
Set in the Roaring '20s, The Sinking City 2 is a survival horror steeped in Lovecraftian dread. Defy an eldritch deity and explore the drowned alleys of Arkham, stalked by the dead, as you weigh one life against an entire city.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Same day: best DE #67, worst UK #100 · 2 markets collected
About
The Sinking City 2 is a third-person survival horror set in 1920s Arkham. Deliberate, tense, and resource-lean: pressure builds as you push deeper, relief comes in brief refuge, and fear is something you manage. Mind your inventory, take on unnerving puzzles, and double back via unlocked shortcuts for supplies and upgrades.
A Roaring ’20s port city buckling under a supernatural flood. Tide-stained avenues and battered Art Deco. Speakeasies gone dark. Districts feel lived-in and water-worn, with routes by foot and skiff, shortcuts behind collapsed seawalls, and secrets tucked in boarded parlors. You’ll navigate a hospital where science hides its face, a fish market where the merchandise bites back, and descend deep below the city to where eldritch horrors stir.
A ritual gone wrong trapped her soul in the Dreamlands, and now malevolent forces have stolen her body. To rescue the woman you love, you must walk a dangerous path through catastrophe to the source of the flood — her presence always felt, but rarely seen.
The Slither animate the dead. Deep Ones surge from dark water. Shadows bend space and test nerves. Some fights must be met head-on; others demand a retreat to rearm, retune your build, and return better prepared. Or take on an optional investigation and come back with an upgraded gun.
Exploration is the key to survival. Read ritual residues, sift through grisly clues, decode journals that shouldn’t exist, and pry at masks that won’t come off. Optional cases never gate progress — but they unlock safer routes, hard supplies, and upgrades that change how you endure the next encounter.
The Sinking City 2 draws on Frogwares’ detective roots to deliver survival horror that runs deep and hits hard. Shaped by studio obsession and community feedback, it’s a faithful Lovecraft experience: myths made manifest, and the inconceivable fear that results.

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, GOG, Epic, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 1.8Kreviews | 83% | — | $2.5M |
| $49.99 | 326ratings | 88% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1066 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Enjoyable! Looking forward to more.
So I would like to start off by saying I have been playing survival horror since I was young so I am not new to this genre. First I’d like to start with the good and say the story is really great and I was definitely interested the entire play through. This is coming from someone who didn’t play the first one, and I didn’t feel lost or confused at all. Second, I think the environment is a 9/10. It’s such a good feel, it’s interesting, it’s not like jump scare scary but it’s scary enough where you are on edge sometimes going into a room. Now the bad to me in this game, I really feel like the boss battles in this game are so bad. They made them where there is containers at every boss stage and the containers just spawn over and over to give you resources. The reason I find this annoying is because in most survival horror games, they usually put save room or inventory before the boss battle so you can approach it in a prepared way. It’s rare to get that and it’s annoying. Also, during the boss battles, you can’t really appreciate the boss or focus on the detail because they spawn like 10 side enemies during the fight so it just becomes dodge and shoot type of vibe and I think if they just did you vs the boss it would be so much more of a great rhythm. Last, I think what they did bad at that piggy backs off my last statement is that I swear there are just too many enemies in some rooms. Like I understand survival horror isn’t supposed to be easy and you need to manage your resources, but I feel like in this game there literally is just too many enemies sometimes in rooms/areas and it just doesn’t make sense and gets annoying. I would say, for the price it is good, you can tell the team put care and effort into this and it needs to be recognized and appreciated. If you aren’t into survival horror, get it on sale, if you are into survival horror I’d buy this. I will definitely play again in NG+.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 4: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Arabic, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Simplified Chinese +3 more
| $49.99 |
| 57ratings |
| 78% |
| — |
| not modelled |
| $49.99 | — | — | #25 | not modelled |
| $49.99 | 0ratings | 0% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Не маю бажання детально розкладати по полицях враження від гри, тим не менш однозначно можу рекомендувати З плюсів хочу відмітити: левелдизайн, пазли, боївка А з мінусів: прогресія, ну і може остання третина трохи менш відполірована
Great atmosphere, scary baddies, less open world, but still digging it.
Out-of-context moments that elevate this game to a AAA-experience: • going to the fire department and ending up setting everything on fire • mistaking an ominous bright light for your humanoid wife • getting showered by a whale cadaver's fluids • jamming out in a hotel room • dying by walking into the same trap back to back • helping a french guy get some fish • practicing facial surgery • arguing with some brains • getting face-punched by black goo, just to get reanimated and face-punched again • watching an eldritch horror hijack and drive a steam boat somehow • being shizophrenic and talking to your imaginery friend in the presence of others • being confused about timelines • being terrified of fishes in a fish market • shooting a grenade against a spitball of an enemy in the air and killing myself • stomping an innocent helpless woman to pieces for upgrades • going on an early winter vacation because of the bad weather in your hometown • being pen pals with Charles Reed • admiring the skyline with my loving wife 10/10 would recommend
Good game, runs well too
Повне переосмислення першої частини. Тепер це повністю Residen Evil. Більше тут не відкритий світ, а набір розділів, в кожному з яких заплутані не-лінійні локації. На мій погляд, ця зміна зробила сиквел на голову краще - локації правильним чином заплутані, з купою коротких шляхів, що потрібно відкривати. Звірятись з мапою доведеться постійно. Ходити по цих локаціях дуже цікаво, бо там неймовірна купа дрібних і не дуже деталей. Дуже багато вражаюче гарних місць. Також є десь 5 справді класно режисованих моментів, що запам'ятовуються. Баланс, хоч не ідеальний, таки робить гравця цінувати ресурси і змушує їх економити, якісно відтворюючи відчуття, що викликають найкращі RE. Так що тут теж плюс. Загадки мені здаються вище середнього по якості. Мені було вельми цікаво їх розгадувати. Вони не дуже складні в цілому, але гра не тримає гравця за ідіота, як це зараз прийнято робити. Але при цьому на папері класна ідея з механікою поєднання здогадок працює так собі - дуже рідко про це треба хоч трохи думати. Достатньо просто поєднувати підказки, що розказують про ту саму річ. Сюжет же... Присутній. Одна кінцівка і вельми посередні сюжетні ходи. Записочки, що в першій частині розповідали короткі, але кріпові історії тепер стали просто грубим інструментом опису історії локації. Дуже часто повторюють одна одну, або те, що і так гарно комунікує оточення. Є 10 радіо-історій, що розкидані по всій грі. І всі одні до болю дурнуваті. Напевне і задумано що вони і мають бути cheesy, але вони не достатньо cheesy щоб бути смішними і не достатньо якісні, щоб бути страшними. Тому мені вони були просто відверто нудними. Ще додам спірну тезу, що хоч в грі є український відбиток (вишиванка, історії реальних українців з ампутованими кінцівками в госпіталі), це знову зроблено за межами наративу. Історичні реалії цілком могли дозволити мати буквального персонажа-українця, що відігравав би роль у сюжеті. Я думаю, це була б значно ефективніша культурна експансія, ніж оці "пасхалочки", що колізіюють з історією гри. Але, звісно, краще хоч так... В підсумку скажу, що це дуже достойний представник survival horror, що дещо слабкий нарративно, але неймовірно виглядаючий, з хорошою режисурою і геймплеєм. Мені однозначно сподобався напрям що обрали розробники. Гру рекомендую.
Fantastic. Just fantastic.
I think this game is a substantial improvement over their first and there are plenty of things I found appealing: The license, the sound design, and some of the characters were fun. That being said, the combat encounter system has serious issues. Toward the end of the game the pacing of combat got too frantic for a survival horror game. It felt like every other room was a huge battle, which works fine for an FPS, but in Survival Horror games with less than optimal controls, this gets tedious. I feel like the enemy design wasn't amazing either. The bog standard enemies are okay as they're basically zombies. But the Stygans, these small creatures are too easy, requiring a juke and stomp. Another creature, the Lethian, was irksome to fight as it would run away and come back. This would be fine in an action game, but for Survival Horror it was tedious. The fights themselves were incredibly repetitive. By the time I got toward the end, I felt like I was getting into the same horde fights over and over again and rather than enjoying it, I hated it. I ended up uninstalling the game just prior to the end. I feel like the developers understand the aesthetics and direct mechanics of survival horror, but they don't quite grasp the underlying reasons for why certain mechanics express themselves.
Beat the game in around 8 hours. Need three more achievements, but don't feel like replaying it. My biggest gripe is the combat loop and respawning enemies. This game has way too many rooms that lock and require you to fight of three waves of enemies to keep going; very 2000s. It is annoying, unnecessary, and unfun. I see the obvious inspiration from modern Resident Evil games, and the traversal, maps, and exploration are actually quite good. The combat though, again, is not fun. Less enemies, or at least less respawning would be ideal. Resident Evil's combat works because there are obvious signs an enemy is down; not true here. Even if an enemy does disappear after defeat, the next time your traverse the area there will be five more enemies to spawn there. The investigations are cool. I've read that people enjoyed the first games investigation system and that Sinking City 2 is a stripped down version, but the clues you get from piecing clues together still gave a good sense of satisfaction about solving a puzzle. The maps are good and interconnected well. The puzzles work great. I would not recommend this game at this price. $50 for 8 hours and little replayability is a real bummer. The devs tried to fix this by using the similar system Resident Evil does, by unlocking challenges to buy new items, unlimited ammo, etc. The problem with this approach is that this game would still have the awful combat. Performance was good. High settings, no DLSS / FG, and 85-110 FPS @ 1440p.
Selling now
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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