Atomfall review

The end of the world is nigh – again. Atomfall, the latest offering from Rebellion, takes us on a delightful jaunt through an irradiated slice of Britain, where the air is thick with mystery, barter-based economy, and, presumably, enough radiation to make your tea glow in the dark. Eschewing the sprawling RPG mechanics of Fallout or S.T.A.L.K.E.R., Atomfall aims for a more streamlined survival experience. And, for the most part, it succeeds – though sometimes in spite of itself.

Gaming Heaven

Rather than dragging players through another drab, brown wasteland, Atomfall serves up a lush, almost dreamlike countryside, proving that nuclear devastation can, in fact, be quite scenic. The open-ended approach to exploration and questing is a highlight – there’s no rigid structure here, just a series of “leads” that can be followed (or ignored) in any order. This makes for a compelling sandbox experience where consequences feel real, alliances matter, and the wrong choice can turn a former safe zone into a warzone. The emphasis on bartering over traditional currency is also a clever touch, reinforcing the game’s survivalist themes – though, in practice, it’s not quite as smooth as one might hope.

Gaming Hell

While Atomfall has ambition, its execution occasionally feels like a game of cricket where someone forgot the wickets. The combat is functional but uninspiring – guns lack impact, melee combat is simplistic, and stealth is about as effective as hiding behind a lace curtain. Inventory space is frustratingly limited, making item collection and trading more of a hassle than a strategic choice. The world, while visually compelling, sometimes feels underdeveloped, with factions and enemies existing more out of genre obligation than narrative necessity.

Final Judgement

For all its quirks, Atomfall offers a refreshingly different take on the post-apocalyptic genre. It’s a compact, choice-driven adventure with some genuinely intriguing ideas, even if they don’t all fully land.