The Sinking City 2 enemies

The Sinking City 2 Enemies

The Sinking City 2 enemies: Slither, Deep Ones, Shadows, and Wylebeasts. Aim weak points, dodge, and retreat. Full HP and roster stay TBA until logged.

First Slither puppet: dodge the telegraph, save ammo, and treat retreat as a completed action.

~10 min read

At A Glance

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.

FactDetail
PlatformSteam · PS5 · Xbox Series X|S · Epic · GOG
GenreSurvival horror · inventory scarcity
ModeSingle-player
Price$49.99 Standard · Deluxe / Premium higher
ReleaseReleased August 18, 2026
Developer / PublisherFrogwares / Frogwares
SteamApp 2825860
Confirmed namesSlither · Deep Ones · Shadows
Also namedWylebeasts (series return) · others TBA
Win ruleWeak points · dodge · ammo discipline · retreat is legal
Opening host (community-observed)~6 body shots or ~3 weak-point hits — HP TBA
DodgeSpacing tool — community-observed: short / unreliable i-frames; grabs still land in their face
HP / full kits / spawn tablesNot listed — do not invent them
Co-op / codesSingle-player only · no Roblox-style redeem codes
Last verifiedAugust 19, 2026

Which The Sinking City 2 enemies are confirmed?

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.

NameKindWhat we can sayLocation / note
SlitherConfirmedPossess / twist the dead into walking puppets; eel-like; can move to a new corpseCity streets; opening hosts
Deep OnesConfirmedSurge from dark waterTrailer / copy: Arkham Fish Market — pin TBA
ShadowsConfirmedBend space; pressure the nervesWhether every encounter is a DPS check TBA
WylebeastsSeries returnPreview: pale-arm, spider-like formsFull kit TBA
The DrownedPreview / communityWaterlogged shambler label in some write-upsTreat as TBA until recapture
Cultists / zealotsPreviewHumanoid opposition existsNot a class tree of enemy jobs
Lethian RevenantsCommunity guideDescribed as ranged — verify in-gameDo not copy an unverified kit
Shoggoth / Smashers / Mi-goKickstarter / preview namesStretch-goal / footage labelsNot a first-hours hunt on this page
Slither concept — infected hosts, phase 1 and phase 2 tentacle growth

Slither

Confirmed
Tell
Animate the dead · pustules
HP
TBA

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

Deep One Raider concept — fish-like humanoid, turnaround sheet

Deep Ones

Confirmed
Tell
Surge from dark water
Landmark
Fish Market · pin TBA

Water-column foes. Card art: Deep One Raider concept sheet from Frogwares / PS Blog.

Shadows

Confirmed
Tell
Bend space · test nerves
Killable
TBA

Positioning exam more than a magazine dump. Retreat is legal. Portrait TBA.

Stygian Harvester concept — multi-limb ambush creature

Stygian Harvester

PS Blog
Tell
Speed · ambush · retreat
Kit
TBA

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

Acheronian Juggernaut concept — fused-mass Wylebeast

Acheronian Juggernaut

PS Blog
Tell
Fused mass · slow power
Series
Wylebeast return

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

Lethian Revenant concept — ranged humanoid Wylebeast

Lethian Revenant

PS Blog
Tell
Ranged spit · cover
Kit
TBA

Official concept: diseased humanoid Wylebeast that prefers range. Kit TBA.

Confirmed means store copy, not a wiki dump

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.

Humanoids are still ammo

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.

How do I fight Slither?

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.

First Slither puppet telegraph — dodge then reset, do not stand in grab range

Puppets, then the worm

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.

Pustules first, torso last

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.

Dodge, then leave

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.

How do I fight Deep Ones?

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.

Water is the tell, not a boss bar

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.

Same weak-point rule, different room

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.

Do not farm the tide

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.

How do Shadows work, and should I fight them?

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.

Skiff line: The Slither — foul worms that arrived with the flood

Space-bend is the warning label

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.

Killable is TBA, retreat is not

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.

Nerves are a resource too

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.”

Where are the weak points, and when should I retreat?

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.

EnemyWeak-point readFight ifRetreat if
Slither (puppet)Glowing pustules / red points on the body (community-observed)One or two hosts, glows visible, ammo for ~3 aimed shotsArmy from two angles, or heal stack is the last stack
Slither (transfer)Same glows on the new corpse — rules TBAYou already dropped the first puppet and can see the next bodyYou are standing in a pile of candidates with an empty mag
Deep OnesOrganic weak points — exact sockets TBAYou have shells and a dry-enough angleKnee-deep water, empty shotgun, no skiff exit
ShadowsTBA — do not invent a chartThe space still reads and a door is behind youThe room is lying about distance or the mag is already gone
Wylebeasts / othersTBAYou can name the tell from a recaptureYou only have a preview nickname
  • Do01Identify the type before the first shot: Slither puppet, water surge, or space-bend
  • Do02Find the glow / pustule / exposed tissue — do not start on the torso
  • Do03Budget about three aimed pistol hits for an opening Slither host, not six body sprays (community-observed, HP TBA)
  • Do04Dodge slightly early and keep distance — treat i-frames as short / unreliable; grabs still land in their face
  • Do05If two angles collapse, disengage to a door or Safe Room instead of “finishing”
  • Do06Stash extra guns; feed the everyday handgun unless a clump actually needs the shotgun
  • Do07Do not stand in a pile of corpses if Slither can reclaim a body (transfer rules TBA)
  • Do08Treat Shadows space-bend as a retreat cue until a recapture proves a clean kill

Wound display is feedback, not a DPS formula

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.

The gun is a budget, the retreat is the refund

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.

Before the next fight

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The Sinking City 2 enemies FAQ

What enemies are in The Sinking City 2?

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.

How do I fight Slither in The Sinking City 2?

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.

How do I fight Deep Ones in The Sinking City 2?

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.

What do Shadows do in The Sinking City 2?

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.

Where are The Sinking City 2 enemy weak points?

Organic / glowing points on the body. Slither: pustules / red points (community-observed). Deep Ones and Shadows sockets TBA. Precision beats body spray. Multipliers unpublished.

Should I fight every enemy in The Sinking City 2?

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.

Do The Sinking City 2 enemies have a full HP table?

Not on this wiki. Unverified HP and kits stay TBA. Do not trust an invented bestiary spreadsheet.

Is there co-op or enemy codes?

No. Single-player only. Paid Steam / console game — no Roblox-style redeem codes.

Last verified?

August 19, 2026

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