
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.
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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
[b]The Sinking City 2 Review[/b] This time, we're taking a look at another horror game. The Sinking City 2 is a third-person survival horror game focused on action, exploration and puzzles, with a strong Lovecraftian horror theme. If you haven't played the first game, don't worry, because you don't need to. The Sinking City 2 tells a standalone story. This time you also don't play as Charles Reed, but as a new main character called Calvin Raffety. The game takes place in Arkham, another flooded city. [b]What is Lovecraftian horror?[/b] Lovecraftian horror is a type of horror where much of the fear comes from things you can't really explain. It often involves strange forces and events that are completely outside your control. You can see that throughout the game with creepy cults, worm-like monsters and disturbing rituals. So rather than being a standard horror game where you're simply afraid of whatever monster appears in front of you, there's always something more going on. You constantly get the feeling that there's a much bigger mystery behind everything. When it comes to horror games, I might be called Big Mike, but that definitely doesn't mean I don't scream when something scares me. Even though these games can make me pretty tense, I still really enjoy the genre. I've also had a lot of fun with games such as Resident Evil in the past. [b]Resident Evil meets Alan Wake[/b] While playing The Sinking City 2, it regularly felt like a combination of Alan Wake 2 and Resident Evil. I got used to the controls fairly quickly and the game generally felt smooth to play. There are also puzzles that reminded me a lot of Resident Evil, and sometimes you'll need to combine different items. I really enjoyed the atmosphere as well. It's dark without becoming annoyingly difficult to see, and the environments are incredibly filthy. Expect plenty of blood, worms and other disgusting things. Wherever you go, there's always an uncomfortable feeling. Not in a frustrating way, but everything constantly feels slightly wrong. You notice this especially when walking through narrow hallways or entering rooms that feel a little too crowded. During combat I occasionally got stuck somewhere and started panicking. It never really felt like the game itself was glitching, though. Most of the time it was simply the result of me making a bad decision and panicking afterwards. In smaller rooms, that can get you into trouble pretty quickly. [b]Every Bullet Counts[/b] I also really enjoyed exploring the world. Whenever I moved away from the main path, I usually found additional ammunition, supplies or upgrades. You can, for example, discover upgrades for your pistol. Just like in Resident Evil, you need to be careful about wasting ammo. It constantly feels like you're only a few bullets away from running out, and because aiming can occasionally be a little tricky, you'll sometimes use more ammunition than you'd like. In certain situations, avoiding a fight and returning later is actually the smarter option. The combat itself isn't always perfect. Shooting generally works fine, but some enemies require a surprising number of bullets before they finally go down. When several enemies attack you at the same time, combat can quickly become messy. Dodging in particular doesn't always feel as good as it should. [b]Puzzles and not enough variety[/b] I enjoyed most of the puzzles as well. You'll regularly need to carefully search the environment, read documents or find codes somewhere nearby. They were all fairly manageable. I didn't need to use a walkthrough this time, which is always a good sign. They're not puzzles that will leave you stuck for hours, but they fit the game very well. Unfortunately, after playing for a while, you'll start encountering the same enemies fairly often. The further you progress, the more noticeable the limited number of different monster types becomes. That's a shame, because the monsters that are actually in the game look pretty damn cool. [b]Small inventory, lots of backtracking[/b] One thing that started bothering me quite a bit was the small inventory, especially near the beginning of the game. On one hand, it makes sense for a survival horror game because you're forced to think carefully about what you carry. On the other hand, it's frustrating when your inventory is full again and you're forced to either leave something behind or walk all the way back. I even found myself using or combining items that I didn't really need at that moment just to create some extra space. And speaking of walking back, you'll be doing plenty of that anyway. Sometimes I didn't mind the backtracking because returning to an area allowed me to open new doors or discover different routes. At other times, however, it simply felt like I was walking through exactly the same place again. I especially noticed this with one particular chest. I had to travel so far back just to reach it that it started interrupting the flow of the game. Moments like that slow everything down unnecessarily. [b]Conclusion[/b] The Sinking City 2 does plenty of things right. I especially enjoyed its atmosphere, exploration and puzzles. The combat works well enough, although it isn't quite as polished as something like Resident Evil. I also would've liked to see more variety when it comes to the enemies. Despite that, I constantly wanted to continue exploring and see what else Arkham had waiting for me, and for a game like this, that's probably one of the most important things it can achieve.
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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
[h1]先人への丁寧なリスペクトを感じる良作。[/h1] [b]REシリーズを踏襲したゲームシステム。というかほぼバイオハザード[/b] ゲームを起動すると襟を正したくなる文章が出てくる。キックスターターで資金を集め、尚且つ戦火の中でゲームを制作する執念に脱帽。 [h3]・ゲームプレイ [/h3] オープンワールドを自由に探索しながら能動的に謎を解いていく前作の「シンキングシティ」とは異なり、今作はリニアで探索していく形式。それらの代償として一般市民はほぼ消滅し、変人との会話シーンもほぼ削られた。 REシリーズでよくある暗い場所を探索するワクワク感は健在。街並みや風景はかなり独自的でこのゲームのみの味が得られる。 ちなみに前作をプレイしなくても楽しめます。[spoiler]黄衣おじさんはいないしリードさんは手紙でしか出てこない[/spoiler] 戦闘については若干粗削り。こちらの能動的な手段は「弱点を撃つ」ことと「追撃」を兼ねた「近接戦闘」。戦闘をしないという選択を迫られるが、何度か訪れる場所の敵は倒しておきたい。 基本的に一対一ならば弱点部位を撃ち、跪いたところをストンプでとどめを刺せば良い。弾の節約にもなる。 しかし、細かい部分のモーションやレスポンスが悪く相手の起き上がりに射撃をしても転ばないしダメージリアクションも無い。部位の欠損も少な目。近接戦闘においてはあまり怯みもしないので積極的に狙うべきではない。 意味があるかは定かではないが、死体に湧くスリザーを踏みつぶした方がいいかもしれない。(スリザーが残ってると敵が復活するので) 複数の敵が襲い掛かって来るシーンはショットガンで雑に転ばせて無視するのが序盤~中盤の定石となる。 また、前作から続投したエネミーのほとんどがクソみたいな挙動をしてくる。前作の悪い部分をそのまま持ってきた感じ。 終盤は所謂ハンター枠が出没し、コイツがかなり強い すばやい上にこちらの走りに追いついて背中を抉ってくる しかも再探索する場所にどんどん湧く!殺意高杉! 探索については何度も行き来しながらメモを集めて謎を解くRE2に近い感じのプレイフィール。ちゃんと探索して金庫を開けて行けば強い武器も手に入る。 RE2に慣れた人ならアイテムやリソース管理を理解して進められるだろうが、こういうタイプのゲームが初めての人は難易度を下げた方が良いと思う。実績も易しい部類で、難易度についての実績はなかった。 [h3]ストーリーとキャラクター[/h3] [b]プレイヤーを置き去りにしない配慮は感じるが、少し没入感が薄い[/b] シンキングシティの魅力は、様々な奇人変人が登場することにあるのだが今作は主人公とパートナー以外の印象が薄い。序盤の顔がすごいことになってるおじさんとなんか変な人魚と顔面鍵と… 物語の背景などはゲーム内で拾えるテキストで補完をしている。それらはしっかり翻訳されており、遠回りな翻訳で読みにくいとかは特にない。 インパクトが強い見た目のキャラがいても、リニア形式のせいで役割を終えたらもう会えなくなってしまうのである。 前作のやつれて病んだ見た目の主人公からダンディな見た目の主人公になり、レオンのような渋い独り言をブツブツと喋るのはリスペクトというより若干くどさを感じた。嫌いではないけど。 個人的にかなり残念だったのは[spoiler]エンディング分岐が皆無だったこと。前作では3つのエンディングを楽しめたのだが、今作は2週目の追加要素をコンプリートしても特に変わらない。[/spoiler] [h3]問題点 [/h3] [u][b]2週目をプレイする必要性。[/b][/u] [spoiler]いかにも何か変化が起きそうなクリア後セーブをさせてくるが、サイレントヒルFのように展開が変わるとかは一切ない。数か所だけ真実に迫った手紙が置かれるだけであとは無限武器で無双するか、実績に関係ないゲーム内実績を集めるのみ。[/spoiler] 戦闘が雑なだけで光る部分があった前作から、REシリ―ズライクに舵を切った今作。 私見ではあるけどじっくり街を探索したり、変人奇人に会って謎を解くゲームをまたプレイしたいのでフロッグウェアの次回作に期待しています。
Merhabalar, Şu an için gördüğüm kadarıyla oyunun eksi kabul edilebilecek en büyük yanı gerilimin dozajının iyi ayarlanmamış olması. Diğer bir hoşuma gitmeyen durum kabarcıkları patlatma olayı. Bunun yerine belli bir miktar hasar alan insansılarda bu kabarcıklar çıksa ve oyun mekaniği böyle devreye girse daha mantıklı olurdu. Çünkü durduk yere bunlar ortaya çıkıyor ve pek doğal durmuyor. Ayrıca kabarcık demişken bunları kol gibi bölgelerdeyken gamepad kullanıyorsanız vurması daha zor. Daha belirgin yerlerde durmalılar. Kabarcıklar patlarken de pek tatmin edici bir sonuç gelmiyor. Biraz bu noktalara çalışılması gerekiyor, burada efektleri biraz abartmak görsel açıdan hoş olabilirdi. Bölge temizliği hissi tatmin edici değil, bir yeri mavi yapıyorum biraz ilerledikten sonra başka bir yerden yaratıklar üzerime çullanıyor. Bu durumda yaratıklarla uğraşmak manasızlaşıyor. Bir de bulmacalar daha açık ve kolay bulunur olmalıydı, monolitle ilgili olan hoşuma gitmedi. Notlar yardımıyla bulunan kilit şifreleri ana görevin kendisi olmamalı, bölümler anahtar ya da onları açacak araçlarla ilerlemeli. Unutmadan belirteyim, kaçma zamanlarının sayısını azaltın. Bir nesne buluyorum ya da bir yerden ayrılacak oluyorum akın başlıyor. Böyle bölüm yapıları sinematikle desteklenecek spesifik bölgelere konmalı. Her yerde kaçma kovalamaca olursa bu olay da tatsızlaşır. Kaçtığımız harita bölgeleri de erişime daha sonra kapanabilir. Oyun bu kadar agresif bir şekilde ilerlerse oyuncu sürekli kaçmak zorundaymış gibi hissedecektir, bu durum keşif hissini bozar. Ayrıca öldürdüğüm şeylerden de hiç eşya düşmüyor. Bu da kötü bir seçim olmuş. Dilerim bir dahaki geliştireceğiniz oyunun savaş ve ödül dinamiklerinin daha eğlenceli olmasına dikkat edersiniz. Lovecraft göndermelerini de kör göze parmak sokacak şekilde yapmayın. Bunun yerine "Bir yazar korku öyküleri yazarak ömrünü bu apartman dairesinde geçiriyordu. Soya çekim, dış varlıkların dünyayı istila etmeleri gibi konulara eğiliyordu." gibi şeyler yazsanız zaten anlaşılırdı. Yere konulmuş tuzakların gereğinden fazla olması hoşuma gitmedi. Benzin varillerini de daha büyük ve etkili yapmanız lazım. Bazı konularda bir şeyleri abartmışsınız, abartmanız gereken hususlarda ise oyunu sınırlamışsınız. Umarım oyunun ilerleyen saatlerinde daha olumlu şeyler görürüm. Şu an için temayı merak ettiğimden takip ediyorum. Bölüm tasarımlarını genel olarak güzel buldum fakat şu gereksiz gerilim keşke hiç olmasaydı. Daha fazla rahatlama anlarına ihtiyaç var.
the combat is pain, especially in those tight arenas with respwaning monsters. The slow camera speed, super long stagger on every hit and miniscule damage output of even the grenade launcher and shotgun, make this more frustrating than scary. The puzzles are a bit on the shallow side, but its fine. All in all this satiates the hunger resident evil requiem awakened earlier this year without being fully on par. First run has its moments and 50eur (at time of writing) seems very fair for what your getting.
It's just OKAY. The performance is bad, I am getting constant stutters and frame drops, and the gameplay got boring within the first 5 hours. I think it's a decent game, but please don't make the same mistake I did and make sure to wait and buy this one on sale.
I love this game. I really love this game; even if it's slightly flawed or rough around the edges. I am a hardcore Resident Evil and Silent Hill fan, absolute zealot for SIGNALIS and Cronos: The New Dawn. I am wholeheartedly enjoying this game, as a survival horror buff, as a Lovecraft enthusiast. It has been a bug free experience so far, and it seems to run very well as I have not noticed any stuttering like I would in Silent Hill 2 remake. I think the only thing I would ask the developers is to add some Lovecraftian weaponary down the line, maybe as DLC or as NG+ unlock content? I would love a Yithian/Yoggoth lightning weapon (preferably behaving like the Dead Space Line Gun, please).
> use too many boolets on zombie trash > run away from worm dog and die like a ♥♥♥♥♥ I'm sorry the investigations were dumbed down too, but this is actual survival horror
First, I am biased. I have loved everything Frogwares has done. Their Sherlock Holmes games (especially Chapter One and Awakening) are AMAZING. I played the first game a year or so ago when they remade it and announced this one. You do not have to play the first to enjoy this one, but I recommend it. First, for things I did not like: The ghostly outline investigation puzzles are gone. SO SAD! I loved those. Second, doing the "link the clues together" bit in the menu yields only dream essence now and does not reveal the clue's end. Again, SO SAD! I loved that part. It happens in the SH: Awakening too. HOWEVER, the combat is lightyears improved! Feels like a real survival horror game with action and weapons being at the forefront and not an after thought in a puzzle game. I still wish the map was a mini map but then again, I think cycling to the map and back and finding your way around is part of the charm of these games. The story was good and I love all the monsters. Loved the Nightshade and that unique little mechanic. Really nothing was bad. SUCH a good game and I cannot wait to play more by Frogwares. Everything they do is gold. So if you like space eldritch horror witchcraft, this is it! Oh, except Cal's lips were weird. Something about them was off. But oh well :)
Day 1 story DLC. I do buy many games every year, and very often I do buy "special packs" with skins or soundtracks to support indie developers, but it's where I draw the line. I'm not paying for day 1 DLC with a quest. Shove it.. You know where. Did I enjoy my 7-hour playthrough, where I did every puzzle and checked every corner? Yes, I did. Is it worth the price? I'd say yes. Puzzles in this game aren't always straightforward, they are pretty challenging and require you to think outside of the box. Sadly, in some places they did go way too far with this outside-of-the-box thinking and made buzzles that are quite immersion-breaking. Same with Easter eggs. Most people can't read ukrainian, that's true, but everyone can see the dates. I'm pretty sure 2024 isn't the year the game is taking place. Map design was very good and brought many Resident Evil memories, but "traps that activate when you do X" got annoying pretty quick. You backtrack to open the chest, and you're not surprised by the new enemy that appears in the corridor. You're annoyed because it happened 10 times in a row now without any exceptions. The character focus of the story didn't work for me. The characters are bland. The main character is trying to do some cheesy one-liners with the charisma of a damp rag. The female companion who is screaming that you need "to touch the stones" or "boss, is doing an attack" during the already annoying and badly-made boss battles was just a chef's kiss. Spare me. Please. It's even less enjoyable on the second playthrough that is required to get all the achievements.
A modern Resident Evil with a Lovecraft setting and flavor; that's exciting to me. It may not be as exciting to fans of the first game or the Sherlock series.
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