The Sinking City 2 Talents and Perk System
Spend points from investigation and safe rooms to shape Calvin's build.
Talents (also called perks in preview coverage) are The Sinking City 2’s lightweight character progression. Unlike the skill trees in action RPGs, Frogwares keeps the system readable: you earn talent points from optional investigation and spend them at Talent Tables inside safe rooms. The result is a survival horror build — stronger healing, better weapon swaps, or safer retreats — without turning Calvin into a power fantasy.
This guide explains how points are earned in the Steam demo, what categories Frogwares previewed for the full campaign, and how New Game+ carries perks forward at launch.
Where to spend talent points
Every safe room contains:
- Gramophone (manual save)
- Shared stash suitcase
- Crafting bench
- Talent Table (B on PC by default)
Open the table to view unlocked nodes. Points are spent immediately — there is no respec fee announced pre-launch, so experiment on a second demo playthrough if you want to test combat perks before committing in the full game.
How to earn points in the demo
The fastest sources in the opening hour:
- Investigation links — connect related notes on the detective board (C). Example: link Gate Switchboard with Gate Fuses and Wires for one free point before the floodgate fight.
- Optional case milestones — finishing small evidence chains in residential and storefront areas.
- Environmental discoveries — some red-map rooms hide notes that unlock bonus points when linked.
The demo does not require spending points to finish. Players who ignore investigation can still beat the slice, but they enter the floodgate arena with fewer combat tools.
Talent categories (previewed)
Frogwares has not published a final skill web, but preview footage and hands-on reports describe three buckets:
Combat perks
- Increased weak-point damage after weapon swaps
- Temporary damage buffs after melee finishers
- Reduced stamina cost on dodge chains
- Faster reload on era firearms (revolver, shotgun, submachine gun)
Pair these with Combat and Weapons once you know which guns you prefer. Shotgun builds favor finisher perks; pistol builds favor precision weak-point nodes.
Survival perks
- Extra inventory rows (stacks with Emergency Relief Crates)
- Improved healing item efficiency
- Quieter movement near certain enemy types
- Crafting discounts at safe-room benches
Survival nodes shine on higher difficulties where herb drops tighten. Read How to Survive before investing here.
Investigation perks
- Highlighted keywords in readable documents
- Bonus points for linking distant clues
- Faster board navigation (quality-of-life)
These reward players who enjoy optional detective work without blocking story progress — the same philosophy as Investigation System.
Demo vs full campaign
The Steam demo exposes only a subset of nodes. Full Arkham adds talents tied to district progression, optional cases, and late-game occult tools. Expect nodes that reference skiff handling, underwater sections, and fish-market ambushes shown in the Meat for the Grindmaws trailer — see Arkham Fish Market for location context.
New Game+ at launch
Frogwares confirmed New Game+ ships with the August 18, 2026 release. A second run carries over:
- All unlocked perk points spent or unspent
- Active perks on the talent table
- Inventory items you choose to keep (per studio announcement)
This makes investigation-heavy first playthroughs more valuable — extra points become permanent advantages. Details may change in day-one patches; we track updates on Gone Gold & Launch.
Recommended demo spending order
For first-time players who want a safer floodgate fight:
- Spend the free investigation point on a weak-point damage or reload node if available.
- Save remaining points until you unlock a second safe room (full game) — the demo may only expose one table.
- Avoid exotic nodes you cannot test before the final combat arena.
Speedrunners can bank points entirely; the demo combat is tuned for zero perks on Normal difficulty.
Synergies with crafting and stash
Talents do not replace Inventory & Crafting fundamentals. A larger stash still matters for herb stockpiles, and crafting perks only help if you gather materials during red-room sweeps. Think of talents as multipliers on good habits, not substitutes for ammo discipline.
Related pages
- Demo Puzzles & Codes — investigation links that grant early points
- Investigation System — detective board tutorial
- Graphics & Performance — if stutter makes dodge perks harder to use
We will publish a full perk list with exact names and costs after the retail build unlocks on launch day.
Frequently Asked Questions
Quick answers to the most common questions.
Can I respec talents?
Frogwares has not confirmed respec costs pre-launch. Finish the demo twice if you want to test different nodes.
Do talents carry from demo to full game?
No announced transfer. Demo points teach the system only.
Does New Game+ reset story choices?
NG+ restarts the campaign with your perks and items. Narrative choices likely reset — verify after launch.