LONDON: “Atomfall” is a game that defies easy categorization. Set in a post-apocalyptic version of the English Lake District, this curious hybrid feels like “Fallout” wandered into a “Stalker” fever dream while binge-watching “The Wicker Man,” with just a touch of Austin Powers’ absurdity thrown in for good measure.
It’s a love letter to Britain’s eerie countryside, retro paranoia and weird tea-fueled resilience — and somehow, it works.
You start as a nameless survivor with no real background, no memory, and no clear purpose beyond “get out.” A short newsreel hints at some nuclear disaster, but from there, it’s up to you to piece things together through exploration and investigation. There’s no hand-holding here, but there are helpful instructions to get you going. The narrative is loose, but intriguingly so — it’s more about what you discover than what you’re told.
The open world is split into main landscape regions, each with its own aesthetic and mood. The Lake District setting is surprisingly atmospheric, with moody hills, foggy forests, and crumbling 1950s architecture.
Despite its muted palette, Atomfall encourages players to explore every inch — scavenging for materials, unlocking secrets, and finding absurd British cultural relics. Limited ammo and classic crafting mechanics add a layer of survival challenge, making every encounter feel like it matters.
Gameplay offers distinct playstyles — combat, survival, and exploration.
You can go in guns blazing, sneak around enemies, or scrounge for supplies and tea (yes, tea restores health). Combat is functional, though not always tight. Shooting and melee work well enough, but enemy AI is hit-or-miss. Sometimes they’ll charge you recklessly; other times they just stand there wondering what planet they’re on. Melee is especially satisfying, though clunky in tight spaces. Likewise, while outlaws, druids, mutants and soldiers are all nominally different challenges they are much of a muchness in terms of dealing with them.
“Atomfall” doesn’t shy away from the odd. Its dark humor and sheer Britishness give it a special charm, but the heavy use of local slang and regional accents may confuse non-UK players. Picture “Clockwork Orange” meets “Hot Fuzz” and you’re halfway there. Still, it’s part of the game’s identity — this is a very specific apocalypse, where people ask you to fetch delivery parcels and fix a fence while the world burns around them.
There is a basic but useful skill tree that lets you tailor your approach, from combat proficiency to crafting perks. Quests are often simple (“bring X to Y”), but branching conversations and trackable leads give them some depth. Your choices in dialogue can impact outcomes — sometimes subtly, sometimes with unexpected consequences.
Enemy respawns after death are a mixed blessing. On one hand, it keeps the world dangerous. On the other, it can feel like busywork when you’re simply trying to pass through.
“Atomfall” is weird, scrappy, and full of character. It doesn’t have the polish of a AAA giant, but it doesn’t try to. Instead, it offers a delightfully odd, open-ended experience that rewards curiosity and embraces chaos. For those willing to roll with its eccentricities, “Atomfall” is a radioactive romp worth taking.