The Sinking City 2 weapons

The Sinking City 2 Weapons

The Sinking City 2 weapons: 1920s handgun, shotgun, SMG plus Chthonic Shale Mary, Breakwater, Tektite Tommy, and Premium Bucking Bronco. Stats stay TBA.

Opening .45 handgun ammo, then a world shotgun with two modification slots. Chthonic names stay on the roster table.

~12 min read

At A Glance

This The Sinking City 2 weapons page is the firearm sheet for The Sinking City 2 (Frogwares / Frogwares): early handgun, shotgun, and SMG, plus trophies that prove a rifle and grenade launcher exist (pickup rooms TBA), the pre-order Chthonic Arsenal (Shale Mary, Breakwater, Tektite Tommy), and Premium Bucking Bronco. Damage numbers stay TBA. Melee and throwables exist; they are not a fake 400-row dump here. 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
This pageFirearms first — melee / throwables named, not catalogued
Confirmed classesHandgun / pistol · shotgun · SMG · rifle (trophy) · grenade launcher (trophy)
Chthonic ArsenalPre-order: Shale Mary (handgun) · Breakwater (shotgun) · Tektite Tommy (SMG)
Premium revolverBucking Bronco + Kane attachments via Holloway Manor (~2h optional)
Early defaultPistol / handgun for average streets — beginner guide
Damage / mag / RPMNot listed — do not invent them
Rifle / launcherExist (We Aim To Please · A Blast From The Past) — world pins TBA
CodesNone — paid Steam / console game, no Roblox-style redeem codes
Last verifiedAugust 19, 2026

What weapons are in The Sinking City 2?

A search for The Sinking City 2 weapons wants names, not a loot spreadsheet. Frogwares’ store copy is a 1920s arsenal: firearms plus melee. Public lists and GameWatcher’s pre-launch pass confirm three classes — pistol / handgun, shotgun, submachine gun. Named exclusives sit on top of those classes. This page will not invent a full world-drop roster or a damage column.

Name / classHow you get itRole (qualitative)
Handgun / pistol (starter class)Opening kit — exact world name TBADefault street gun. Easiest ammo to stockpile once upgraded (community-observed)
ShotgunWorld pickup / Chthonic BreakwaterClose swarm insurance. Eats pack slots and expensive shells
SMGWorld pickup TBA / Chthonic Tektite TommyMagazine tax. Do not make it the everyday gun
Shale MaryChthonic Arsenal (pre-order any edition)Named handgun. Unique look + trait — numbers TBA
BreakwaterChthonic Arsenal (pre-order any edition)Named shotgun. Unique look + trait — numbers TBA
Tektite TommyChthonic Arsenal (pre-order any edition)Named SMG. Unique look + trait — numbers TBA
Bucking BroncoPremium · finish Holloway ManorNamed revolver + Kane attachments + revolver ammo recipe
Melee / throwablesConfirmed in the arsenal copyExists. Full names TBA — not a fake catalog here
RifleTrophy: We Aim To Please — Obtain the rifleExists in 1.0. Pickup room / named model TBA — do not paste a TSC1 pin
Grenade launcherTrophy: A Blast From The Past — Obtain the grenade launcherExists in 1.0. Often tied to Fish Market / investigation payoffs — pin TBA
Handgun class proof — opening .45 ammo; Shale Mary is the Chthonic named handgun

Shale Mary

Chthonic
Class
Handgun
Unlock
Pre-order Chthonic Arsenal

Named handgun. Unique look and trait. Damage TBA. Card art is class inspect, not a title render.

World shotgun inspect (Field Surgeon) — two mod slots; Breakwater is the Chthonic named shotgun

Breakwater

Chthonic
Class
Shotgun
Unlock
Pre-order Chthonic Arsenal

Named shotgun. Unique look and trait. Damage TBA. Card art is a world shotgun inspect UI.

Tektite Tommy

Chthonic
Class
SMG
Unlock
Pre-order Chthonic Arsenal

Named SMG. Unique look and trait. Damage TBA. Portrait TBA — no verified inspect yet.

Bucking Bronco

Premium
Class
Revolver
Unlock
Holloway Manor · ~2h optional

Premium revolver plus Kane attachments and a revolver ammo recipe. Portrait TBA.

Core classes first, not a 400-row wiki

Calvin Rafferty is not a walking armoury. The pack is finite — survival is why a second shotgun can be a liability. Carry the class you can feed. Stash the rest. Soft drops adapt toward the gun you are already starving, which is another reason to pick one everyday firearm instead of rotating three hungry mags.

A community walkthrough (theRadBrad, full-game intro) loots .45 handgun ammo in the opening and later a shotgun with two modification slots. Treat those as class proof, not as invented official names. Public achievement lists also prove a rifle and a grenade launcher exist — see achievements. Pickup rooms stay TBA until a live pin is logged.

Melee is real, and it is not this list

Official copy names melee beside firearms. Preview notes an axe attachment option on a shotgun. Neither fact is a melee wiki. Do not hunt a fake named blade list on this page. Pair the gun you commit to with builds and talents; swing when a host is winded, not as a stamina RPG.

Related searches still ask for “Sinking City tommy gun,” “revolver,” and “best weapons.” Tommy here starts as Tektite Tommy if you pre-ordered. A separate world SMG may exist — location TBA. “Best” is the gun you can restock. There is no verified S-tier sheet.

What is the Chthonic Arsenal — Shale Mary, Breakwater, Tektite Tommy?

Chthonic Arsenal is the pre-order pack on any edition that still includes it: Shale Mary (handgun), Breakwater (shotgun), Tektite Tommy (SMG). Frogwares / PlayStation copy: each gun has its own look and a unique trait. This wiki will not invent those traits as numbers. Confirm the live Steam page before you assume a late-buy Standard still grants the set.

Opening .45 handgun ammo pickup — everyday pistol proof, not a title card
GunClassEdition gateWhat this page will not fake
Shale MaryHandgunChthonic Arsenal · pre-orderDamage, mag, unique-trait formula
BreakwaterShotgunChthonic Arsenal · pre-orderPellet count, spread, unique-trait formula
Tektite TommySMGChthonic Arsenal · pre-orderRPM, mag, unique-trait formula

Pre-order is not Premium

Standard that still lists Chthonic, Deluxe, and Premium can all include the three guns. Deluxe adds the Arkham Field Kit (including extra Dream Essence on talents). Premium adds Holloway Manor and Bucking Bronco — a different revolver, not a fourth Chthonic name. Do not skip Shale Mary because you plan to buy Premium later.

Feed one Chthonic class, not all three

Owning three named guns is not a reason to upgrade all three. The opening beginner guide already treats the pistol as the street default and shotgun / SMG / Tommy as swarm insurance. If Shale Mary is your handgun, that is the everyday spend. Breakwater and Tektite Tommy wait in the Safe Room until the next room actually asks for them.

A “Sinking City tommy gun” search that wants a world pin is not answered by inventing a Fish Market crate. Tektite Tommy is the confirmed named SMG. Any extra Tommy location stays TBA.

How do I get Bucking Bronco from Holloway Manor?

Bucking Bronco is the Premium revolver. You finish The Holloway Manor — Frogwares / Steam: an about two-hour optional side investigation / side quest outside the main campaign — then bring the gun back into Arkham. It is not a story gate. Skip it if the pack is empty. Come back when a Safe Room loop can spare the time.

PieceWhat it isNotes
Holloway ManorPremium optional investigation · ~2 hoursCliff-side family house; exact pin on locations TBA
Bucking BroncoNamed revolverBring-back reward — not a Chthonic gun
Kane’s Hefty BarrelRevolver attachmentNamed on the Steam Premium list
Kane’s Wrapped GripRevolver attachmentNamed on the Steam Premium list
Revolver ammo recipeCraft unlockFormulas on crafting stay TBA
Exact pickup roomTBADo not invent a chest marker

Optional means optional

Investigations never gate the main story — investigations. Holloway Manor is the Premium example of that rule plus a named revolver. If you do not own Premium, this page will not send you to a pirate “Bronco spawn.” Play Standard. Feed the handgun you have.

Do not hold the opening for a revolver

A first-hours Calvin who waits on Holloway Manor is walking Arkham with a starved starter. Unlock a Safe Room, stock pistol ammo, then decide whether two hours of manor puzzles are worth the pack. Kane attachments are for the revolver you actually brought home, not a reason to ignore Breakwater’s shotgun job.

Related “Sinking City revolver” searches that mean TSC1 can skip this row. TSC2’s named revolver on this wiki is Bucking Bronco until a recapture adds another.

Which firearm should I actually commit to early?

Commit means the gun whose ammo you craft and whose upgrade chests you chase — not “I picked it up.” Scan this before the next street. It is the executable checklist this The Sinking City 2 weapons page is for.

Field Surgeon world pickup — inspect UI shows two modification slots
You haveKeep ifPark it when
Starter handgun / Shale MaryAverage streets; ammo still restocksA close room actually needs a shotgun and you can feed shells
World shotgun / BreakwaterHosts clump; you already won a close fight with itYou are dumping pistol ammo to “save” shells you never shoot
World SMG / Tektite TommyA magazine dump is the only way the room endsIt is eating the pack on every hallway
Bucking BroncoPremium done; revolver ammo recipe is liveYou have not finished Holloway Manor — do not wait
Second copy of the same classNever as a first-hours carryStash it. Finite inventory
  • Do01Confirm Steam edition: Chthonic three-gun set, Deluxe Field Kit, and/or Premium Holloway Manor
  • Do02Make the handgun / Shale Mary the everyday gun unless a named shotgun is already winning close rooms
  • Do03Stash extra classes in a Safe Room — do not carry three hungry mags “just in case”
  • Do04Craft ammo for the committed gun first; healing second unless the next fight is already a retreat — crafting
  • Do05Do not split early upgrades across Shale Mary, Breakwater, and Tektite Tommy
  • Do06Treat shotgun / SMG / Tommy as swarm insurance, not the default hallway tool
  • Do07Do not hold materials waiting on Bucking Bronco if you have not started Holloway Manor
  • Do08Aim weak points on enemies — a pistol that hits pustules beats an SMG that body-sprays

One everyday gun beats three +1s

Soft drops lean toward the ammo you are already missing. If you spray Tommy on every puppet, the world feeds Tommy and starves the pistol you needed for the next district. The beginner guide already prices a typical opening Slither host at about six body shots or about three weak-point hits (community-observed, HP TBA). That math only works if the gun in hand is one you can restock.

Shotgun is insurance, not a personality

Weapons feel punchy — shotgun especially, in preview notes — and combat can still feel clunky. Running away remains a legal strategy on enemies. A Breakwater clear that empties the heal stack is a failed commit. Pair the gun with a build after the Safe Room loop is automatic, not after a ranked list told you Tommy was S-tier.

After you pick a firearm

Matched by build plan, shared topics, and guide progression — not random related links.

How do weapon upgrades and attachments work?

Weapon upgrades and extra inventory slots come from special chests while you explore, and from optional cases / puzzles — GameSpot preview plus Frogwares’ “return with an upgraded gun” copy. Attachments exist. Exact bench costs, every slot name, and a complete attachment list stay TBA.

ThingEvidenceThis page’s rule
Weapon upgradesChests · optional cases · puzzlesSpend on the committed gun
Inventory-slot chestsSame exploration loopPack size is survival, not a gun stat
Modification slotsCommunity inspect UI: shotgun with two slotsSlot count per gun TBA
Kane’s Hefty Barrel / Wrapped GripSteam Premium list with Bucking BroncoRevolver-only until proven otherwise
Cutter’s Sturdy StockCommunity guide: shotgun stock; extra harm to backsRecapture before you treat it as a formula
Axe attachment (shotgun)Preview mentionExists as a concept — bench steps TBA
Grenade launcherTrophy A Blast From The Past · Fish Market / investigation payoffs in published guidesNot a starting class. Exact chest pin TBA
Item perks on gearPreview: guns/items can roll perksBuild layer on talents — no fake perk table here

Chests first, bench second

You do not need a named smith NPC to start improving a gun. Walk the district, pry the special chest, and come back through a shortcut. Investigations pay safer routes and upgrades when you can spare them — they still never gate the story. If the next chest wants a puzzle, puzzles is the solve page; this page only cares that the upgrade goes on the firearm you actually shoot.

Attachments are not a second arsenal

Kane parts ride Bucking Bronco. Cutter’s Sturdy Stock, if your recapture confirms it, is a shotgun stock with a back-shot bonus — qualitative, community-observed, not a damage formula. An axe-on-shotgun attachment is a preview fact, not a melee wiki. Slot an attachment on the committed class; do not open a second gun fantasy because a stock dropped.

When the upgrade loop is clear, leftover questions are the FAQ — then weak points on enemies and the kit on builds.

The Sinking City 2 weapons FAQ

What weapons are in The Sinking City 2?

Confirmed classes: handgun / pistol, shotgun, SMG, rifle, and grenade launcher (last two via trophies), plus melee and throwables. Named set: Chthonic Shale Mary, Breakwater, Tektite Tommy (pre-order). Premium: Bucking Bronco revolver from Holloway Manor. World pickup rooms for rifle / launcher stay TBA.

What is the Chthonic Arsenal in The Sinking City 2?

Pre-order pack: Shale Mary (handgun), Breakwater (shotgun), Tektite Tommy (SMG). Each has a unique look and trait. Confirm your edition on Steam. Not the same as Premium Holloway Manor.

How do I get Bucking Bronco in The Sinking City 2?

Own Premium, finish The Holloway Manor (~2 hour optional investigation), and bring the revolver plus Kane’s Hefty Barrel, Kane’s Wrapped Grip, and a revolver ammo recipe back to the campaign. Exact chest room TBA.

Which The Sinking City 2 weapon should I use first?

The handgun / Shale Mary for average streets. Shotgun and SMG / Tommy are swarm insurance. Do not split early upgrades across all three Chthonic guns.

Is there a Tommy gun in The Sinking City 2?

Yes — Tektite Tommy is the named Chthonic SMG. A separate world SMG / Tommy pin stays TBA. Do not invent a crate marker.

How do I get a rifle in The Sinking City 2?

A rifle exists — Steam / GOG trophy We Aim To Please is “Obtain the rifle.” Exact pickup room and named model stay TBA. Do not paste a The Sinking City 1 rifle pin onto this page.

Where do I upgrade The Sinking City 2 weapons?

Special chests while exploring, plus optional cases and puzzles. Exact costs TBA. Attachments include named Kane parts on Bucking Bronco; other stocks stay community-observed.

Does The Sinking City 2 have weapon codes?

No. It is a paid single-player Steam / console game. This site has no /codes page.

Last verified?

August 19, 2026

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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