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Learn moreBehind the Stone Wall
Atomfall takes place in a real location—the Windscale Nuclear Power Station. In 1957, a fire actually occurred at one of the reactors, causing minor pollution of the environment and the Irish Sea. Historical facts about the disaster add an atmosphere of realism and depth to the game, creating a unique interaction with players. Atomfall not only immerses you in the world of a fictional story, but also reminds you of the importance of safe handling of nuclear energy and the consequences that can arise from its careless use.

In the game universe, the consequences of the disaster were much more severe than in the real world. A powerful explosion occurred at the station, resulting in a permanent pillar of purple light rising into the sky. This phenomenon attracts attention and creates an atmosphere of mystery, increasing the tension in the game. The pillar of light has become a symbol of the destructive forces unleashed by the disaster and now serves as a reminder of the events that changed the course of history in this virtual reality.
Near the station, glowing plants have appeared, emitting infectious spores. Animals infected with these spores become stronger and more aggressive. In humans, the infection process begins with the appearance of voices in their heads, after which they undergo a mutation, losing their human features and turning into monsters. These changes pose a serious threat to both the environment and local residents.

The British government has decided to impose a quarantine in the area around Windscale. For safety reasons, local residents are prohibited from leaving the area. To strengthen security, the zone has been surrounded by a high concrete wall, and military personnel have been deployed to maintain order within.
Your story unfolds five years after the disaster. You wake up in one of the many bunkers located in the Zone. You don't remember your name or the events leading up to your awakening. Soon, a bleeding man in a hazmat suit approaches you, imploring you to find the "Denouement." It is there, he claims, that the answers to questions about what happened beyond your understanding and about what is happening within the perimeter are stored.
As you leave the bunker, a red telephone booth appears before you, with a phone ringing inside. When you pick up the phone, you hear a robotic voice that says: "Oberon must be destroyed."

Atomfall's premise is in keeping with the traditions of sci-fi action games. Despite its conventionality, it's concise and effectively accomplishes its primary goal—grabbing the player's attention.
Atomfall's developers drew inspiration from iconic games like Fallout: New Vegas and BioShock. These games not only influenced the storyline but also defined the retrofuturistic setting that is a key element of Atomfall. This unique style combines elements of the past and future, creating an atmosphere that draws players in and immerses them in a world of alternative history.

Fallout Outside London
Atomfall's art style is one of its main strengths. The developers emphasized the game's visual aesthetics during the advertising campaign. This style not only evokes associations with other iconic games but also helps Atomfall stand out among them. The game's aesthetics attract attention and create a unique atmosphere, making it memorable for players.
In 2024, a game with a unique aesthetic appeared on the gaming market – Fallout: London, a standalone fan mod for Fallout 4. The world of Atomfall is also filled with a vibrant, nostalgic British atmosphere: red telephone booths, stone houses with tiled roofs, and the cozy wooden interiors of pubs and bakeries. In addition, the game contains many references to cult TV series such as Mr. Bean and Doctor Who, which makes it especially attractive to fans of British culture.

Atomfall is a unique project that differs from many other games in the post-apocalyptic genre. In Fallout: London, players are immersed in a vibrant yet bleak world where every decision matters. From the very beginning, you find yourself in a ruined city, where the devastation and strife between London's gangs become your daily experience. This contrast between the vibrant environment and the harshness of life creates a unique atmosphere that attracts players and makes them immerse themselves in the story.
Atomfall creates the illusion of calm, gradually lulling you into a false sense of security. Initially, the game world appears idyllic: clear blue skies, blooming forests and meadows, and babbling rivers among the hills make you want to stay here for a while. As Rebellion's lead designer, Ben Fisher, noted, the post-apocalyptic Windscale truly has a cozy atmosphere. This contrasting environment leaves players with mixed feelings, which makes the game especially captivating.

There's a constant tension in the local air. Its source is not only the recent disaster at the station, but also the Zone's long-standing isolation from the outside world. This isolation exacerbates the atmosphere of anxiety, creating a unique environment in which fear and curiosity interact. Local residents and researchers feel the impact of these factors on their lives and work, making the Zone even more mysterious and attractive.
Gangs of bandits have settled in the ruins of old farms and mills, posing a threat to the locals. In the Casterfel forest, druids succumb to the influence of voices in their heads, sacrificing their fellows. The residents of the village of Wyndham are constantly watched and spy on each other, creating an atmosphere of mistrust and fear. The soldiers sent to protect the population have become a Protocol junta, arresting those who are undesirable and resorting to executions. This dark environment threatens not only security, but also the very essence of human relations in the region.

It should be noted that comparisons to Fallout and BioShock can be misleading. Atomfall does not offer the deep social commentary typical of those games. Instead, Atomfall uses its retrofuturistic setting to create a captivating atmosphere, and it does so to a high standard.
The contrast between the pastoral landscapes and the atmosphere of paranoia in the game is very convincing. At times, I wondered why the game does not delve into the horror genre. During my playthrough, I encountered only a few truly ominous scenes, although this setting could have created many strange and creepy moments similar to those found in the S.T.A.L.K.E.R. universe. This approach could significantly enhance the player's immersion in the atmosphere and add elements of tension and fear, which would make the gameplay even more memorable.

The game S.T.A.L.K.E.R. is often mentioned in the context of Atomfall, as both series have many similar elements. Both games have an atmosphere of a post-apocalyptic world full of danger and mystery. Rebellion, like S.T.A.L.K.E.R., immerses players in dark locations where exploration and survival play a key role. This creates a unique experience that attracts fans of the genre and allows them to enjoy immersive gameplay.
The mysterious nuclear power plant disaster that caused the tragedy actually happened. Underground laboratories where dangerous experiments were conducted exist. A quarantine zone with a concrete perimeter is also in place. These facts are intriguing and raise numerous questions about the safety and consequences of such incidents.
Atomfall and Stalker share a similar approach to game world design. Instead of a vast, empty map, Rebellion offers several compact and dense locations. Players will be able to spend significant time exploring ruins and bunkers, adding depth and atmosphere to the gameplay. This approach allows for a more engaging and interesting experience by focusing on details and interactions with the environment.

This will help you survive in difficult conditions. These locations contain ammunition, medicine, resources, and recipes for crafting consumables. Learning boosters, which are local ability points, are also available here. Use these resources to improve your chances of survival and improve your skills.
A thorough study of the map will help you identify the causes of the disaster in Windscale and find a safe route out of the quarantine zone.

The process of exploring locations in the game Atomfall was a real discovery for me. Despite the fact that the advertising campaign paid little attention to this aspect, it turned out to be not just good, but exemplary. Exploring the vast world of Atomfall offers players a unique experience, filling the game with atmosphere and depth. Since Rebellion did not emphasize this element, I decided to share my impressions and highlight the importance of exploration in this game.
The Spirit of the Wilderness
Atomfall impresses with its ability to give the player freedom of choice in exploring and interacting with the game world. It allows players to independently determine their direction and make decisions, creating a unique experience and increasing engagement.
"Find the Ending" and "Oberon Must Die" are the main quests you receive at the beginning of the game. The map is completely free of markers, emphasizing Atomfall's approach: players must discover all the information they need to successfully complete the game themselves. This creates an atmosphere of exploration and immersion, emphasizing the importance of carefully studying the environment and interacting with characters. This style of information delivery appeals to players eager to discover new possibilities and plot twists.
You won't be left without clues: you'll soon discover a note in a nearby barn or meet a friendly character who will answer your questions and help you update your map. Such moments enrich the gameplay, making it more exciting and intense.

Atomfall demands curiosity and attentiveness from players. On the recommended difficulty level, the game disables most icons and compass markers, making navigation more challenging. Players must rely solely on the map and elements built into the game world: waypoints, signs, faction symbols, and visual landmarks like the road bridge, the massive bunker, or Windscale Station. This feature makes gameplay more engaging and immersive, allowing for deeper exploration of the world of Atomfall.
In this regard, Atomfall is similar to modern gaming masterpieces such as The Legend of Zelda: Breath of the Wild and Elden Ring. The game encourages players to explore the world around them, encouraging them to interact with it rather than simply follow a predetermined route to the next objective.


Developers' confidence in their game only matters when the game world itself is engaging and interesting. Otherwise, even the best ideas can go unnoticed. Fortunately, the game world is filled with variety and exciting elements that immerse the player in a unique atmosphere.
The game features five main areas, each of which is highly detailed. Atomfall's level design reflects the experience of the developers who have been working on the Sniper Elite series for two decades. Instead of the usual open world, they offered players individual sandbox maps that contain a variety of interesting options for movement and interaction. This creates a unique atmosphere and allows players to explore the surrounding world in a deeper and more varied way.
One of the story missions takes you to a druid castle. You can decide to run straight through the forest and face a horde of cultists, or take the safer route along the highway that runs above the forest. You can also use the back roads and reach the camp via the local dam.
The castle can be entered in several ways: through the main gate, which is heavily guarded, or through the caves located beneath the castle. The caves offer a safer route from pursuing cultists. The route you choose depends on your strategy and your readiness for potential difficulties.

As you explore the map, you'll discover convenient routes through various locations. These might be ladders leaning against high walls, hidden passages in caves, or even holes in fences. Be prepared to use these routes often, as each zone in the game is filled with fascinating content worth exploring.
In an abandoned mansion by the road, you might encounter a merchant or an intriguing character with a tragic fate. Inconspicuous ruins hide the entrance to a secret military bunker or a hideout for Russian spies who have found refuge here since the disaster. In the basement of a local church, there's a scientist infected with spores but still sane. This mansion and its surroundings hold many secrets and dangers, attracting adventurers and explorers.

Atomfall actively encourages your curiosity, and perhaps the developers have best realized this in the so-called "Denouement," which is worth discovering. This complex of underground workshops and laboratories is a miniature open world within the main game space and functions according to the principles of the Metroidvania genre. In "Denouement," players will be able to explore unique mechanics, solve puzzles, and interact with various elements of the environment, which makes the gameplay more engaging and rich.
When you first visit the underground complex, you will only have access to a limited area of the "Denouement," located near the command center. To unlock other areas of the map, including the path to the mysterious "Oberon," you will need to collect certain items and develop abilities that will allow you to access previously inaccessible locations. The process of finding and activating these elements is not only exciting, but also the key to fully mastering the underworld.





"Denouement" is not just a game dungeon, but an important crossroads that provides access to all other game zones. Since discovering this element of the game, I've been actively using its transitions to shorten the path between different areas. This allows players to quickly navigate the world, significantly simplifying exploration and questing. Using the "Decoupling" becomes a key aspect of gameplay, allowing for the optimization of time and effort when exploring the game space.
In addition to the "Decoupling," there are other important connections between locations. One such location is the village of Windham, which functions as the Zone's central hub. Beneath this village are sewer tunnels that can serve as alternative routes for travel. Furthermore, there's a hidden passage through the caves, used by one of the local merchants to obtain contraband goods. These elements create a unique atmosphere and expand the possibilities for exploring the world and interacting with characters.

Atomfall offers players a level of freedom that surpasses most open-world games released in recent years. This freedom is reflected not only in the variety of levels, but also in the ability to influence the gameplay and make decisions that significantly change the course of events. Players can explore the world, interact with the environment, and choose unique character development paths, making every game session unique.
Forks in the Plot
Rebellion offers players a compact yet engaging experience: completing the main story will take approximately 15 hours. Despite its brevity, Atomfall demonstrates remarkable non-linearity, surpassing many large RPGs.
The Zone is home to numerous factions, each seeking to exploit your amnesia for their own ends. The leaders of these groups are trying to sway you to their side. The voice on the phone and the military intend to destroy the mysterious "Oberon", while scientists strive to obtain a sample of it for study. The Druids believe that Oberon spores should be spread throughout the world so that humanity can return to nature.

The game features six main endings, as well as numerous secondary plot branches. In addition to the main storyline, players may encounter several side quests that can be completed in the interests of one of the parties to the conflict. Each decision affects the development of events and can significantly change the outcome of the game, adding depth and variety to the game.
Captain Sims, who leads Protocol, reports at your first meeting that the husband of the local bakery owner has not been seen on the streets for a long time. You can visit the woman and learn that her husband has been infected with spores. At this point, you have two options: go to the forest healer for an antidote to save him, or report the situation to Captain Sims. This choice influences the development of events and can lead to various consequences in the game.
The choice you make will determine the fate of the bakery owners and allow you to strengthen ties with one of the factions.

The comparison with Fallout: New Vegas is quite appropriate, as Atomfall also emphasizes quest variety. These quests, like LEGO blocks, fit together to form a cohesive and engaging story, allowing players to choose different paths and make decisions that influence the development of the plot.
Atomfall does not have a fixed main quest. To reach Windscale Station, you simply activate key sections of the Interchange and find the signal switch. Instead of a standard quest log, the game implements a system of leads. You are presented with scraps of information about events in the Zone, and you independently determine which ones are worth investigating and how to advance the plot. This creates a unique experience, allowing players to immerse themselves in the world of Atomfall and make decisions that affect the course of the game.

I played the game alongside editor Oleg Chimde, and our gameplay stories turned out to be completely different. Oleg chose the Russian spy route, which I had no idea about. Instead, I focused on investigating the murder at Windham Church, which led me to uncover a druid conspiracy in the village. Oleg, rescuing a scientist from a military prison, managed to obtain the signal switch, while I discovered it in a secret Protocol bunker. This variety of gameplay approaches highlights the richness and complexity of the story, allowing each player to create a unique experience.

Oleg closely followed the storylines of the main characters, while I missed some moments. However, notes and audio diaries helped me clarify the situation and determine next steps.
Atomfall can be completed using only melee weapons and firearms to interact with NPCs. Every character in the game can be killed, which is part of the gameplay. There are no restrictions related to the fact that the death of an NPC ends your fate. Even if one of the key NPCs dies, you will still have the opportunity to get an item or hint that will help you achieve the desired ending. This makes the game more flexible and interesting, allowing players to make their own decisions and explore different paths of plot development.
IGN writer Jesse Gomez set himself an unusual challenge: complete the game to the end, destroying all enemies in your path and without reading a single note. He managed to reach the ending despite never having interacted with the characters or tried to understand the plot. This approach emphasizes the uniqueness of the gameplay and the ability to complete it without diving deep into the story.

Atomfall has one major complaint about its storytelling: the lack of role-playing capabilities. Players cannot create their own character, as there is no choice of the protagonist's appearance or background. This limitation can reduce the level of involvement in the story and diminish the individual experience of the game.
The developers clearly wanted every player to be able to identify with the protagonist, so they did not detail his personality or gender. Other characters use the modern gender-neutral pronoun "they" when referring to you, which sounds unusual for residents of the English countryside in the 1960s. This solution creates a unique contrast between the atmosphere of the time and modern trends, which can generate interest in players and contribute to a deeper immersion in the game.

The result is an unusual experience. It would be preferable to control a specific character, for example, Adam Jensen from Deus Ex: Human Revolution or one of the protagonists of the S.T.A.L.K.E.R. series. These characters have clearly defined personality traits, which allows players to interpret them in different ways, bringing their own nuances to the gameplay. This adds depth and variety, making the interaction with the game more engaging and multi-layered.
The chapter where I list the numerous problems of Atomfall
At this point, you might think that Atomfall is an almost perfect solution. But is it really so? Let's find out.
You shouldn't blame the game's problems entirely on the developers. Often, the limited budget is the cause of shortcomings. First of all, financial constraints negatively affected the graphics. While Atomfall's art style is impressive, a closer look reveals flaws like blurry textures and unnatural character animations.

During gameplay, you may notice that The Atomfall universe has limited variety. The four overland areas are virtually color-coded, creating a feeling of monotony. Furthermore, the game lacks a day/night cycle, which also impacts the visual experience.
The developers strive to overcome the limitations of the game world by introducing changes to locations as you progress. For example, bandits will eventually reappear in the Interchange sectors you clear, and if you ally with the druids, carnivorous flowers will begin to grow throughout Casterfel Forest. However, despite these actions, the game world still feels somewhat plastic and artificial.

The artificial intelligence faces certain challenges, despite its advancements. Enemies can effectively pursue the player using a variety of strategies, but unexpected glitches sometimes occur. For example, NPCs may forget how to reach the player's position, or, conversely, magically find them even if they are at the other end of the dungeon. These moments can disrupt gameplay and cause frustration among players, highlighting the need for further refinement and optimization of the AI for more natural interactions in the game world.
In one case, enemy sentries fail to notice their comrades being shot in the next room, while in another they are able to see you from 100 meters away, even through bushes and tall grass. This makes stealth play in Atomfall quite challenging. While stealth gameplay should have been a strong point for a studio with such experience in the genre, it proved challenging to implement.

The game's interface is quite confusing. As with the recently released Civilization 7, the main problem negatively impacting gameplay is a variety of shortcomings. For example, the lack of separate hotkeys for weapons and consumables makes control difficult. The non-obvious two-button combination for throwing a grenade also raises questions. Furthermore, assigning the C key to crafting in the PC version seems illogical. These shortcomings significantly reduce the comfort of the game and require the attention of the developers.

The developers may have been aiming for a deeper immersion into the protagonist, who, unlike Rambo, is an ordinary man caught in extreme circumstances. However, the player often feels less like a hero and more like the rat from Ratatouille, trying to control the character by pulling his hair. This creates a unique, but sometimes frustrating, experience, where interacting with the game becomes more like a struggle than meaningful control.
The clue log is an interface element that cannot be justified by either design decisions or budget constraints. Every time I open this menu, I feel like I'm exploring a cluttered filing cabinet. The information I need is always buried deep in the second or third submenu, interspersed with audio logs and the protagonist's notes. This chaos makes it difficult to find important information and distracts from the main plot, which significantly worsens the user experience.

The problem of constantly forgetting about my tasks, goals, and directions became noticeable for me. However, the world and quests in the game are created with such attention to detail that during the exploration, I invariably came across the necessary items and characters. This makes the gaming experience more engaging and helps not to get lost in the variety of tasks.
Why play Atomfall
The shortcomings listed earlier can indeed reduce the enjoyment of the game. However, their impact is not as significant as it might seem at first glance.
Despite the existing issues with the interface and controls, the combat in Atomfall demonstrates good results, significantly surpassing the similar system in Fallout: New Vegas. Gunfire has a satisfying, realistic feel, and melee combat is tense and engaging, thanks in large part to the ability to kick enemies. This mechanic adds a strategic element to combat, allowing players to experiment with tactics and use the environment to their advantage. Atomfall offers a unique gaming experience that can attract the attention of both fans of the genre and new players.

With By accumulating enough tools, the game transforms into a lightweight, immersive sim, offering the opportunity to play out the same battle in different scenarios. This allows players to experiment with approaches and strategies, creating unique gameplay moments and enhancing the overall experience.
The game's crafting system is simple and intuitive, making it easy to learn. It allows you to create virtually any consumable item, as long as you have access to the appropriate recipe. It should be noted that even a homemade bomb or tonic have repeatedly helped me out in difficult situations when it seemed that there was no way out.

Survival in Atomfall isn't overly difficult, but it's not without its interesting aspects. One such feature is the heart rate mechanic, which replaces the traditional stamina bar. In Atomfall, any physical activity increases heart rate. When it reaches the maximum level, the player doesn't experience complete exhaustion, but their aiming accuracy deteriorates, sound perception becomes less acute, and the performance of familiar actions slows down. Thus, heart rate management becomes an important strategic task for players, providing depth to the gameplay and adding an element of tension to survival.
Bartering is a unique feature of the Zone, which has been isolated from the outside world for five years. There is no common currency here, and instead, residents exchange items. This system creates interesting opportunities for interaction between players. While it can be easily undermined by filling merchants with unnecessary items, it remains a fascinating element that enriches the gameplay and adds depth to interactions in this world.

Atomfall doesn't have any standout mechanics, but they provide the foundation for unique aspects of the game, such as exploration and narrative. These elements make Atomfall a remarkable title worth exploring. The game world and quests feature a fresh approach to design, which sets this game apart from others.
Atomfall manages to wrap up its narrative well. In my case, the end credits rolled long before the game's shortcomings began to irritate. I completed the game in 14 hours and left feeling like I'd lived through a gripping and engaging adventure.
Some plot questions remain unanswered, but there's a chance they will be addressed in the announced expansion. Perhaps the developers intend to save the answers for a larger, more detailed sequel. Given that the action game has already attracted over 1.5 million players thanks to its release on Game Pass, a sequel seems quite likely.
While a sequel to Atomfall may not happen, the game, created by Rebellion, has already achieved national popularity. While it's hardly a masterpiece, it serves as an excellent example of how a few new ideas can revitalize a familiar genre. In this case, this is quite enough to attract the attention of players and leave a positive impression.
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