Thanks for joining us! What narrative, setting, or characters does The Sinking City 2 share with its predecessor? Do the two games take place in the same universe?
Sergiy Oganesyan, Head of Publishing: The two games are set in the same universe and time frame—1920s United States, drenched in a gloomy, Lovecraftian horror vibe. And just like before, a supernatural flood has taken hold of a city and is changing it in unfathomable ways. But that’s mainly where the similarities end. The Sinking City 2 features a new, stand-alone story entirely separate from the one told in the original game. So we’re not going back to play as Charles Reed, nor are we going back to the city of Oakmont. We’re now going to be in the city of Arkham—a name that any Lovecraft fan should recognize straight away.
And we made all these narrative choices for a reason. We wanted to create a story and setting that wasn’t burdened by what we created in the original game, especially since players have various endings they favor or consider to be the “true ending” to that story.
This way, we can let existing fans come back into this familiar world fresh, while anyone who never played the original can also step in without feeling like they are missing a big chunk of the story. Besides, poor Charles went through enough mind-shattering trauma in the first game. It feels borderline abusive to bring him back and put him through the wringer all over again!
While this game is much more combat-oriented, can we still expect some puzzle-solving?
Alexander Gresko, Lead Game Designer: Yes, there will still be detective work and puzzle-solving, but we’re designing it in such a way that it will all be optional. We’re known for making detective games and while we are now evolving, we also feel we found a great way of combining survival horror gameplay with optional investigation mechanics—something we want to do, especially for our diehard fans who particularly love this about our games.
So in The Sinking City 2, players can choose to investigate whatever clues they want, knowing in return they will be rewarded with more lore, supplies, alternate routes, hidden secrets, and such. There’s a huge chunk of content that will pay off both gameplay-wise and emotionally, if you decide to invest into investigating it. You could, of course, progress without this knowledge, but it will be potentially easier or more engrossing to do so based on the info you’ve deduced yourself.
The Sinking City was much more of a detective adventure game when it hit in 2019. You’ve since said you hope to use The Sinking City 2 to reinvent the studio with a horror-first focus. What drove that decision?
Oganesyan: We’re an independent studio that, for the past 25 years, has become synonymous with making detective games, which is great, but it also pigeonholes us. The industry is changing around us, as are player tastes, and they will continue to do so for as long as people are playing. So we want to broaden our abilities and our audience now to better secure the studio’s future. We want to be able to keep doing this for 20-plus more years to come, and in order to do that, we need to start taking bolder steps.
What specifically would you say is the distinction between “horror-first” and what you created with the original Sinking City?
Gresko: It’s mainly a matter of the core gameplay we focus on, since the setting is constant across the two. For The Sinking City, we were primarily an adventure detective game. The core focus was solving mysteries, exploring a populated city, talking to NPCs, gathering clues, and such. There were some smaller elements of combat, but much of the “horror” was implied, hidden in the shadows.
For a “horror-first” approach, we wanted a stronger sense of action and isolation. So combat and fighting are front and center. You now need to battle through grotesque abominations. You need to scavenge for supplies to survive. The world is now a threat and not just something that is there to creep you out. The “horrors” we create are not only in the shadows or implied but also in your face.
Arkham is also mostly a consumed and abandoned place, which creates a much stronger feeling of horror and desolation. In Oakmont, you saw people going about their lives in a city and still trying to function. Arkham is beyond that point, so the few who still remain there are in a much more disturbed state and nature.
The Sinking City 2 is meant to be a survival horror game that plumbs the depths of Cythulian horror. Are there any particular survival horror games, books, or movies that inspired you in this new journey?
Aurelie Ludot, Game Producer: Oh gosh, where to even begin? For books, it’s, of course, the entire collection of H.P. Lovecraft stories, from the most well-known ones like The Shadow Over Innsmouth and The Call of Cthulhu to the lesser popularized stories like The Temple, The Whisperer in Darkness, or The Nameless City. These stories are all very familiar to many of us, but by rereading them, we end up zeroing in on different details. For example, we paid particular attention to stories that mention the city of Arkham. Often, it's just a paragraph or two, but those details are invaluable when trying to fill our own world with references. Collecting and pooling these details helped us build a clearer picture of what Arkham could look like.
In terms of games, we closely examined the Resident Evil series, particularly RE2—essentially trying to learn from the best and see how we can build upon that. This naturally led us to The Evil Within series, given that Shinji Mikami, who created Resident Evil, also developed it and managed to create something unique within the genre. Likewise, titles like Alone in The Dark, Alan Wake, and even The Last of Us all helped in some way to shape and inspire our own ideas.
For films, we drew a lot of inspiration from movies that center on isolation and the psychological burden placed on the main character for unknown reasons. Films like Shutter Island, Get Out, and the South Korean film Forgotten were particularly influential. We also binge-watched films set in the 1920s USA to better capture the time setting. Movies like Babylon, The Aviator, and Changeling were instrumental in reigniting our imaginations for this setting.
In reinventing yourselves as a new sort of studio, you also decided to change over to Unreal Engine 5. Why was this a good time to do so?
Viacheslav Kobylinskyi, Technical Director: Frogwares has been working exclusively with Unreal since UE3, so we’ve always been eager to move to the latest technology, it was just a matter of when. And since with The Sinking City 2 we are rethinking and approaching many things differently from game design and our production processes, switching over to UE5 made the most sense.
A clean slate in design and production meant an engine change would allow us to build everything around UE5 from the start. While that sounds daunting, speak to any team who switched engines mid-project, and they will all tell you to make the change at the start if you can. It will save you so much time and effort in the long run. And that makes a lot of sense, even on a psychological level. We’ve all seen how resistant human brains are to change, so if you go in with the mindset we’re starting something from scratch, the thinking shifts dramatically.
How smoothly was your team able to transition to Unreal Engine 5?
Kobylinskyi: The transition was quite smooth. We finished our last game on UE4 and started pre-production for the new project from scratch. All our internal tools were developed as separate plugins, so although the migration took some time, it was fairly straightforward. This also provided a great opportunity to get rid of a bunch of legacy code and finally perform a long-overdue refactor. We went into the transition well-prepared and made sure the team was adaptable, which proved to be the key to keeping this as smooth as possible.