Despite initial comparisons, Atomfall is not simply a ‘British Fallout’ game. While it is indeed set in an alternate history England following a nuclear disaster, the similarities largely end there. Atomfall carves its own path, defying easy categorization as either a purely open-world experience or a linear action title. Eschewing player levels and gear progression typical of RPGs, it offers a distinct experience that can be completed in around 12 hours, with an added challenge for speedrunners aiming for under five.

Taking place after a fictionalized version of the 1957 Windscale nuclear incident, the game’s setting involves a quarantined zone around the disaster site, isolating civilians, soldiers, and scientists. However, the quarantine’s rationale transcends the real-world event, introducing supernatural elements. Strange occurrences plague the area, with locals reporting voices and exhibiting unusual behavior. The soldiers trapped within have established a faction named Protocol, seizing control of Wyndham village with unsettling fascist undertones and echoes of COVID-era lockdowns. Protocol finds itself in constant conflict with Druids, who claim to hear voices from the earth, while Outlaws also roam the desolate zone. Players are thrust into this chaotic landscape as an amnesiac waking up in a nearby bunker.

Atomfall distinguishes itself with minimal hand-holding. Forget about compass waypoints and quest markers; navigation relies on interpreting ‘Leads’ – quest-like objectives initiated by gathering information rather than direct NPC interaction. The more clues you uncover, the clearer your goals become.

While most NPCs are initially hostile, those willing to converse offer various tasks, primarily focused on escaping the zone. Whether you follow the directives of these quest-givers or heed the guidance of a mysterious voice on the telephone, the overarching objective remains finding a way out.

Despite its compact size, Atomfall’s areas are densely packed with optional content. While the critical path to escape is lean, exploration rewards players with locations like the majestic Druid Castle and eerie catacombs filled with bioluminescent fungus. Dalton Hall, though not essential, offers valuable bonuses for those who venture there, situated conveniently along frequently traveled routes. Adding to the interconnectedness, sewer tunnels link different environments, complemented by scattered bunkers holding both dangers and rewards.

Atomfall’s zones are small but densely packed with things to do.

Combat is frequent, often resulting in significant enemy casualties. NPCs possess keen eyesight, frequently detecting players before being seen. Stealth, while possible with crouching and tall grass, is rudimentary and often less effective. Starting with melee combat using a cricket bat, players soon gain access to firearms and ammunition, crucial for overcoming the game’s challenges. Headshots are lethal against human opponents, rewarding precision. Conversely, stealth in tall grass renders players nearly invisible, enabling easy eliminations with bows and arrows.

Progressing through the game leads players away from the open countryside and into the Interchange, a vast underground complex serving as a scientific and military installation. Sealed off during the quarantine, the Interchange became a tomb for trapped scientists and soldiers, many of whom transformed into Ferals – blue-tinged zombies capable of infecting the player. This shift introduces horror elements, with bipedal robots posing a greater threat than standard enemies. Activating power in different Interchange sectors using atomic batteries is essential, with deeper areas offering content tied to specific endings.

Atomfall is not designed for exhaustive single playthroughs. Even attempting comprehensive completion within 30 hours feels excessive. Instead, it encourages replayability through varied approaches. The game nudges players to focus on specific objectives (‘Leads’) and experiment with different paths, rather than aiming for complete area clearance in a single run. The inclusion of a speedrun achievement (under five hours) highlights the developers’ intention to promote diverse playthroughs.

Initially, Atomfall’s understated objectives might give the impression of a slow, drawn-out experience. However, upon reaching the conclusion and reflecting on the journey, it becomes clear that the pace is entirely player-driven. Whether you choose a rapid, violent approach or a more methodical exploration, the game adapts to your choices. Its elegant design invites quick playthroughs, cricket bat in hand, celebrating the peculiar charm of the English countryside in its post-apocalyptic guise.