-littered mound, and the ominous words "get lost" painted on the structure. Atomfall creates a consistently uneasy atmosphere, blending tranquil forests with terrifying zones. While Fallout comparisons are common, Stalker and its sequel feel more fitting, both tonally and in game design.

Reminds me of classic point-and-click adventures in the way you’re encouraged to explore every corner of conversation in search of a hint.After another druid massacre (and a quick herbal looting spree), I met Mother Jago at her allotment. Resembling a magically inclined Angela Lansbury, she offered vague answers despite my thorough questioning, reminiscent of classic point-and-click adventures where thorough conversation is key. Finally, a breakthrough: she offered information in exchange for her stolen herbalism book, held captive by the druids in their fortified castle.

My freeform approach led me to attack the castle from the side. A patrol near an abandoned petrol station initiated the "Battle of the Forecourt," where I used a grenade, then a nail bomb, to clear the way for a close-quarters melee. The enemy AI wasn’t particularly sophisticated, but the combat was satisfyingly visceral. While fun, the combat felt secondary to exploration and discovery.

PlayInside the castle walls, I found a locked hut with a note containing map coordinates for the key. *Atomfall* lacks objective markers, requiring players to mark points of interest themselves. I suspected the book wasn't in the hut, so I proceeded to the main keep.

More druids met their end, but the book remained elusive. My ten-minute search proved fruitless, highlighting Atomfall’s obtuse mission design. While frustrating at times, this approach encourages exploration and detective work.

I find myself ultimately encouraged by Rebellion’s approach to make something that challenges the player.Following the map coordinates, I encountered a poisonous plant creature that proved too tough to overcome. Reloading my save, I bypassed it using some acrobatic maneuvers, retrieving the key from a victim. Back at the hut, I found a perk point and ammo—but not the book.

Exploring the castle's depths, I killed the High Priestess, found an SMG, a poison bomb recipe, and an atomic battery, unlocking a new questline I lacked time to pursue. Still no book.

### Xbox Games Series Tier List

Xbox Games Series Tier List

My demo ended with the revelation that the book was in the castle, on a table I'd overlooked. Before this, I'd convinced myself it was a ruse. Returning to the herbalist, I killed her in my confused rage, finding a recipe for dealing with the poisonous creature. We could have saved time.

Atomfall’s runtime is estimated at 4-5 hours for a rushed playthrough, and around 25 hours for a thorough exploration. Another player at the demo had a vastly different experience, encountering a crashed helicopter and killer robots. Even a surface-level exploration reveals Atomfall’s depth.

Atomfall feels like a game that rewards you the more you indulge in its obfuscated quest design.The game's obtuse quest design might be off-putting to some, but it rewards dedicated exploration. The blurred lines between main and side quests add peril, encouraging unique player narratives and endings. My ending, despite Mother Jago's demise, will differ from yours.

My time was up. Cricket bat in hand, I headed to the pub, leaving behind a trail of carnage and unanswered questions.