About Redfall
Redfall is an open-world first-person shooter set on an island town cut off by a vampire outbreak. Choose one of four heroes and fight through vampires, cultists and Bellwether mercenaries, alone or with up to three other players. Hero abilities, weapons, exploration and clues about the vampires’ origins shape the effort to reclaim the town.
Redfall begins with an island town isolated from the outside world after vampires seize control. The creatures block out the sun and push the ocean back from the shore, leaving residents trapped amid an unnatural darkness. The player chooses one of four heroes tasked with fighting the vampire threat and helping save the people who remain. Redfall is an open-world first-person shooter that can be played alone or with up to three other players. Its setting brings together recognizable streets, a downtown, fairgrounds and a seaside boardwalk with supernatural changes that make the familiar landscape dangerous. The wider mystery concerns the vampires’ appearance and the forces responsible for the crisis. Exploration and combat share the same space: streets and buildings contain both threats to confront and information that can illuminate the island’s history. The town’s fall provides the central conflict, while the four protagonists bring different abilities and backgrounds to it.
The playable heroes each offer a different approach. Layla Ellison is a biomedical engineering student whose experience with a medical study leaves her with telekinetic abilities. Jacob Boyer is a former military sharpshooter and private contractor who gains a vampiric eye and a spectral raven after an encounter with one of the powerful vampires. Remi de la Rosa is a combat engineer accompanied by Bribón, her robot cohort, while Devinder Crousley is a cryptozoologist and inventor who uses equipment of his own creation. Their distinctive skills affect how players move through encounters and support their squad. Abilities can be upgraded, and weapons and gear can be customized, letting players shape a hero’s loadout and playstyle. The roster is not simply a choice of character portraits: each hero brings a separate toolkit and story into a world where mobility, information and combat decisions matter.
Redfall supports a complete solo campaign as well as cooperative play for as many as four people. A solo player receives no computer-controlled teammates, so exploration and combat unfold at an individual pace. Recon and stealth can help reveal an encounter, avoid enemies or create an opening. Cooperative play lets friends combine hero abilities and approaches, and squads can choose different characters or duplicate a favorite hero. That flexibility means a group can build around its own preferred balance of powers and equipment. Playing together changes how a fight can be approached, since one player’s ability can distract or control a threat while another attacks from a different position. Yet the world’s mysteries and environmental storytelling remain available in either mode. The game’s open structure accommodates a slower search through a neighborhood or a direct effort to push through hostile territory, depending on the player and chosen hero.

The vampire presence is varied and tied to the story of Aevum Therapeutics, whose experimental treatments transformed people into predatory creatures. Ordinary bullets are not enough to finish vampires; players can use stakes, ultraviolet light and hero abilities to defeat them. Specialized vampires change the demands of an encounter. Siphons drain health when they can see their target, Anglers use an invisible approach and a harpoon to pull prey close, Watchers expose a squad’s position, and Shrouds create darkness around their victims. The island also contains vampire-worshipping cultists and Bellwether Protection Services, a private military company. The three forces do not simply act as one enemy faction. Cultists and vampires can be turned against each other, while Bellwether’s motives remain uncertain. Their different behavior gives exploration a tactical dimension: recognizing who occupies a space can matter as much as choosing which weapon to use.
The island’s conflict is organized around more than shooting every enemy in sight. Missions and objectives give players reasons to cross the open world, while the environment contains clues and histories that build toward understanding the vampire gods. Sin-Eaters preserve psychic echoes connected to those gods’ pasts, and these revelations point toward vulnerabilities that can be used against them. The beings at the top of the vampire hierarchy have transformed the island itself, blocking sunlight and altering the tides. Discovering how they came to exist connects local encounters to the larger struggle for Redfall. The landscape encourages players to search, observe and make decisions about when to engage. A quiet approach may reveal information or avoid a dangerous fight, while a direct attack can draw attention from multiple groups. The town’s streets, buildings and outlying spaces all contribute to a story told through both objectives and the places where they unfold.
Combat combines firearms, specialized vampire-hunting tools and each hero’s abilities. Players can adjust gear and loadouts as they progress, testing different ways to handle the open world’s encounters. In a squad, the heroes’ abilities can complement one another; alone, the same character must support their own movement, defense and damage. The result is a shooter whose basic action is linked to exploration and character choice. Redfall’s world is built around a community under siege, with vampires, their human followers and armed mercenaries occupying spaces that once belonged to residents. Reclaiming the island involves more than defeating a single enemy type: players confront the systems behind the outbreak, learn about the forces controlling the town and push toward the vampire gods. The four heroes provide distinct routes into that effort, while solo and cooperative play let players choose how to face the same darkened landscape.

- Developer
- Arkane Austin
- Genre
- Open-world first-person action shooter
