Silent Hill f Developers Reveal How the Haunting Town of Ebisugaoka Was Created
Available now on PC, PS5, and Xbox Series X/S, Silent Hill f stands as a reminder that the most terrifying horror isn’t always what you see—it’s the world that quietly closes in around you.
One of the most unsettling aspects of Silent Hill fisn’t its grotesque imagery or branching psychological horror—it’s the town itself. Now, developers at NeoBards Entertainment have shed new light on how the fictional town of Ebisugaoka came to life, revealing an intensely collaborative, emotionally driven development process that shaped the game’s chilling atmosphere.
A Town Born From Collaboration and Theme
In a recent interview, Silent Hill f director Al Yang explained that Ebisugaoka was never meant to be just a backdrop. From the outset, NeoBards Entertainment worked closely with Konami and celebrated horror writer Ryukishi07 to ensure the narrative and setting felt unmistakably like a Ryukishi07 story.
“The pitch had to make sure the story would undoubtedly feel like a ‘Ryukishi07 work,’” Yang said. Rather than mapping out the town in advance, its layout and landmarks evolved organically alongside the script, driven by thematic needs rather than traditional level design.
Lead level designer Kaiyu Chang revealed that the emotional core of Silent Hill f strongly influenced how Ebisugaoka was built. Reading the game’s early script while pregnant, Chang said the story’s exploration of societal pressure and expectations placed on women resonated deeply with her.
“The depiction of the expectations and constraints placed on women by traditional society struck a strong emotional chord,” she explained. While the story underwent revisions over time, Chang emphasized that its core essence remained intact, with changes focused on how themes were presented rather than what they conveyed.
These themes directly informed the town’s structure, architecture, and oppressive atmosphere, making Ebisugaoka feel like a living extension of the narrative rather than a neutral setting.
Many of Ebisugaoka’s most memorable locations didn’t exist in early drafts. Yang noted that areas were added selectively to strengthen both gameplay and emotional impact. One key example is the school, which was originally proposed by NeoBards and later refined through extensive discussions with Konami and Ryukishi07.
Even Hinako’s house—central to the game’s story—began as something far simpler. Initially conceived as an abstract, labyrinth-like space, the house eventually evolved into a narrative hub where players uncover disturbing truths about Hinako’s family.
“Later, we introduced memory, multiple timelines, and shifting spaces depending on the route and ending,” Chang said. This constant evolution required Ryukishi07 to write new lore and dialogue to support gameplay mechanics, resulting in a town that changes alongside the player’s choices.
A Town That Reflects Psychological Descent
Since its release in September, Silent Hill f has continued to reveal layers of depth through developer and cast interviews. Voice actor Konatsu Kato previously described how portraying Hinako—especially across branching storylines—made her feel as if she were losing her own sense of reality, mirroring the character’s descent into psychological horror.
That same design philosophy is embedded in Ebisugaoka itself: a town shaped by memory, trauma, and fractured timelines.
Available now on PC, PS5, and Xbox Series X/S, Silent Hill f stands as a reminder that the most terrifying horror isn’t always what you see—it’s the world that quietly closes in around you.