Is there investigation stuff in The Sinking City 2?
Yes. Optional cases, a clue board, journals, and ritual residues. They never gate the main story. They pay safer routes, supplies, and upgrades.
The Sinking City 2 investigations are optional cases that never gate the story. Take them for safer routes, supplies, and upgrades — skip if the pack is empty.
Side cases never gate the story — they pay routes, supplies, perk points, and inventory expansion.
~12 min read
Yes — The Sinking City 2 investigations exist, and they are optional. This page is for anyone searching “is there investigation stuff” in The Sinking City 2: Frogwares does not gate Calvin Rafferty’s main story behind cases. You play a standalone sequel in flooded 1920s Arkham. Take a case for safer routes, supplies, and upgrades. Skip it when the pack is empty. Premium adds Holloway Manor. Case names stay TBA. 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 |
| This page | Optional cases — never a story gate |
| Payouts | Safer routes · supplies · upgrades · lore · perk points |
| Board | Link clues / files — even two leftover nodes can pay (community-observed) |
| Map tell | Red room = loot left · blue = cleared (community-observed) |
| Premium case | Holloway Manor → Bucking Bronco — not required for 1.0 story |
| Case list | Full names and pins stay TBA — do not invent a wiki dump |
| Sequel | Standalone — The Sinking City 1 not required |
| Last verified | August 19, 2026 |
Matched by build plan, shared topics, and guide progression — not random related links.
No. Official store copy is the rule: optional investigation never blocks progress. The Sinking City 2 investigations are extra work you choose after you can still retreat to a Safe Room. The first game’s open-world detective loop is not the 1.0 spine here — this sequel is survival-horror first. Cases sit beside the route. They do not replace it.
| If you assume | What 1.0 actually does |
|---|---|
| Every case is a story chapter | Main path continues without it — Frogwares states this on the store pages |
| Skipping a case bricks an ending | Ending notes belong on a future spoiler page. This page will not invent a gate |
| TSC1 deduction is required | Standalone story. You do not need The Sinking City 1 |
| The board is a quest log you must empty | Link files for perk points, then leave. Residual nodes are not a chapter lock |
| Premium Holloway is the campaign | Side investigation. Bucking Bronco comes back into the main game after — still optional |
Calvin’s failed ritual and Faye’s Dreamlands problem are the campaign. A boarded parlor, a journal, or a ritual residue is extra. If you are already starving on ammo, the legal move is the next walkthrough beat, not another clue room. You can double back through a shortcut after the pack is rebuilt.
Community hours treat side-quests as fun extras with their own scenes and rewards — not as keys to the next story door. This page follows that: take them when you can spare the fight, not because a completionist bar is blinking.
The sequel tightened the map into interconnected survival spaces: foot, skiff, rising flood, locked doors, Safe Rooms. Investigation still exists — clues, journals, ritual residues, decoded files — but it no longer is the whole activity loop. Do not stall the opening hours waiting for a “real detective chapter” that 1.0 does not require.
Once that gate question is closed, the only useful follow-up is what a case actually pays when you do take it.
Three payouts are confirmed in official copy: safer routes, valuable supplies, and upgrades. Community hours add perk points, inventory expansion, talent-point extras, lore, and the occasional hidden room or safe. Exact chest IDs and a grenade-launcher pin stay TBA until a live pass names the room. Do not treat a rumor pin as a required pickup.

| Payout | What to do with it | Skip if |
|---|---|---|
| Safer route / shortcut | Unlock, walk it once, stash the new loop for backtracking | You already have a Safe Room on this floor |
| Supplies (ammo, heals, mats) | Dump overflow in the stash before the next fight | The pack is already full of junk |
| Weapon / item upgrade | Equip, then craft only the ammo that gun actually spends — weapons | You cannot carry the gun and its ammo together |
| Inventory expansion | Take it as soon as you find the chest — extra slots pay every later case | Never skip this one if the room is safe |
| Perk / talent points | Spend on talents after a Safe Room rest, not in the hallway | You are mid-fight and the board can wait |
| Lore / journals | Read, then leave the paper. Lore does not fill a heal slot | The pack is empty and a Slither is still up |
| Hidden safe / extra gun | Community-observed; pin TBA — do not invent a map marker | You are hunting a name this page has not logged |
A safer route is a door, a collapsed seawall cut, or a shortcut you can double back through. That is why investigations sit next to locations and puzzles instead of on a lore wiki. Supplies are the same scarce ammo, healing, and craft mats the survival page already ranks. An upgrade is a gun, attachment, or inventory chest — not a hidden class.
Inventory expansion is the one payout this page will nag you about. Extra slots make every later optional case cheaper because you stop dropping gunpowder to pick up a journal. Talent extras and perk points are the other long-term pay. They are not a reason to enter a side wing with two bullets.
Full case names, exact clue counts, and a grenade-launcher room are TBA. Kickstarter talk of expanded investigations and extra secrets is real as a stretch-goal history; it is not a 1.0 checklist. If a community clip names a chest, it still needs a recapture before it becomes a pin here.
The next decision is not “which case is S-tier.” It is whether your current pack can survive the extra rooms.
Take a The Sinking City 2 investigation when you can lose a fight and still walk to a Safe Room. Skip when the next story beat is the only way you restock. Side wings still cost ammo. Red map rooms are worth a detour; a blue district with a thin pack is not.
| Pack state | Take the case? | Why |
|---|---|---|
| Ammo + heal + one empty slot | Yes — nearby pin only | You can retreat and still loot a chest |
| Map room still red on this floor | Yes — loot first | You already paid the walk; leftover mats are the investigation |
| Two board files unlinked | Yes — at the board, not in the street | Simple links still pay perk points (community-observed) |
| Inventory-expansion chest in sight | Yes | Slots compound; this is the rare “never skip” |
| Dry ammo, no heal, next Safe Room is far | No | Optional never beats a wipe |
| Story marker and side pin in the same hall | Story first unless the side door is the safer route | Do not invent a gate; still pick the shorter fight |
| Premium Holloway, first hours of Standard | No — wrong edition | Holloway is a Premium side investigation |
Enemies still telegraph swings. Weak points still cut the bullet tax. None of that makes a side room free. If you already finished the loot on a floor, community advice is to slip the stragglers and let the next visit deal with them — the same rule applies to a case you opened by mistake. Run to the door. Safe Rooms and new areas often drop the chase.
Backtracking is the intended recovery. Unlock the shortcut, leave, craft, return. That loop is on survival and crafting. A skipped case is not a failed run.
The in-game map is the cheapest investigation tool. A red room still holds pickups. A blue room is stripped. Do not start a new case to “feel complete” in a blue district. Completeness is the blue map plus a stash that can survive the next required fight — not a full case log.
If you do take the case, the board is how leftover clues convert into perk points without another firefight.
Two confirmed ways to earn perk points sit next to each other: explore and finish mysteries, and correctly link investigation files on the board. Community hours say the game will pay even when only two nodes remain — connect them. That is the cheapest optional investigation in The Sinking City 2. It does not require a hidden room.

| Action | Pays | Do not |
|---|---|---|
| Link two leftover files on the board | Perk points (community-observed, even on simple pairs) | Leave the pair sitting because it “looks too obvious” |
| Finish a mystery / side area | Perk points plus the tabled payouts above | Start a second mystery with a dry pack |
| Read journals / ritual residues | Clues that feed the board | Carry every paper when slots are the constraint |
| Solve the attached puzzle | Door, shortcut, or safe — codes can differ from the demo | Invent a safe code this page has not verified |
| Swap perks in a Safe Room after the pay | You can respec the loadout for the next fight (community-observed) | Spend points in a hallway you cannot leave |
Clue work is inspect, read, decode, pin. The board is where pins become a spend. If the UI is already showing two leftover files, treat that as a Safe Room action, not as a reason to reclear the district. Perk points then go to talents — Dream Essence is a separate spend, and this page will not merge those two currencies.
Exact point totals per file stay TBA. Community-observed is the existence of the pay, not a spreadsheet. Do not plan a talent tree off an invented number.
Optional cases reuse the same padlocks, codes, environmental toys, and key items as the story route. Demo codes can differ from retail. If a side safe wants a number you do not have, leave it. The puzzles page is where verified strings belong. This page will not guess a combination to pad a case list.
Holloway is the one named extra investigation that has a store SKU attached — which is why it gets its own question.
No. Holloway Manor is the Premium side investigation — a named extra, not a Standard-story gate. Finish it and you bring Bucking Bronco (revolver) plus Kane attachments back into the main game. Community and store notes also flag a Revolver Ammo Recipe. Exact room order and a 1.0 duration stay TBA on this page; treat “about two hours” as a preview-era figure, not a timer you must hit.
| Edition piece | Investigation status | Carry into 1.0 |
|---|---|---|
| Standard story cases | Optional — never gate | Safer routes, supplies, upgrades as found |
| Holloway Manor (Premium) | Optional side investigation | Bucking Bronco · Kane’s Hefty Barrel · Kane’s Wrapped Grip · revolver ammo recipe (store-listed) |
| Chthonic Arsenal (pre-order) | Not a case — weapons pack | Shale Mary · Breakwater · Tektite Tommy — weapons |
| Deluxe Field Kit | Not a case | Outfits + 3 Dream Essence + resource pack — not a story pin |
Route the next story district on the walkthrough. Name the building on locations. Craft the supplies the case just paid. That is the whole optional loop: never a gate, sometimes a better gun, always a pack check first.
Yes. Optional cases, a clue board, journals, and ritual residues. They never gate the main story. They pay safer routes, supplies, and upgrades.
No. Frogwares’ store copy is explicit: optional investigation never blocks progress. Skip a case if the pack is empty.
No. Abort is legal. Come back after a Safe Room restock. A blue map room with a thin pack is a leave, not a fail.
Safer routes, supplies, and upgrades. Community hours also log perk points, inventory expansion, and lore. Exact chests stay TBA.
Explore / finish mysteries, and link investigation files on the board. Even two leftover nodes can pay (community-observed). Totals TBA.
Only a nearby pin after a Safe Room rest, and only if you can still retreat. Inventory-expansion chests are the exception worth stretching for.
Premium side investigation. Not required. Pays Bucking Bronco plus Kane attachments and a revolver ammo recipe. Exact rooms TBA.
Investigation exists, but 1.0 is survival-horror first: finite pack, Safe Rooms, weak points. You do not need TSC1.
This page stays route-level. Ending notes belong on a future spoiler-gated page. Optional cases are not treated as ending locks here.
Not on this page. Case names and pins stay TBA until a live pass. Do not trust an invented dump.
Story route: walkthrough. Districts: locations. Codes: puzzles. Spend the loot on crafting.
August 19, 2026
Matched by build plan, shared topics, and guide progression — not random related links.