{"id":80586,"date":"2026-09-10T15:09:24","date_gmt":"2026-09-10T19:09:24","guid":{"rendered":"https:\/\/overcentral.com\/en\/?p=80586"},"modified":"2026-09-10T15:09:24","modified_gmt":"2026-09-10T19:09:24","slug":"silent-hill-townfall-prequel-comic-80586","status":"publish","type":"post","link":"https:\/\/overcentral.com\/en\/silent-hill-townfall-prequel-comic-80586\/","title":{"rendered":"Silent Hill: Townfall Gets Prequel Comic The Dock House"},"content":{"rendered":"<p>Konami has announced <em>SILENT HILL: Townfall \u2013 The Dock House<\/em>, an original comic story that serves as an official narrative companion to the upcoming <em>SILENT HILL: Townfall<\/em> game. This prequel, written by the game\u2019s lead writer and director Jon McKellan with artwork by David Roach, will be published in British comic publisher 2000 AD\u2019s milestone Prog 2500 issue. The announcement marks a significant expansion of the <em>Silent Hill<\/em> universe through sequential art, offering fans an entry point into the atmospheric dread of St. Amelia before they ever set foot in the game.<\/p>\n<p>For a franchise that has always thrived on layered storytelling, environmental subtext, and psychological horror, the decision to foreground narrative expansion through a comic prequel is both a strategic and artistic choice. <em>The Dock House<\/em> does not merely promote the game \u2014 it builds the world, establishes tone, and deepens the mythology of a setting that promises to be as characterful as it is menacing. The move also signals Konami\u2019s willingness to treat <em>Silent Hill: Townfall<\/em> as a serious transmedia property, one where the written and illustrated word carries equal weight to the interactive experience.<\/p>\n<p>This article provides a thorough examination of the comic\u2019s announcement, its narrative and artistic details, the creative team involved, the significance of its publication through 2000 AD, and the broader implications <a href=\"https:\/\/overcentral.com\/en\/for-the-stars-space-exploration-game-78319\/\" title=\"For The Stars Reveals Vast Universe to Explore and Settle\" data-iacss-internal=\"1\">for the<\/a> <em>Silent Hill<\/em> franchise as it prepares for one of its most anticipated returns in years.<\/p>\n<h2>Silent Hill: Townfall \u2014 The Dock House: A Prequel Comic Anchored in Narrative Purpose<\/h2>\n<p><em>The Dock House<\/em> is not a promotional tie-in in the conventional sense. It has been conceived as a canonical narrative companion, written by the same creative mind steering the game itself. Jon McKellan, who serves as both lead writer and director for <em>SILENT HILL: Townfall<\/em>, brings his intimate knowledge of the game\u2019s story architecture to the comic, ensuring that the prequel aligns tonally, thematically, and chronologically with the main experience.<\/p>\n<p>David Roach, a veteran artist whose work has appeared across British comics for decades, provides the visual interpretation of St. Amelia and its inhabitants. Roach\u2019s style \u2014 often described as atmospheric, detailed, and capable of rendering both the mundane and the grotesque with equal conviction \u2014 is well-suited to the <em>Silent Hill<\/em> aesthetic. The combination of McKellan\u2019s narrative design and Roach\u2019s illustrative sensibilities suggests a comic that will function as both a standalone story and an essential piece of the larger puzzle.<\/p>\n<p>The comic will debut in 2000 AD\u2019s Prog 2500, a milestone issue for a publication that has defined British comics since 1977. This placement is not incidental. 2000 AD has a long history of publishing dystopian, horror-tinged, and psychologically complex stories \u2014 from <em>Judge Dredd<\/em> to <em>Nemesis the Warlock<\/em> \u2014 making it a fitting home for a <em>Silent Hill<\/em> narrative. The choice also positions the comic within a distribution ecosystem that reaches both dedicated comic readers and gaming audiences, particularly in the UK and Europe.<\/p>\n<h3>Release Dates and Distribution Channels<\/h3>\n<p>The digital edition of <em>The Dock House<\/em> will launch on September 16, 2026, through the 2000 AD Webstore and App. Physical copies will follow in North America on September 30, 2026, with Lunar Distribution handling print distribution. This staggered release strategy allows for digital-first engagement among international audiences while ensuring that physical collectors and North American readers have access through traditional comic retail channels.<\/p>\n<p>The timing is particularly deliberate. The game, <em>SILENT HILL: Townfall<\/em>, is scheduled for release on September 24, 2026, for <a href=\"https:\/\/www.playstation.com\/\" target=\"_blank\" rel=\"noopener noreferrer\" data-iacss-external=\"1\">PlayStation<\/a> 5 and PC via Steam and the <a href=\"https:\/\/overcentral.com\/en\/uncanyon-epic-games-store-2027-80108\/\" title=\"Uncanyon launches on Epic Games Store in 2027\" data-iacss-internal=\"1\">Epic Games Store<\/a>. The comic arrives one week before the game\u2019s digital launch and one week after, giving readers a window to experience the prequel before or shortly after beginning their playthrough. This synchronization allows the comic to function as either a preparatory text or a complementary piece, depending on how the audience chooses to engage with the story.<\/p>\n<h2>The Setting: St. Amelia and the Remote Scottish Island Aesthetic<\/h2>\n<p>The comic takes place in St. Amelia, a remote Scottish island community that also serves as the setting for <em>SILENT HILL: Townfall<\/em>. This location represents a notable departure from the series\u2019 traditional American Pacific Northwest setting. By transplanting the franchise\u2019s signature psychological horror to the Scottish Isles, the developers introduce a new cultural and geographical texture \u2014 one rich with its own folklore, isolation, and atmospheric extremes.<\/p>\n<p>Scottish island settings carry connotations of harsh weather, rugged coastlines, and a deep sense of physical and psychological isolation. The remote nature of such communities \u2014 where resources are limited, outsiders are rare, and the elements are unforgiving \u2014 creates natural conditions for horror. In <em>The Dock House<\/em>, this setting is not merely backdrop but active participant in the narrative. The island\u2019s geography shapes its inhabitants, their routines, and the secrets they keep.<\/p>\n<p>St. Amelia is described as a community where Douglas, a veteran harbor master, has spent decades maintaining the island\u2019s dock house. This detail grounds the story in a specific, lived-in profession. Harbor masters in remote island communities are figures of quiet authority and deep local knowledge. They observe the comings and goings of people and goods, track the rhythms of the tide, and serve as custodians of the boundary between land and sea. In a horror narrative, that boundary becomes charged with symbolic and literal danger.<\/p>\n<h3>Douglas and the Impossible Staircase<\/h3>\n<p>The narrative of <em>The Dock House<\/em> follows Douglas as his routine is disrupted by an encounter with an impossible staircase descending beneath the harbor. This image \u2014 a staircase that should not exist, leading to a place that logic cannot account for \u2014 is pure <em>Silent Hill<\/em>. The franchise has long used spatial anomalies, impossible geometries, and architectural dread as tools to destabilize the player\u2019s (or reader\u2019s) sense of reality.<\/p>\n<p>The staircase functions as a threshold. It is a physical manifestation of the boundary between the mundane world and the nightmare that lurks beneath. In <em>Silent Hill<\/em> lore, such phenomena often arise from the psychic or emotional disturbances of individuals, or from the town\u2019s own mysterious nature. Whether the staircase in St. Amelia originates from a character\u2019s trauma, an external supernatural force, or something unique to the island remains a question the comic will explore without fully answering.<\/p>\n<p>This approach \u2014 providing perspective without revealing central mysteries \u2014 is a deliberate narrative strategy. The comic offers insight into one character\u2019s experience of the island\u2019s anomalies while preserving the larger enigmas for the game. This balance allows the prequel to function as a genuine story with its own arc while respecting the primacy of the interactive experience.<\/p>\n<h2>The Creative Team: Jon McKellan and David Roach<\/h2>\n<p>Jon McKellan\u2019s involvement as both writer and director of <em>SILENT HILL: Townfall<\/em> and writer of <em>The Dock House<\/em> ensures narrative coherence across media. McKellan brings a background in game design and narrative development, and his direct role in shaping the comic indicates that the prequel is not outsourced or peripheral but integral to the project\u2019s creative vision.<\/p>\n<p>David Roach\u2019s artwork will be tasked with translating McKellan\u2019s vision into sequential panels that capture the dread, ambiguity, and visual signature of <em>Silent Hill<\/em>. Roach\u2019s portfolio includes work for 2000 AD, Marvel, and DC, and his style is known for its expressive linework, moody shadows, and ability to render both human vulnerability and monstrous horror. The choice of Roach suggests that the comic will prioritize atmosphere and psychological tension over spectacle \u2014 a fitting approach for a <em>Silent Hill<\/em> story.<\/p>\n<h2>What Is Silent Hill: Townfall? A Franchise Revival Context<\/h2>\n<p><em>SILENT HILL: Townfall<\/em> is part of a broader revival of the <em>Silent Hill<\/em> franchise by Konami. After years of dormancy following the departure of key creators and the cancellation of several projects, Konami announced multiple new <em>Silent Hill<\/em> titles in 2022 and 2023, including <em>Silent Hill 2 Remake<\/em> (developed by Bloober Team), <em>Silent Hill f<\/em> (set in 1960s Japan), and <em>Silent Hill: Townfall<\/em> itself, developed by No Code Studio (known for <em>Stories Untold<\/em> and <em>Observation<\/em>).<\/p>\n<p>No Code Studio\u2019s involvement is particularly noteworthy. The studio has built a reputation for narrative-driven, atmospheric, and mechanically inventive games that often blur the lines between genres and media. <em>Stories Untold<\/em> combined text-based adventure with environmental exploration, while <em>Observation<\/em> placed players in the role of an AI aboard a space station. This background suggests that <em>SILENT HILL: Townfall<\/em> may take unconventional approaches to storytelling, puzzle design, and player immersion.<\/p>\n<p>No Code Studio is based in Scotland, and the setting of St. Amelia reflects that geographic and cultural grounding. The studio\u2019s familiarity with Scottish island life, weather patterns, and architecture likely informs the authenticity of the game\u2019s world. The comic, in turn, extends that authenticity into another medium.<\/p>\n<h2>The Role of Prequel Comics in Gaming Franchises<\/h2>\n<p>Prequel comics have become a common strategy in the gaming industry for expanding narrative universes, building anticipation, and providing context that the main game may not have room to explore. Examples include <em>The Last of Us: American Dreams<\/em> (prequel to <em>The Last of Us<\/em>), <em>Assassin\u2019s Creed: The Fall<\/em>, and <em>Halo: Uprising<\/em>. These comics often focus on secondary characters or events that occur before the game\u2019s timeline, offering fans a deeper understanding of the world.<\/p>\n<p><em>The Dock House<\/em> follows this tradition but with a notable distinction: it is written by the game\u2019s director and lead writer, ensuring that the comic is not merely licensed content but an authorial extension of the game itself. This level of creative integration is relatively rare. Most game-adjacent comics are written by comic professionals with game oversight, but direct authorship by the game\u2019s narrative lead indicates a more unified vision.<\/p>\n<p>The comic also serves a practical function. It introduces the setting and tone of <em>SILENT HILL: Townfall<\/em> to an audience that may be unfamiliar with No Code Studio\u2019s work or with the specific direction of this new entry. For lapsed <em>Silent Hill<\/em> fans, it offers a low-commitment way to re-engage with the franchise. For newcomers, it provides an accessible entry point that does not require familiarity with previous games.<\/p>\n<h2>2000 AD Prog 2500: A Historic Venue for Horror<\/h2>\n<p>2000 AD is one of the most enduring and influential comic publications in the English-speaking world. Since its launch in 1977, it has been a proving ground for writers and artists who would go on to define British and American comics. Its anthology format, weekly schedule, and emphasis on science fiction, horror, and satire have made it a cultural institution.<\/p>\n<p>Prog 2500 is a milestone issue that underscores the publication\u2019s longevity. For Konami and No Code Studio to place <em>The Dock House<\/em> in this specific issue signals a respect for the medium and an understanding of 2000 AD\u2019s readership. That audience is accustomed to sophisticated, often grim storytelling, and is likely to appreciate the psychological horror that <em>Silent Hill<\/em> delivers.<\/p>\n<p>The partnership also benefits 2000 AD, which continues to attract high-profile licensing and creator-owned content. Hosting a <em>Silent Hill<\/em> comic in a milestone issue generates coverage, draws in gaming audiences who may not regularly read comics, and reinforces the publication\u2019s relevance in an era of multimedia franchises.<\/p>\n<h2>Distribution Strategy: Digital and Physical Reach<\/h2>\n<p>The dual distribution model \u2014 digital via the 2000 AD Webstore and App, physical via Lunar Distribution in North America \u2014 reflects the current state of comics publishing. Digital distribution allows for global access on the launch date of September 16, 2026, removing geographic barriers and catering to an audience accustomed to immediate, screen-based consumption.<\/p>\n<p>Physical distribution through Lunar Distribution ensures that the comic appears in comic shops across North America, where it can be discovered by browsers, collectors, and readers who prefer the tactile experience of print. The one-week delay between digital and physical releases (September 16 vs. September 30) is standard practice that allows digital early adopters to engage first while maintaining the traditional retail window for physical sales.<\/p>\n<p>For fans in the UK, 2000 AD\u2019s home market, the comic will be available through the same digital channels and through traditional newsstand and comic shop distribution that 2000 AD already maintains. This gives the comic broad coverage across its most likely audience regions.<\/p>\n<h2>What the Comic Reveals \u2014 and Conceals \u2014 About the Game<\/h2>\n<p>According to the announcement, <em>The Dock House<\/em> provides another perspective on St. Amelia without revealing the central mysteries planned for the game. This is a careful balancing act. The comic must offer enough substance to justify its existence as a standalone story while preserving the game\u2019s narrative surprises and mechanical discoveries.<\/p>\n<p>The choice of Douglas as protagonist is strategic. A harbor master is a peripheral figure in most island communities \u2014 essential to daily life but not central to the political or social dynamics. This allows the comic to explore the edges of the island\u2019s story without encroaching on the main plot. Douglas\u2019s encounter with the impossible staircase is a localized horror, one that may be unknown to the game\u2019s protagonist or may represent a thread that the game picks up and expands.<\/p>\n<p>The comic also establishes the rules of the world. How does the supernatural manifest in St. Amelia? Is it the same fog-drenched, siren-haunted reality of the original <em>Silent Hill<\/em>, or does it operate according to different logic? The comic can introduce these rules through Douglas\u2019s experience, setting expectations that the game will then complicate or subvert.<\/p>\n<h2>The St. Amelia Setting: A New Geography of Fear<\/h2>\n<p>St. Amelia is described as a remote Scottish island community. The choice of Scotland as a setting for <em>Silent Hill<\/em> is significant. The original series was deeply tied to the American landscape \u2014 small towns, industrial decay, forests, and fog. The Pacific Northwest setting was not arbitrary; it drew on the region\u2019s history of logging, its damp climate, and its sense of isolation within a larger, prosperous nation.<\/p>\n<p>Scotland offers a different set of associations. Remote islands carry connotations of exile, abandonment, and survival. The weather is harsh, the seas are dangerous, and the population is small and insular. These conditions are fertile ground for horror. The Scottish Gothic tradition \u2014 from <em>The Wicker Man<\/em> to the stories of Robert Louis Stevenson and Iain Banks \u2014 often explores themes of isolation, paganism, and the collision between modernity and ancient forces.<\/p>\n<p>St. Amelia may also draw on specific island cultures. The Hebrides, Orkney, and Shetland each have distinct histories, languages, and folklore. Whether St. Amelia is fictional or loosely based on a real location, the cultural texture of the Scottish Isles will inform the game\u2019s identity and differentiate it from previous entries in the franchise.<\/p>\n<h2>Douglas as Everyman: The Harbor Master Archetype<\/h2>\n<p>Douglas, the harbor master, fits the archetype of the everyman protagonist who stumbles into horror through the course of ordinary duty. This is a familiar and effective framing device in horror fiction. The everyman is relatable; his struggle to comprehend and survive the abnormal invites the audience to imagine themselves in his position.<\/p>\n<p>The harbor master role carries specific symbolic weight. Harbors are transitional spaces \u2014 between land and sea, between known and unknown, between safety and danger. They are places of arrival and departure, commerce and smuggling, routine and accident. For Douglas, the harbor is his domain, a place he has controlled for decades. The discovery of an impossible staircase beneath it represents a fundamental violation of his authority and understanding.<\/p>\n<p>This violation is personal. It is not a general threat to the community but a specific intrusion into Douglas\u2019s territory and psyche. The comic will likely explore how this experience reshapes his perception of the island he thought he knew, setting the stage for the game\u2019s broader exploration of St. Amelia\u2019s secrets.<\/p>\n<h2>Artistic Direction: David Roach\u2019s Visual Interpretation<\/h2>\n<p>David Roach\u2019s role as artist is critical to the comic\u2019s success. <em>Silent Hill<\/em> is a visually distinct franchise, and any comic must capture the series\u2019 signature blend of grime, decay, and surreal horror. Roach\u2019s style, which often employs heavy shadows, textured linework, and expressive faces, is well-suited to this task.<\/p>\n<p>The comic format allows for visual techniques that games cannot replicate directly \u2014 panel composition, page turns, and the pacing of reveals. Roach can control what the reader sees and when, creating moments of dread that unfold at the reader\u2019s own pace. The impossibility of the staircase, for example, can be rendered as a multi-panel sequence that forces the reader to confront the anomaly gradually.<\/p>\n<p>The color palette, though not yet confirmed, will likely lean toward muted, cold tones \u2014 grays, blues, and browns \u2014 punctuated by moments of stark red or unnatural light. This palette would align with the game\u2019s likely visual direction and with the series\u2019 established aesthetic.<\/p>\n<h2>Strategic Implications for the Silent Hill Franchise<\/h2>\n<p>The announcement of <em>The Dock House<\/em> is part of a larger strategy by Konami to rebuild the <em>Silent Hill<\/em> brand after years of inactivity. Following the cancellation of <em>Silent Hills<\/em> (the Hideo Kojima and Guillermo del Toro collaboration) in 2015, the franchise entered a period of uncertainty. Konami\u2019s focus shifted to mobile games, pachinko machines, and the <em>Metal Gear<\/em> franchise, leaving <em>Silent Hill<\/em> fans without new content for nearly a decade.<\/p>\n<p>The revival, which began with announcements in 2022, represents a significant investment in the brand\u2019s future. By partnering with multiple studios \u2014 Bloober Team, No Code Studio, and NeoBards Entertainment (for <em>Silent Hill f<\/em>) \u2014 Konami is diversifying creative risk while maintaining ownership of the intellectual property. Each studio brings a distinct vision, allowing the franchise to explore new settings, mechanics, and tones.<\/p>\n<p>The comic prequel supports this strategy by building anticipation for one of the most intriguing projects in the pipeline. <em>SILENT HILL: Townfall<\/em> has generated curiosity due to No Code Studio\u2019s pedigree and the mystery surrounding its development. <em>The Dock House<\/em> sustains that momentum by offering a tangible, consumable piece of the narrative puzzle months before the game\u2019s release.<\/p>\n<p>Furthermore, the partnership with 2000 AD positions <em>Silent Hill<\/em> within a respected literary and artistic tradition. It signals that Konami is willing to treat the franchise as a serious narrative property, not merely a video game brand. This approach can attract new audiences, including comic readers who may not play video games but appreciate horror fiction.<\/p>\n<h2>Comparison to Previous Silent Hill Comic Adaptations<\/h2>\n<p><em>Silent Hill<\/em> has a history of comic adaptations, though their quality and canonical status have varied. In the early 2000s, IDW Publishing released several <em>Silent Hill<\/em> comics, including <em>Dying Inside<\/em>, <em>Among the Damned<\/em>, and <em>Hunger<\/em>. These stories expanded the universe but were generally considered supplementary rather than essential.<\/p>\n<p>Later, Konami partnered with Ape Entertainment for additional comics, and more recently, with Innsmouth Comics for a short film and comic series. However, none of these projects were directly written by the game\u2019s creative lead, making <em>The Dock House<\/em> the most authorially integrated <em>Silent Hill<\/em> comic to date.<\/p>\n<p>This level of integration matters for canon. Fans often debate the canonicity of tie-in media, particularly when creators change or when stories contradict established lore. By placing Jon McKellan as writer of both the game and the comic, Konami eliminates any ambiguity about the comic\u2019s status. <em>The Dock House<\/em> is not a licensed product; it is part of the official narrative.<\/p>\n<h2>What Readers Can Expect from The Dock House<\/h2>\n<p>Based on the announcement, readers can expect a focused, atmospheric story that prioritizes character and setting over action. The comic will likely be a slow-burn horror narrative, building dread through Douglas\u2019s growing awareness that something is wrong beneath the harbor. The impossible staircase serves as the central image \u2014 a puzzle that cannot be solved, only experienced.<\/p>\n<p>Art-wise, readers can expect detailed, moody illustrations that emphasize texture and shadow. David Roach\u2019s style should complement the bleak, watery setting of St. Amelia, with the dock house itself becoming a character \u2014 a space of routine and safety that transforms into something unfamiliar.<\/p>\n<p>For fans of the game, the comic offers context and atmosphere that will enrich the main experience. For newcomers, it provides an accessible entry point into the world of <em>SILENT HILL: Townfall<\/em> without requiring knowledge of previous games. And for readers who may never play the game, it stands as an independent horror story in its own right.<\/p>\n<h2>The Countdown to Townfall: Release Alignment<\/h2>\n<p>The release schedule for <em>The Dock House<\/em> and <em>SILENT HILL: Townfall<\/em> is aligned to create a seamless narrative experience. The comic arrives digitally on September 16, 2026 \u2014 eight days before the game\u2019s launch on September 24, 2026. This allows players to read the prequel, absorb its atmosphere, and arrive in St. Amelia (in the game) already familiar with the setting and some of its history.<\/p>\n<p>For those who prefer to play first and read later, the physical release on September 30, 2026, provides an opportunity to revisit the game\u2019s setting from a different perspective. The staggered releases ensure that the comic remains relevant both before and after the game\u2019s debut, extending the conversation and engagement window for the franchise.<\/p>\n<p>The proximity of these dates also suggests that Konami is confident in the quality of both the comic and the game. Releasing a prequel so close to the main title is a bet that audiences will want more of the world, not that they need to be convinced to buy the game. It is a strategy for dedicated fans, not for skeptical onlookers.<\/p>\n<h2>Conclusion: A New Chapter in Silent Hill\u2019s Transmedia Evolution<\/h2>\n<p><em>SILENT HILL: Townfall \u2013 The Dock House<\/em> is not a marketing gimmick. It is a genuine narrative extension of one of the most anticipated horror games in years, written by the same creative mind driving the interactive experience and illustrated by a veteran artist with a style suited to the franchise\u2019s unique aesthetic. Its publication in 2000 AD\u2019s Prog 2500 places it within a storied tradition of British horror and science fiction comics, lending it cultural and artistic credibility.<\/p>\n<p>The comic\u2019s focus on Douglas, a harbor master confronting an impossible staircase beneath the waters of St. Amelia, offers a grounded, character-driven entry point into a world that promises to be both familiar and unsettlingly new. By choosing to reveal a perspective on the island without exposing the game\u2019s central mysteries, McKellan and Roach have crafted a prequel that respects the integrity of the main story while standing on its own feet.<\/p>\n<p>As the <a href=\"https:\/\/overcentral.com\/en\/mech-arena-codes-september-2026-80470\/\" title=\"Mech Arena Drops New Codes for September 2026\" data-iacss-internal=\"1\">September 2026<\/a> release window approaches, the <em>Silent Hill<\/em> franchise faces one of its most important moments in decades. The success of <em>Townfall<\/em> will depend not only on the game itself but on the ecosystem of stories that surrounds it \u2014 and <em>The Dock House<\/em> is the first of those stories to see the light of day. For fans who have waited years for the fog to return, that is a dock worth approaching.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Konami has announced SILENT HILL: Townfall \u2013 The Dock House, an original comic story that serves as an official narrative companion to the upcoming SILENT HILL: Townfall game. This prequel, written by the game\u2019s lead writer and director Jon McKellan with artwork by David Roach, will be published in British comic publisher 2000 AD\u2019s milestone [&hellip;]<\/p>\n","protected":false},"author":7,"featured_media":83208,"comment_status":"closed","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/cards.overcentral.com\/cards\/en\/80586.png","fifu_image_alt":"Silent Hill: Townfall Gets Prequel Comic The Dock House","footnotes":""},"categories":[2],"tags":[],"class_list":["post-80586","post","type-post","status-publish","format-standard","has-post-thumbnail","category-videogames"],"fifu_image_url":"https:\/\/cards.overcentral.com\/cards\/en\/80586.png","fifu_image_alt":"Silent Hill: Townfall Gets Prequel Comic The Dock House","_links":{"self":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/posts\/80586","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/users\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/comments?post=80586"}],"version-history":[{"count":0,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/posts\/80586\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/media\/83208"}],"wp:attachment":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/media?parent=80586"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/categories?post=80586"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/tags?post=80586"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}