The Sinking City 2 sends players into a flooded, eldritch version of 1920s Arkham as occult adventurer Calvin Rafferty. Built in Unreal Engine 5, it’s a semi-open world survival horror game where the city itself keeps changing as the floodwaters rise, layering resource management and combat on top of Frogwares’ usual investigative dread.
It was released on August 18, 2026, for PC, PlayStation 5, and Xbox Series X/S, with a Nintendo Switch 2 version planned for 2027.
Frogwares handed N-iX Games a clear starting point for every scene: a rendered pass from the game engine paired with footage of the actors whose performances the cinematics were built on, camera moves and all. That combination set the one hard rule of the collaboration. Whatever our animation team added, it couldn’t break what the camera was already framing.
Inside that boundary, Frogwares left room for our team to bring something extra to each scene, and that’s where the work got interesting. A character sitting in a chair became a chance to vary how they leaned: one side, then the other, then an elbow, changing scene to scene rather than repeating one static pose. A prop turned over in someone’s hands during a dialogue exchange picked up small, restless movement instead of sitting still. None of it changes the story. All of it makes a scripted moment feel like something a person is actually doing.
All our animations for The Sinking City 2 were built in MotionBuilder.
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