
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
I had originally planned on backing the kickstarter, but when they announced that it was going to be more of a survival horror game, rather than a detective game, I ended up not backing, but did buy it basically day one of launch. I think the gameplay in a vacuum is fine, but it's a massive shift from The Sinking City 1. There are minor issues like the 'boss' fights, so many weapons take a while to reload, and there's often so many enemies that they hit you and interrupt your reload and it's a massive pain to actually reload your weapons, in a game that combat is the core loop. Overall, I think the story of the game is pretty good. It wasn't overly memorable, but it wasn't bad either. Overall, I'd give the game a 5.5/10. If you liked the past few Resident Evil games, and want the Outer Gods instead of Umbrella Corp, this game is worth picking up. Maybe wait for a sale. Premium Edition for around $30 USD feels about right.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.5M | 4.3K | 97% | $16.49 | |
| $2.5M | 4.2K | 88% | $14.99 | |
| $2.5M | 3.8K | 80% | $23.99 | |
| $2.5M | 5.2K | 85% | $19.99 | |
| $2.5M | 2.3K | 94% | $29.99 | |
| $2.5M | 2.1K | 92% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $816 | 3 | 100% | $9.99 | |
| $5.1K | 20 | 100% | $9.99 | |
| $371 | 3 | 0% | $5.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
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
Absolutely incredible, just amazing! Frogwares absolutely delivered with The Sinking City 2. The story is fantastic, the gameplay is so much fun, and the puzzles are genuinely satisfying. This has easily become one of my Top 3 horror games of all time! I’m so glad I supported this game on Kickstarter. Seeing the final result makes it feel completely worth it. What an incredible experience!
I like the focused nature of the sequel compared to the first game. The first game was vast and free roam but felt lacking in meaningful content. The Sinking City 2 goes for a Resident Evil style game with hub areas and puzzles you need to solve to progress. The atmosphere and music were perfect and the creepiness of the enemies was well done. All the eldritch and cosmic horror you could ask for!
hasta ahora muy bueno, espero que no sea corto... como la mia. uto el que lee..
There are horror games that occasionally scare you. Then there’s The Sinking City 2, a game that essentially grabs you by the collar, throws you into 1920s Arkham, turns off the lights, whispers something incomprehensible in your ear, and says, “Good luck, idiot.” Five stars. Frogwares took the Lovecraftian atmosphere of the original, dragged it underwater, fed it something illegal, and turned the sequel into a legitimate survival-horror game. And somehow, it works beautifully. This isn’t horror where you’re an indestructible action hero carrying enough ammunition to overthrow a medium-sized government. You’re just some guy. A guy with limited ammunition, limited healing supplies, limited inventory space, and an increasingly limited willingness to open doors. That’s exactly what good survival horror should feel like. And Arkham is magnificent. Not “I’d like to purchase property here” magnificent. More like “whoever designed this place should probably be interviewed by authorities” magnificent. Flooded streets, rotting buildings, dark corridors, abandoned rooms, fog, grotesque architecture and things crawling around that clearly weren’t included in Noah’s original passenger manifest. Every building looks like something horrible happened there. Occasionally something horrible is still there. And let’s talk about the graphics, because good Lord. I’m playing this on a 4K monitor with an RTX 5090, and visually this game is absolutely outstanding. This is the kind of game that makes spending an irresponsible amount of money on a graphics card suddenly feel like sound financial planning. At native-looking 4K detail levels, Arkham is disgustingly beautiful. The lighting, reflections, textures, wet surfaces, fog, shadows and environmental detail are phenomenal. You can practically smell the mildew through the monitor. There were moments when I stopped moving just to admire the scenery which is generally a terrible strategy in survival horror because the scenery occasionally decides to admire you back. The RTX 5090 absolutely gets to stretch its legs here. Crank everything up and suddenly every puddle, decaying wall and horrifying biological mistake is rendered with the visual fidelity normally reserved for nature documentaries. I spent thousands building a monster PC so I could experience eldritch abominations at maximum texture quality. Technology has finally achieved its purpose. And when a creature with seventeen questionable appendages comes charging out of the darkness in glorious 4K, you really begin appreciating those extra CUDA cores while simultaneously reconsidering your purchase of underwear. The sound design deserves just as much recognition. Every distant bang becomes, “What was that?” Every unexplained noise becomes, “WHAT was that?” And complete silence becomes, “Oh, that’s considerably worse.” The game understands something a lot of modern horror forgets: your imagination is free labor. It doesn’t always need to throw a monster directly into your face. Sometimes it simply provides a dark hallway, questionable lighting and one suspicious noise. Your brain handles payroll from there. Exploration is equally rewarding because rooms aren’t merely hallways connecting combat encounters. You search, backtrack, solve puzzles, manage inventory, hunt for resources and gradually learn the environment. There’s a wonderful old-school survival-horror mentality underneath everything. Every bullet matters. Every healing item matters. Every unexplored room becomes an argument between curiosity and common sense. Curiosity usually wins, immediately followed by common sense saying, “I told you so.” Then there are the creatures. H.P. Lovecraft apparently looked at regular monsters and thought, “Too anatomically reasonable.” The enemy designs look like biology filed for divorce. Tentacles where tentacles shouldn’t be. Mouths apparently installed by subcontractors. Various appendages that raise questions medical science wisely refuses to answer. Shooting them isn’t always the answer either—which is particularly inconvenient because shooting things is generally my preferred method of conflict resolution in video games. Ammo matters. Running matters. Occasionally sprinting away while maintaining what little dignity remains matters. Yes, the game clearly has Resident Evil DNA, and that’s hardly an insult. “Lovecraftian Resident Evil” sounds less like criticism and more like somebody accidentally discovered my gaming preferences and built a game specifically to prevent me from going outside. The survival mechanics, puzzles, exploration, backtracking and resource management fit the setting beautifully. The difference is that Resident Evil occasionally gives you a laboratory. The Sinking City 2 gives you Arkham, where apparently the entire municipal planning department was staffed by people experiencing psychosis. What impressed me most is how much more confident Frogwares feels here. People who played the original will recognize the DNA, but this is a substantially different beast. It feels more focused, more polished, more visually accomplished and far more committed to being genuine survival horror. The atmosphere isn’t merely decoration—it’s practically another enemy. The game constantly makes you feel curious enough to continue exploring while simultaneously reminding you that continuing to explore is probably the dumbest decision available. Is everything perfect? No. Neither is Arkham. That’s probably why property values are reasonable. But the rough edges never erase what this game does exceptionally well: atmosphere, dread, exploration, environmental storytelling, puzzles, resource management, creature design, sound and absolutely gorgeous graphics. Frogwares didn’t just make another Lovecraft game. They made a game that understands why Lovecraftian horror works. You aren’t supposed to feel powerful. You’re supposed to feel insignificant, curious, uncomfortable and increasingly concerned about whatever the hell is making that noise downstairs. One of my favorite survival-horror experiences in years. Beautifully disgusting, wonderfully oppressive, visually stunning, intelligent, atmospheric and unapologetically weird. Playing it maxed out in 4K on an RTX 5090 is absolute eye candy—assuming your definition of candy includes rotting architecture, nightmare creatures and enough tentacles to get the seafood department investigated. I came to Arkham looking for answers. I left with fewer bullets, several unresolved psychological issues, and an entirely new policy regarding basements. Highly recommended. And remember: if something in Arkham looks dead… shoot it again.
Even after getting the inventory expansion, the slot still didn't unlock. I've looked all over the internet for a solution, but I COULDN'T FIND A WAY TO FIX IT
敵やアイテムの配置、リソースが足りなくなってくるタイミングで節約になるスキルが手に届く等、レベルデザインの調整がうまかった。敵の遠距離攻撃が強すぎるとか敵クリーチャー毎の有効な戦術が若干わかりにくいとか気になるところはあるが、バイオ系列のサバイバルホラーとしてよくできている。
أحلى لعبه لعبتها في 2026 من احلى الالعاب من ألغاز و رعب و أكشن و رومانسيه اهم شي أنصحككككم تلعبوونها لا تطوووفكم والله
Honestly fun Resident Evil like, has interesting puzzles, lesser scope but it is fun balance between running out of ammo and being on the edge. You will meet interesting characters, some of them have worms in their eyes. The City is Sinking, your girlfriend is in dream world and there are worms making zombies out of dead people, they attack you shoot them, there are puzzles, to break from usual shooting and ERC crates that carry updates. You have the 1920's standards: Colt 1911, Thompson, Shotgun, Springfield, they are upgradeable but mostly you have to shoot on enemy weakspots to actually do damage. In my opinion it is 7.5/10 game, not bad, but could be a lot better, setting is really cool.
It's a definite buy but you have to know going into it, it's a Resident Evil knockoff lite w/ Alan Wake vibes. That's not a bad thing especially if you love the RE stuff but just know there is nothing original here as far as gameplay. The game story is new and refreshing if you can understand any of it! It's pretty decent, not RE level amazing but one thing I would change is the title from Sinking City 2 to Backtrack City 2. Because my f******ing god you will be backtracking most of the time! If you love that sort of thing, BUY IT! p.s. They nailed the optimization for PC. It runs and looks exceptional.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.