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The Atomfall Developers Knew It Would Be Compared to Fallout as Soon as It Was Revealed, Average Playthrough Around 25 Hours

by Claire Mar 21,2025

At first glance, Atomfall might evoke the post-apocalyptic landscapes of Fallout, perhaps even a British-set Fallout game. It's a first-person, post-nuclear title (the name's a giveaway!), featuring an alt-history setting reminiscent of Fallout's iconic world. This resemblance isn't lost on Rebellion's art director, Ryan Greene.

Greene acknowledges the inevitable Fallout comparisons, stating that the team anticipated them from the game's reveal. He highlights the influence of their owner, Jason Kingsley, a Fallout enthusiast, and the inherent parallels between post-apocalyptic survival games. However, he emphasizes that Atomfall is a distinct experience.

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IGN previously highlighted Atomfall's unique identity, emphasizing its departure from a simple "British Fallout" label. Greene reinforces this, calling the Fallout comparison misleading. He stresses that Atomfall forges its own path, distinct from the large-scale productions of Bethesda, a point further emphasized by Rebellion's independent status and Atomfall's position as a version 1.0 title.

While acknowledging the impressive scope of Fallout and Elder Scrolls, Greene highlights Rebellion's ambition in creating Atomfall, a project of significant scale for the studio behind the Sniper Elite franchise. He notes that an average playthrough takes around 25 hours, with completionists potentially investing significantly more time.

Atomfall Screenshots

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Interestingly, Atomfall offers considerable player agency. IGN's preview showcased a playthrough where Simon Cardy eliminated every character encountered. Greene confirms this approach is viable, with multiple game endings accommodating diverse playstyles. The game's narrative structure is described as a "spider web of connected story," allowing players to navigate different paths even if they deviate from the main thread.

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Contrary to traditional RPG structures, Atomfall lacks distinct main and side quests. Instead, its narrative unfolds through interconnected story threads, allowing for flexible progression even if players choose to sever specific plot lines. Greene confirms that a pacifist playthrough is entirely feasible, based on his own experience playing through a significant portion of the game without causing any deaths.