
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.
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 | 330ratings | 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 1075 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
我觉得好玩,另一种类型的生化危机~~~
对比前作来说进步很多,毕竟前作在xbox上玩了几个小时就没再打开过了,这一代整体偏向老生化的感觉,但你知道的,市场不会骗人,re转型动作向不是脑子一热的选择,更何况小青蛙只是一个小厂,缺点很明显,掺杂了太多意义不明的解密,堆怪严重,这么狭小的空间乌漆嘛黑直接刷三四个怪在脸上让人很头疼,前期物资非常稀缺,如果你有几发子弹没有打在弱点上甚至空掉了,你就做好赤手空拳跟怪物对掏或者一直逃跑的打算叭,听说这款游戏怪是无限刷的,我自己还没有很明显的体验到怪物无限刷这一点,但物资真的非常少,加上这款游戏是没有后re时代体术以及处决之类的动作系统,前期玩着非常便秘,战斗手感非常差,不是一般的差,近战只有挠痒痒的肘击和一个意义不明的踩踏,而且都是只有一个动作模组,射击体验椰非常怪,有时候没瞄着弱点却打到了,有时候又打不到,怪也是一个比一个多动症,加上不太成熟的手柄适配(曲线死区以及辅瞄都不太舒服)体验非常不好,好在打击感中规中矩,不至于玩不下去,讲真比起这个战斗,我反而更想去玩他的解密环节了,听说流程中期还会有个类似暴君的怪在地图里晃悠,讲真我觉得小青蛙应该多打磨自己的常处尽量规避自己的不足,一味刻意的模仿会让自己的特色埋没,我真的不想在洛夫克拉夫特题材里玩什么弱智换皮打丧尸,你只需要把大伙想要的宇宙恐怖主义体现的淋淋尽致就够了,不然就会跟其他打着克苏鲁名义实则换皮打怪或者直接把克苏鲁那张脸直挺挺的放在玩家面前跟粉丝见面会一样,变得俗不可耐,优点的话,首先优化是非常不错的,除了噪点有些堆太多了,但无伤大雅,恐怖氛围这一块没话说,比较压抑,而且符合主题,故事是位于直接绑定克苏鲁世界观的阿卡姆展开,加上不少克系以及神秘学小彩蛋,开篇颇有一种《赏金奇兵:古老怪圈》的熟悉感,制作组对新手非常友好,简单模式给与了无敌开关,但我的建议是至少从普通难度开始游玩,不然这款游戏会缺少极大乐趣,总体来说《沉没之城2》是一款在洛夫克拉夫特式题材的佳作,抛开题材加分,小厂开发与发行以及制作组惨痛的经历加持,他仍然算得上一款合格偏优的作品,他虽然没有像《克苏鲁的预兆》一样成为一款不被世人所理解的先驱者,也没有像《铁肺》那样用小成本博得认可的佼佼者,但对玩家的友好以及在那种环境认真打磨把一份答卷送进玩家手里,虽然见得到粗糙但是他把该做好的都做好了,为玩家送上一部用心的洛夫克拉夫特式恐惧,我觉得《沉没之城2》值得被称为一声佳作!
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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
For the score!
Very atmospheric even if more combat heavy than 1st game.
The game was great until this IDIOTIC unkillable enemy showed up in chapter 2. I absolutely hated this mechanic. It ruined the whole thing for me. Good luck Frogwares.
Baita jogo de survival horror, temas lovecraftianos no ponto. É um jogo incrível, mas totalmente diferente do primeiro, que era muito mais focado na investigação e história. Esse aqui puxa muito mais para um RE2, o que pode ser uma coisa boa dependendo do seu gosto.
A strikingly good step-up from the original. The genre-shift from adventure investigation to survival horror is both a blessing and a bit of a curse. the writing isn't as deep as the first game, but the gameplay is massively improved. my experience was bug-free, which is somewhat of a miracle in today's market. there are some performance issues - mainly some texture pop-in and stuttering - but nothing that can't be fixed with a patch or two. if you like modern Resident Evil or Cronos: The New Dawn, you will find a lot to like here. if you were hoping for more depth to the mystery and investigations, you might be disappointed. but hey, at the least the ending is pretty satisfying this time.
Really liked it and must play for Resident Evil fans.
RE 1 with a Lovercraft skin.
Most of the negative reviews come from people who didn't appreciate the change in direction compared to the first game — and despite that, the game has maintained a [b]"Very Positive"[/b] rating since release. That's a pretty good sign if the opinion of people like me isn't enough: I just wanted something to scratch that Resident Evil itch, and I found exactly what I was looking for. [h1]LEVEL DESIGN[/h1] Despite a lot of people saying Resident Evil was the main inspiration, the level design reminded me much more of Silent Hill — and not just aesthetically, but mechanically as well. If you're familiar with the hospital in Silent Hill 2, a lot of these levels work almost exactly the same way, especially when it comes to how rooms are interconnected. Places that look like they should be reachable in a straight line usually aren't, because you're forced along specific routes by the usual [i]"doesn't open from this side"[/i] doors, missing connections, and keys you don't have yet. Whenever you find a new item, its actual use is very often somewhere physically far away, resulting in a lot of backtracking. It frequently came close to crossing the line into [b]too much[/b], but never quite got there. My friend who watches me play on Discord often starts singing [i]"and forward, and back, and forward, and back."[/i] Hopefully that gives you an idea. I absolutely loved the map, which works like Resident Evil's: completed rooms turn blue. This massively reduces the need to wander around already-explored rooms again whenever you feel stuck. [h1]GAMEPLAY[/h1] [b]Shooting:[/b] it's basically Resident Evil, down to the little aiming dot that appears after holding your aim steady for a couple of seconds. The game heavily rewards shooting specific orange weak points, while dealing very little damage to non-vulnerable body parts. [b]Melee:[/b] shamelessly ripped straight out of Dead Space, except much less polished and satisfying, both in terms of hit registration and overall impact. It will often just whiff for no apparent reason, but it's still essential for finishing enemies on the ground without wasting more ammo. If you're expecting Silent Hill-style melee combat, you're going to be extremely disappointed. [b]Dodging:[/b] it doesn't have Souls-like invincibility frames and is mainly there to create distance from attacks. Definitely better implemented than melee. Once you learn how to use it properly, you can pull off some genuinely cool stuff, especially with a mouse. I played on the third difficulty level, and I have to say the challenge can get pretty intense at times. During boss fights or lockdown encounters with lots of enemies, the game infinitely respawns supply crates so you can never truly run out of healing items or ammo. In fact, I think you could deliberately stall some boss fights just to farm supplies. There isn't a huge amount of enemy variety, but honestly, I never really felt like the game needed much more. [h1]PROGRESSION SYSTEM[/h1] The weakest part of the game for me. It's one of those games where the developers seem terrified of letting the player become too powerful, so most perks are bland and situational. And then there's the worst part: [b]There are no numbers.[/b] [i]"Deal more melee damage after a kill."[/i] Okay... how much more? [b]20%? 50%? 200%?[/b] Nobody knows. You can't respec, either. Skill points are obtained either by solving optional puzzles or by correctly connecting clues in your inventory — which I assume is basically the only real mechanic they kept from the previous game. Skill points are fairly scarce, and a bunch of them will be wasted just buying [b]SLOTS[/b] to actually equip your skills in. [b]Completely unnecessary and annoying.[/b] [h1]STORY[/h1] Most of the lore is delivered through notes, which are a pain in the ass about 90% of the time, while the actual cutscenes are mostly reserved for the most basic plot developments. [h1]PUZZLES[/h1] Genuinely interesting and very well done. It's the classic case of: [b]"I copied other games, but I copied them really well."[/b] Then there's my personal [i]"unlucky Italian problem"[/i]: I played the Italian version, and some of the less-than-great translations make interpreting certain notes more annoying than it should be. [h1]OPTIMIZATION & TECHNICAL SIDE[/h1] This is one of those games where the performance cost simply isn't justified by the visuals. It's also one of those games where changing graphics settings without restarting can cause major visual bugs. And then we get to one of the things I hate the most: [b]the Ray Tracing boiling effect[/b], which apparently can't be mitigated in any meaningful way. The image often looks [i]"dirty,"[/i] and not even 4K can save it. [h1]CONCLUSION[/h1] If you're a fan of the first game and you don't like Resident Evil: [b]Skip it.[/b] If you want a good RE-like: [b]Absolutely buy it.[/b] [h1]SIDE NOTE[/h1] There's a paid DLC that gives you a new level and access to the Magnum. I'd like to think of it as some kind of optional extra for people who want to support the developers. But realistically: [b]I just think it's cringe.[/b]
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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