
Slither
Confirmed- Tell
- Animate the dead · pustules
- HP
- TBA
Walking puppets. Aim glowing weak points. Can reclaim corpses — transfer TBA.
This The Sinking City 2 enemies page is the opening bestiary for The Sinking City 2 (Frogwares / Frogwares): Slither, Deep Ones, and Shadows, plus Wylebeasts and other names that stay TBA until a live pass. Aim weak points. Dodge or retreat. Do not invent HP, a complete roster, or a resistance chart. Verified August 19, 2026 · Steam.
| Fact | Detail |
|---|---|
| Platform | Steam · PS5 · Xbox Series X|S · Epic · GOG |
| Genre | Survival horror · inventory scarcity |
| Mode | Single-player |
| Price | $49.99 Standard · Deluxe / Premium higher |
| Release | Released August 18, 2026 |
| Developer / Publisher | Frogwares / Frogwares |
| Steam | App 2825860 |
| Confirmed names | Slither · Deep Ones · Shadows |
| Also named | Wylebeasts (series return) · others TBA |
| Win rule | Weak points · dodge · ammo discipline · retreat is legal |
| Opening host (community-observed) | ~6 body shots or ~3 weak-point hits — HP TBA |
| Dodge | Spacing tool — community-observed: short / unreliable i-frames; grabs still land in their face |
| HP / full kits / spawn tables | Not listed — do not invent them |
| Co-op / codes | Single-player only · no Roblox-style redeem codes |
| Last verified | August 19, 2026 |
Scan this when a search asks for The Sinking City 2 enemies or “all monsters.” Official store copy names three: the Slither animate the dead, Deep Ones surge from dark water, Shadows bend space and test nerves. Everything else on this table is a preview / community name until a recapture pins it. This page will not publish a fake numbered bestiary.
| Name | Kind | What we can say | Location / note |
|---|---|---|---|
| Slither | Confirmed | Possess / twist the dead into walking puppets; eel-like; can move to a new corpse | City streets; opening hosts |
| Deep Ones | Confirmed | Surge from dark water | Trailer / copy: Arkham Fish Market — pin TBA |
| Shadows | Confirmed | Bend space; pressure the nerves | Whether every encounter is a DPS check TBA |
| Wylebeasts | Series return | Preview: pale-arm, spider-like forms | Full kit TBA |
| The Drowned | Preview / community | Waterlogged shambler label in some write-ups | Treat as TBA until recapture |
| Cultists / zealots | Preview | Humanoid opposition exists | Not a class tree of enemy jobs |
| Lethian Revenants | Community guide | Described as ranged — verify in-game | Do not copy an unverified kit |
| Shoggoth / Smashers / Mi-go | Kickstarter / preview names | Stretch-goal / footage labels | Not a first-hours hunt on this page |

Walking puppets. Aim glowing weak points. Can reclaim corpses — transfer TBA.

Water-column foes. Card art: Deep One Raider concept sheet from Frogwares / PS Blog.
Positioning exam more than a magazine dump. Retreat is legal. Portrait TBA.

Official concept: long-armed crawler that hides and strikes. Full combat kit TBA.

Official concept: multi-limb juggernaut from the series, reworked for Arkham. Kit TBA.

Official concept: diseased humanoid Wylebeast that prefers range. Kit TBA.
Frogwares’ Steam about-text is the bar: Slither, Deep Ones, Shadows. “Fearsome foes” copy also says some fights are head-on and others are retreat-and-retune. That sentence is the whole combat philosophy. A longer Kickstarter list (Slither variants, Shoggoth, secret areas) is a funding document, not a spawn table.
Arkham is not empty. Cultists and other humanoid threats show up in previews. They still die at weak points and still waste a magazine if you spray. Do not open a “PvE faction” fantasy. Pair the next fight with the weapon you can actually feed.
Once the roster split is clear, the first enemy this wiki will actually teach is Slither — because that is who walks the opening streets.
Slither are the plague Frogwares puts on the box: foul worms that arrived with the flood, possessing corpses into lethal puppets. Steam community copy: confront the Slither and other mythos terrors. A first-hours walkthrough (theRadBrad) meets “the slither puppet of the dead” and immediately treats saving ammo and dodge as the plan. That is the correct read.

Slither animate the dead. Community and preview notes: eel-like bodies, and the infection can transfer to a fresh corpse. If you ignore the bodies on the floor, you are farming a second host. Clear the puppet in front of you, then do not stand in a pile of candidates. Exact transfer rules stay TBA.
Preview combat calls out organic weak points — glowing spots, exposed tissue, Slither pustules / red points. Community-observed opening math on the beginner guide: about six body shots versus about three if you hit the glows; each weak point is worth roughly two regular shots. HP stays TBA. Body-spray is a failed run, not a playstyle.
Hosts telegraph swings. The window is generous. Community-observed: dodge i-frames feel short / unreliable, and standing in grab range still eats the grab. You are faster than most walking puppets. Weave scenery, hit a door, and let them lose interest at the threshold — they are often shy about new rooms (community-observed). A wipe that “cleared the street” and emptied the heal stack is still a wipe.
Deep Ones are the water column. Official PlayStation / Steam fearsome-foes copy: they surge from dark water. Trailer footage points at Arkham Fish Market. This page will not invent a swim-stat, a dry-land DPS table, or a named variant list.
If the street is a canal, a flooded market, or a dock, assume Deep Ones can arrive from below or from the black. Foot plus skiff is how Calvin moves — locations. A fight you start in knee-deep water with an empty shotgun is a retreat that should have happened one alley earlier.
Frogwares’ combat pitch is not a new damage type per mythos name. Aim the organic weak points. Spend the weapon you can restock — shotgun insurance is for clumps, not for a Fish Market pride clear. Exact Deep One weak-point locations stay TBA until a recapture frames them; do not copy a Slither pustule diagram onto a fish-man and call it verified.
Rising flood changes layouts when you return. That is an exploration fact, not a Deep One farm loop. Unlock a shortcut, stash at a Safe Room, and come back with shells if the market still owns you. Optional investigations can pay a safer route or an upgraded gun. They still never gate the story.
Shadows bend space and test nerves. That is the official line — PlayStation / Steam fearsome-foes copy — not a fan nickname. It is also the reason this page will not publish a fake “just shoot the head” chart. Some Shadows beats may be a positioning exam, not a magazine exam. Recapture before you treat every one as a Slither puppet with extra fog.

If the room starts lying about distance, stop spraying. Re-orient, find a door, and decide whether this is a head-on or a rearm. Official copy already split those two outcomes. A Shadows encounter that eats the last clip because the camera felt wrong is a tips death, not a missing legendary gun.
Whether every Shadows can be fully killed, banished, or waited out stays TBA. Do not invent a “Shadows are immune to X” table. Do invent a plan to leave. Safe Rooms are stash / craft / save — survival. Spend Dream Essence after you are behind a door, not during a panic reload.
The line “test nerves” is flavour until you dump the pack. Then it is mechanical: you cannot aim pustules if you emptied the mag on a shape that was not the job. Pair Shadows with the handgun default on weapons, not with Tektite Tommy “because SMG.”
Scan this before the next street. It is the executable checklist this The Sinking City 2 enemies page is for — situation to action, not another lore recap. Preview combat (GameSpot): exposed parts, glowing points, organic weak points. Precision beats body shots. Exact multipliers stay TBA.
| Enemy | Weak-point read | Fight if | Retreat if |
|---|---|---|---|
| Slither (puppet) | Glowing pustules / red points on the body (community-observed) | One or two hosts, glows visible, ammo for ~3 aimed shots | Army from two angles, or heal stack is the last stack |
| Slither (transfer) | Same glows on the new corpse — rules TBA | You already dropped the first puppet and can see the next body | You are standing in a pile of candidates with an empty mag |
| Deep Ones | Organic weak points — exact sockets TBA | You have shells and a dry-enough angle | Knee-deep water, empty shotgun, no skiff exit |
| Shadows | TBA — do not invent a chart | The space still reads and a door is behind you | The room is lying about distance or the mag is already gone |
| Wylebeasts / others | TBA | You can name the tell from a recapture | You only have a preview nickname |
Preview notes a wound-body system that shows skeletal / muscle damage. Use it as a “you hit the thing” tell. Do not reverse-engineer a hidden multiplier table from a gore pass. If the glow went dark and the host is still up, you missed a second point or the transfer already started — recapture that, do not guess a percentage.
Soft drops adapt toward the ammo you are already missing. Spray Tommy at Shadows and the world feeds Tommy while the pistol starves. The weapons commit table and this weak-point table are the same decision: spend on the fight you can finish. When that loop is consistent, leftover questions are the FAQ — then the pack on survival and the first-hours route on the beginner guide.
Matched by build plan, shared topics, and guide progression — not random related links.
Confirmed: Slither, Deep Ones, and Shadows. Wylebeasts return from the series. Other preview names (The Drowned, cultists, Shoggoth, Smashers, Mi-go, Lethian Revenants) stay TBA until recaptured. This page will not invent a full roster.
Aim glowing pustules / weak points, dodge telegraphs (i-frames feel short / unreliable, community-observed), and retreat when two angles collapse. Opening hosts: about six body shots or about three weak-point hits (community-observed, HP TBA). They can reclaim corpses — transfer rules TBA.
They surge from dark water; Fish Market is the named trailer space. Same weak-point rule, exact sockets TBA. Do not start a pride clear in knee-deep water with an empty shotgun.
Official copy: they bend space and test nerves. Whether every encounter is a full kill stays TBA. Treat a lying room as a retreat cue, not a magazine dump.
Organic / glowing points on the body. Slither: pustules / red points (community-observed). Deep Ones and Shadows sockets TBA. Precision beats body spray. Multipliers unpublished.
No. Official copy already splits head-on fights from retreat-and-rearm. Clearing stragglers after the loot is gone wastes ammo that does not respawn for pride.
Not on this wiki. Unverified HP and kits stay TBA. Do not trust an invented bestiary spreadsheet.
No. Single-player only. Paid Steam / console game — no Roblox-style redeem codes.
Pick the everyday firearm on weapons, then survival for the pack. First hours: beginner guide.
August 19, 2026
Matched by build plan, shared topics, and guide progression — not random related links.