
Frogwares Launches Kickstarter for The Sinking City 2
Ukrainian game developer Frogwares has embarked on an ambitious crowdfunding journey for The Sinking City 2 through Kickstarter. With two weeks remaining in the campaign, they have successfully amassed over €383K, significantly exceeding their initial target of €100K, setting sights on further funds as anticipated by Kicktraq projections suggesting potential earnings between €424K and €483K.
A Bumpy Road to Recovery
Frogwares has experienced considerable challenges in recent years. Following the exit of their titles from digital platforms in 2019-20 due to disputes with French publishers Focus Home Interactive and Nacon, the global pandemic brought additional setbacks. Then came the unexpected Russian invasion of Ukraine in early 2022, intensifying their turmoil.
In a heart-wrenching interview shortly after the war erupted, we learned about the studio’s hardships. Thankfully, Epic Games stepped in with a MegaGrant, allowing some breathing room. Amidst the chaos, Frogwares chose to shift gears and develop Project Palianytsia, relaunching their beloved Sherlock Holmes franchise through a successful Kickstarter campaign.
Returning to The Sinking City
Now, the studio is back on track with The Sinking City 2, a game they are proud to define as a fully-fledged horror experience, diverging from the investigation-driven gameplay of the original. Mid-campaign, we reached out to Sergiy Oganesyan, Publishing Director at Frogwares, for insights on the game’s evolution, including their adaptation to Unreal Engine 5, future expectations, and the ongoing impact of the war on their development process.

Ensuring Quality in Development
What caused the delay in the Kickstarter campaign you mentioned a year ago?
We focused on refining gameplay rather than presenting mere concept art. By committing time to development, we aimed to showcase genuine gameplay during the Kickstarter push. Early closed playtests with our committed fans allowed us to gather essential feedback and redirect our efforts to ensure a robust gameplay experience. Additionally, we meticulously organized physical rewards for our backers, ensuring high quality and meaningful engagement.
The ongoing war continues to shape our workflow as we adapt to remote collaborations, allowing the team to work at their own pace. Ultimately, our focus remained on the game’s progress, prioritizing quality over speed in our Kickstarter preparations.
The Evolution of The Sinking City 2
In what ways has your vision for The Sinking City 2 changed since its initial announcement?
Our foundational vision of a Lovecraftian survival horror title with investigative elements persists, but the gameplay has evolved significantly since our first prototype in 2023. Recent feedback from playtests has been instrumental in refining our approach.
Combat mechanics, for instance, have undergone substantial upgrades to enhance player satisfaction. Adjustments to enemy behavior, reactions to damage, and weapon impact have been prioritized, reflecting our commitment to creating a more engaging experience.
Understanding the Development Cycle
How polished is the Pre-Alpha gameplay footage you’ve shared, and how does that differ from the final product?
Kickstarter campaigns often require early displays of non-final content. Much of what we’ve presented was captured in late 2024, but it’s crucial to understand that game development is fluid. For example, we create levels in isolated environments known as Vitaras, separate from actual gameplay, relying heavily on placeholder assets. These components evolve significantly when integrated into the full game environment, transitioning from basic models to richly detailed visuals.
None of the preview content is locked; we aim for a substantial difference post-integration, ensuring a polished and highly immersive experience.
Combat Enhancements and Gameplay Mechanics
Can you elaborate on combat improvements compared to its predecessor?
Absolutely. We’ve placed a strong emphasis on making combat enjoyable and convincing. This involves various elements such as visual effects, sound design, recoil mechanics, and player feedback upon hitting opponents. Our new wound body system provides a realistic layer to enemy damage responses, showcasing muscles and tissues that react when struck.
Creating compelling enemy visuals, animations, and strategic placements has been a significant focus, as combat constitutes a core element of the game. Although it is a challenging aspect, playtesters have shown enthusiasm for what we’ve accomplished thus far, bolstering our optimism as we continue refining these mechanics.

Will players have the ability to dodge and perform melee attacks?
Yes, we are currently experimenting with dodge mechanics and “last-resort” melee options.
Narrative Depth and Unique Atmosphere
How will the narrative and atmosphere of The Sinking City 2 differ from the original?
While both games inhabit the same Lovecraftian 1920s universe, The Sinking City 2 will feature a standalone narrative, independent of the original’s storyline. This allows us to create a captivating new tale unencumbered by the previous game’s conclusions and multiple endings.
We aim to welcome a new audience alongside returning players by ensuring that newcomers won’t miss essential plot elements. Expect some subtle Easter eggs for longtime fans, serving as a nod to our dedicated community.
Exploration and Game Length
What can players anticipate regarding exploration and game length?
While specifics are still in flux, we envision extensive secrets and large explorable zones, akin to recent offerings in the survival horror genre. A clear timeline won’t be established until development nears completion.
Kickstarter Success and Future Perspectives
The Kickstarter campaign seems to be progressing well.
Indeed, we recently unlocked a stretch goal introducing a new monster type, the Shoggoth. Although we initially promised a Shoggoth encounter, these will be distinct enemies both visually and mechanically. We’re looking forward to achieving more stretch goals by the campaign’s conclusion.
Will the game be released through Early Access or a full launch?
The game is slated for a full launch on PC, PlayStation 5, and Xbox X/S simultaneously. While we considered Early Access, we opted for a more comprehensive approach using Kickstarter and closed playtests to refine the game.
Transitioning to Unreal Engine 5
Was the move to Unreal Engine 5 challenging?
The transition had its learning curve, but it has largely been seamless. Committing to Unreal Engine 5 from the outset saved us significant time in development. Our previous project was completed on UE4, laying a solid foundation for TSC2’s pre-production process.
Leveraging technologies such as Lumen and Nanite, we’ve enhanced our lighting and environment visuals, particularly crucial for a game centered around atmospheric immersion. With Lumen, we achieve challenging dynamic lighting effects, while Nanite allows us to incorporate highly detailed models without sacrificing performance.
Supporting Next-Gen Features
Will you incorporate ray tracing features into the game?

Lumen indeed supports software ray-tracing natively. We’re also exploring options for hardware-based ray tracing, depending on optimization progress.
Are there plans for enhancements on the PS5 Pro?
Enhancements are likely, though specific details remain to be outlined.
Impact of Conflict on Development
How does the ongoing conflict in Ukraine continue to affect your work environment?
Nearly each night is filled with missile strikes and drone attacks, with continuous threats looming. The struggle has gradually become part of our daily lives, yet it’s not a healthy acceptance. We persist in our work amid uncertainty, hoping for the best while grappling with constant fear.
Thank you for sharing this insight. Stay strong, and we wish you the best of luck.
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