The Sinking City 2 is delayed into 2026 because of the war in Ukraine, but not just that: Making a survival horror game requires 'a completely different kind of design thinking' than adventure games, and that 'definitely makes development slower'

The Sinking City 2 screenshot
(Image credit: Frogwares)

Frogwares announced The Sinking City 2 in 2024 with a bizarre teaser billing an overt shift to survival horror and a 2025 release target. Today, however, the studio said it needs more time, and has thus pushed the game's release into 2026.

The reason for the delay is twofold: First and foremost, Frogwares is a Ukrainian studio, and Ukraine is still fighting off the Russian invasion that began in 2014 and exploded into full-scale war in 2022.

"Developing a game during a war isn’t something you can ever really prepare for, but something you need to keep adapting to," Frogwares head of publishing Sergiy Oganesyan said. "At one point, we were losing power for days as drones and missiles hit our power grid. When that tactic stopped working, it became mass drone swarms every other night, going from midnight until dawn.

"You work all day, then spend the sleepless night listening for explosions, and somehow still need to function the next morning… These things all slowed us down regularly to the point where it just doesn’t make sense to try to rush what we have left to meet a date that we no longer feel is worth chasing."

On top of that, The Sinking City 2 is Frogwares' first real survival horror game, and, well, it's harder than it looks. Lead designer Alexander Gresko said the new genre calls for "a completely different kind of design thinking" than the studio's prior "investigation adventures," including several Sherlock Holmes games and the original Sinking City: "We’ve always loved the genre as fans, but once you start building it yourself, you realize how much you still have to do. It’s exciting, but it definitely makes development slower."

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Andy Chalk
US News Lead

Andy has been gaming on PCs from the very beginning, starting as a youngster with text adventures and primitive action games on a cassette-based TRS80. From there he graduated to the glory days of Sierra Online adventures and Microprose sims, ran a local BBS, learned how to build PCs, and developed a longstanding love of RPGs, immersive sims, and shooters. He began writing videogame news in 2007 for The Escapist and somehow managed to avoid getting fired until 2014, when he joined the storied ranks of PC Gamer. He covers all aspects of the industry, from new game announcements and patch notes to legal disputes, Twitch beefs, esports, and Henry Cavill. Lots of Henry Cavill.

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