SILENT REALM
About the Game
SILENT REALM is a free-to-play, single-player, story-driven experience set in a non-human world where life has completely ended, governed by rules unlike those of our own reality.
This is not a land after catastrophe — it is a realm after existence itself has collapsed. Skeletal remains dominate the environment, structures feel unnatural and unstable, and silence replaces any recognizable sense of order. Nothing lives here, and nothing ever truly belonged.
The world is not empty — it is hostile. The environment itself functions as a threat, oppressive and dangerous, as if death has become a governing force rather than a consequence. Every movement reinforces the idea that survival is not expected, but resisted.
In this realm, death is active. Threats form and collapse from the remains of what once existed, forcing constant tension and confrontation. Combat is a necessity, not a choice, and awareness is as critical as firepower.
SILENT REALM focuses on atmosphere and world design, blending exploration with action-driven survival. The experience is built to feel relentless and unsettling — a journey through a place that should not exist, and actively resists anything that does.
Gameplay Overview:
The game is experienced from a first-person perspective, placing players directly inside a hostile and unfamiliar world where survival is never guaranteed.
Players take on the role of an individual searching for a missing brother, venturing into one of the most dangerous regions of this world. Progression is driven by exploration, environmental awareness, and constant threat management, pushing players deeper into increasingly dangerous areas.
Combat is a core element of the experience. Players rely on firearms while carefully managing limited ammunition, choosing when to fight and when to avoid confrontation. Specialized detection devices are used to locate threats, scan the environment, and navigate dangerous zones without drawing attention.
Survival depends on awareness, movement, and decision-making. Enemies are not meant to be confronted recklessly, and the environment itself often serves as an obstacle as dangerous as the entities within it.
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