
When you think about nuclear disasters, charming and delightful aren’t typically the first words that spring to mind…unless, of course, you’re playing Atomfall. Set five years after a fictionalized version of the Windscale nuclear disaster in Northern England, this survival-action gem blends the eerie mysticism of folk horror with Cold War paranoia, all sprinkled with a delightful dash of British quirkiness.
Right off the bat, Atomfall draws you in with its meticulously crafted environments. The British countryside feels alive, brimming with lush flora and fauna, dilapidated rural villages, and tiny details that give every location a lived-in feel. Wandering through fields or rummaging through abandoned houses genuinely feels like exploring the aftermath of an apocalypse designed by folks who grew up watching Monty Python, oddly charming yet subtly terrifying.
Atomfall is not quite a full blown RPG but it contains enough of the core elements to probably be considered one. This is great in some ways as it gives the game some depth but doesn’t burden you with complex mechanics. The fear of investing into a talent tree at the start of the game is a real fear for many RPGs. Atomfall lets you dive straight into the fun without getting bogged down in the mechanics.
The RPG elements, while not groundbreaking, are engaging enough to justify venturing beyond the main story. Unlike games like We Happy Few, Deathloop, or Atomic Heart, Atomfall manages to strike the right balance, providing sufficient incentives for exploration, crafting, and scavenging outside of the main story. That said, I can’t help but wish there were just a bit more depth. For instance, the skills system is kind of bloated with some good skills and others completely useless. It oddly locks weapon upgrading behind an optional skill upgrade. It was a genuine surprise (and not the pleasant kind) to realize post-credits that I’d inadvertently bypassed weapon upgrades entirely simply because I never dipped into that skill category. Why is upgrading a weapon not a core part of the gameplay for everyone? There seems to have been a requirement to have 9 of each of the 4 skill types and the end result was creating skills that didn’t need to be there just to satisfy that requirement.

When it comes to the general gameplay, one particularly cool mechanic is the stamina system connected to your heart rate, adding a welcome layer of realism. Instead of staring at the usual stamina bar, you’ll be carefully managing your character’s heart rate during tense moments, aiming to steady your nerves enough to either land a precise shot or wield your trusty cricket bat for a last-minute knockout. It’s not only refreshing but perfectly fits Atomfall’s British sensibilities.
Atomfall does very little wrong. The combat, crafting, exploration, quests etc. all give you more than enough to be satisfied while still keeping it simple. Its not all perfect though, there’s a baffling absence of a quick map shortcut, turning a simple action into a repetitive chore. And while we’re nitpicking, let’s mention those uncanny facial animations: conversations sometimes oscillate bizarrely between exaggerated expressions and deadpan stares, which can unintentionally add humor to serious dialogue exchanges. There is more of a Garry’s Mod vibe to the animations than L.A Noire.
Another mild gripe is the absence of fast travel. Sure, its omission encourages organic exploration and discovery, but Atomfall occasionally abuses this design choice with repetitive fetch quests. Prepare yourself for plenty of cardio sessions sprinting between NPCs, especially when “Bob” sends you back to “John” for the fifth time in a row.
Additionally, dungeon design lacks the convenience of shortcuts back to the entrance after completion, a staple we’ve come to appreciate in modern gaming. Repeatedly trekking back through lengthy caves or dungeons begins to feel less adventurous and more tedious. Sure, it doesn’t make sense that there just happens to be a door to get back out of the dungeon at the very end, but I can accept this minor logical flaw if it saves me some boredom.
On a brighter note, Atomfall oozes British charm with delightful authenticity. It’s as if Fallout decided to sip tea instead of Nuka-Cola, mixing rustic countryside whimsy with gritty apocalyptic survival. The crafting system, though fun, could benefit from a bit more complexity, allowing simultaneous crafting, weapon mods like scopes or extended magazines, or perhaps even resource-efficient items to manage your inventory better.
Despite its few shortcomings, Atomfall delivers a wonderfully rich and absorbing experience. It is so hard to really say anything bad about it without nit picking. The quarantine zone invites hours upon hours of exploration, mystery-solving, and occasionally frantic combat. Atomfall captures something special: the thrill and grim beauty of a post-apocalyptic world that’s equal parts foreboding and inviting. Is it the best game you have ever played? Probably not, but you will definitely remember it for years to come. What it falls short on in terms of gameplay depth, it more than makes up for in a rich and interesting story that is presented in such a charming world. Atomfall feels like the start of something really great from Rebellion. I sure hope some DLC is in the works because I already want more!
Atomfall is exactly what Fallout fans have been craving, a unique adventure with layers of intrigue, a generous dollop of dry wit, and the potential to spawn a franchise that gamers genuinely deserve. Its time to ditch that cash cow of Fallout 76 and play a game that was made to be enjoyed, not to milk gamers. If you’re longing for something fresh in the wasteland genre, Atomfall is not just a recommended play; it’s a must-have!