EGW-NewsSilent Hill f Crosses 2 Million Copies Sold as Konami Reshapes Its Horror Slate
Silent Hill f Crosses 2 Million Copies Sold as Konami Reshapes Its Horror Slate
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Silent Hill f Crosses 2 Million Copies Sold as Konami Reshapes Its Horror Slate

Konami announced that Silent Hill f, released in September 2025, has sold over two million copies worldwide as of April 22 this year. The number was tucked into a corporate release without ceremony. This is the first proper new Silent Hill since 2012's Downfall, a 13-year gap in which the series sat dormant outside of cancellations, leaks, and the joke about P.T.

The game was developed by NeoBards Entertainment with Konami's support and published by Konami. It is set in 1960s Japan and follows Shimizu Hinako, a young woman caught between traditional expectations and a country in the middle of postwar change. The setting is a sharp departure from the foggy American towns that defined Silent Hill 1, 2, 3, and 4. The combat is rougher than fans expected, the monsters were designed by NeoBards' concept artists working from feedback from the women on the team, and the script came from Ryukishi07, whose previous work includes visual novels like Higurashi and When They Cry. Composer Akira Yamaoka, a fixture on the mainline series since 1999, returned for the soundtrack and appeared alongside Ryukishi07 and producer Motoi Okamoto at Anime Expo 2025 to discuss the game's tone. Silent Hill f was also the first in the mainline series to receive a CERO:Z rating in Japan, the country's strictest age classification.

PC Gamer's Elie Gould gave the game 90%, calling it "a true return to form" and describing it as a title that "not only can stand proudly shoulder to shoulder with other goliaths in the series, but one that is brave enough to take risks and deploy changes to set the groundwork for what I hope to be the new standard of Silent Hill games going forward." That review is part of why the sales figure has been received as it has. Two million is not a Resident Evil number, and it doesn't need to be. Silent Hill has never operated at that scale, and a slower psychological horror set in rural Japan was never going to. The composition of the audience matters more than its size: longtime Silent Hill players who had written the franchise off, and a newer audience that had only inherited the series through references and remakes.

Silent Hill f Crosses 2 Million Copies Sold as Konami Reshapes Its Horror Slate 1

According to PC Gamer, women's fears sit at the center of the game's design, and director Al Yang has been open about how that work was done. At GDC he told PC Gamer's senior editor Wes Fenlon that the studio leaned on the women on the team to shape the fears Hinako faces and the monsters that represent them.

"We have a lot of female members on our team, and you'd always ask them questions regarding the fears Hinako had, and the monsters that represent them. Some of them are married, some of them have kids, some are right out of school. So you get different perspectives from different age ranges. I am not qualified to tell you how women should feel or what the pressures. I can try to understand, but that's not on me. The most I can do is to talk to people and get feedback and try to translate that as much as possible."

— Al Yang

That feedback shaped the monster tied to Hinako's fear of pregnancy, drawn by one of NeoBards' female concept artists. It also shaped the apparitions tied to her fear of marriage, of turning out like her mother, of drifting from her friends, and of staying too reliant on the small town she grew up in. The 1960s Japan setting anchored those fears to a specific historical moment, when the legal and cultural ground for Japanese women was shifting. The game does not deliver a single "good" ending. Players are pushed toward different conclusions based on what Hinako decides about her own life, with several outcomes treated as equally valid by the writing.

Two million copies sold reframes Konami's recent statements about release pace. In a Famitsu interview, producer Motoi Okamoto said the publisher is now aiming for one Silent Hill game per year, counting both announced and unannounced titles.

"Following the release of Silent Hill 2 in October 2024, we were able to deliver Silent Hill f in September 2025, and the Silent Hill series has begun to get back on track. Including both announced and unannounced titles, we're aiming for a release pace of about one title per year. I'm not sure how much of that we'll be able to realize, but I'll continue to do my best as producer of the Silent Hill series."

— Motoi Okamoto

I think Konami has earned the benefit of the doubt on that pace, because the recent releases of Master Collection Vol. 1, MGS Delta, and Silent Hill 2 have come from a publisher willing to budget properly for its old IP and to hand each one to a studio that actually cares about the source. The cadence will live or die on what is in the pipeline. Silent Hill: Townfall is the next confirmed entry, a spin-off from Screen Burn Interactive set in a fictional Scottish town called St. Amelia in 1996. Players take control of Simon Ordell, who wakes up there with no memory of how he arrived. Konami and the studio have not officially named a Townfall release date, but insider immalkwalahi has claimed a reveal at Summer Game Fest, scheduled for June 5-8, with a launch targeted for August 14 on PC and PlayStation 5. He has hedged the report himself, noting that previous Silent Hill releases have landed between September and October, and that Konami has not confirmed the August date.

Silent Hill f Crosses 2 Million Copies Sold as Konami Reshapes Its Horror Slate 2

Townfall also shifts how Silent Hill plays. The game is built in first-person, with both melee weapons and firearms. Lead designer Graeme McKellan and QA lead Linda Stenback told PC Gamer that combat and stealth will sit on equal footing, and that some sections will push players toward one or the other depending on encounter design. The studio is moving closer to action-horror than the slow dread Silent Hill is usually known for, while trying to keep the unsettling tone the franchise relies on. That balance is the same problem Townfall's marketing has been navigating since the game was first announced in 2022, when it was little more than a teaser tied to a music box.

The other major project is the remake of the original Silent Hill, again from Bloober Team, the developers of Silent Hill 2: Remake. The title was teased at last year's Konami Press Start Showcase. But there is no Silent Hill Remake soon to talk about. Insider Nash Weedle has told fans to be patient, and PlayStation insider TCMFGamer has reported that the project has been in development since 2022 and is unlikely to land before 2027. Bloober is also working on other titles at the same time, including Cronos: The New Dawn, which slows the timeline further. The once-a-year cadence Okamoto described will therefore lean heavily on Townfall in 2026, with the Silent Hill 1 remake unlikely to arrive before 2027 at the earliest.

Outside of Silent Hill, Konami has lined up a Metal Gear Solid 4 new collection, formally announced as Metal Gear Solid: Master Collection Vol. 2 during the February 2026 State of Play. Volume 2 brings Metal Gear Solid 4: Guns of the Patriots off the PlayStation 3 for the first time since the game's 2008 launch, alongside Metal Gear Solid: Peace Walker and the Game Boy Color entry Metal Gear: Ghost Babel. The collection releases on August 27, 2026 for PS5, PC via Steam, Nintendo Switch, Nintendo Switch 2, and Xbox Series X|S. MGS4's online component, Metal Gear Online, will not return; the servers were shut down in 2012 and Konami has confirmed they will stay off. Peace Walker keeps its original online modes, and the Switch versions will support local wireless play. MGS Delta has already pushed the Metal Gear series past 65 million copies sold, which suggests Konami's appetite for reviving its older catalog is not running out anytime soon.

Silent Hill f's two million sales (we also remember the one million sales mark) is now the figure against which the rest of the slate will be measured. If a deliberate game set in 1960s rural Japan, told through the fears of a young woman, can clear that bar, Townfall's more action-leaning experiment has room to breathe, and the Silent Hill 1 remake has cover for the long delay. I see Konami's wider strategy paying off here because the publisher has stopped treating its catalog as quick filler and started letting external studios run the franchises with budgets that match the source material. The 13-year gap before Silent Hill f looks like the last gap of that scale.

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NeoBards' decision to build the game around feedback from female staff, rather than around an outsider's idea of what a Japanese teenage girl in the early 1960s should be afraid of, is part of why the project has worked commercially. Two million copies in roughly eight months on the market closes the argument over whether a Silent Hill audience still exists. It does, and Konami now has the data to keep funding the slate Okamoto outlined.

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