Solving Mysteries in Oakmont
Massachusetts, often called the most haunted state in America thanks to the legends of the ancient ones, sets the perfect backdrop for this tale. And it’s here, hidden away from maps and memories, that the forgotten town of Oakmont rises—or rather, sinks. This is no ordinary city. Nightmares flood its streets, and every shadow hints at truths too dreadful to face. There’s something hauntingly irresistible about Oakmont. At the heart of The Sinking City, a Lovecraftian game by Frogwares, lies that creeping sense of dread where cosmic horror gnaws at human frailty.
This post is part of my ongoing series exploring Lovecraftian-inspired games. In each entry, I dive into eerie worlds shaped by cosmic dread, fragile sanity, and mysteries lurking just beyond human grasp. If you’ve been following along, you’ll know the series connects horror, history, and interactive storytelling—making Oakmont’s nightmare a perfect next chapter.
In this post, I’ll explore the elements that make The Sinking City a standout Lovecraftian game. Its unsettling setting of a half-drowned Oakmont, the clever gameplay mechanics mixing open-world exploration with detective work, and a narrative that drags you deeper into existential terror with every clue you uncover.
In the game, we meet Charles W. Reed, a man plagued by terrifying visions and relentless nightmares. His desperate search for relief leads him to Oakmont, a city devastated by flooding and stalked by mysterious creatures. Here, the line between sanity and madness blurs, forcing both Reed and the player to confront horrors no one should ever face.
The story of The Sinking City
The Decline of Oakmont
Oakmont, also known as The Sinking City, is a large fishing town on the Massachusetts coast, not far from Innsmouth. The city cannot be found on maps and was built on a peninsula in the Reed Heights district, facing away from the mainland.
Three Great Families ruled Oakmont: the Throgmortons, the Carpenters, and the Blackwoods. Around 1920, a mysterious flood struck, cutting the town off from the mainland. Several districts sank, leaving citizens to navigate streets by boat, like a terrifying echo of Venice.
The disaster brought more than rising waters. Horrific creatures known as Wylebeasts began infesting the city. At the same time, refugees from Innsmouth arrived, creating social tension and racial conflict. Poverty grew worse, despite Oakmont’s grand universities, libraries, and harbours. Corruption, occult practices, and violent family rivalries became part of everyday life, making the city a dangerous, otherworldly place.
Charles W. Reed
Charles W. Reed, a World War I veteran and investigator, arrives in Oakmont searching for answers to his disturbing visions. He once served aboard the USS Cyclops, a ship that mysteriously sank, leaving Reed the sole survivor. The event scarred him, awakening psychic abilities and nightmares of a sunken city. Reed receives an invitation from Johannes van der Berg, a Dutch who claims Oakmont hides the truth behind Reed’s visions. Like Reed, the townsfolk also suffer from haunting dreams connected to the flood.
The First Case: Robert Throgmorton’s Missing Son
Upon his arrival, Reed is introduced to Robert Throgmorton, head of one of Oakmont’s ruling families. Robert, with his striking ape-like features, despises the Innsmouth refugees who recently settled in the city.
At that moment, tragedy strikes. Robert’s son, Albert, disappears during a deep-sea expedition. Soon after, his body is found hanging brutally in a warehouse. The investigation leads Reed to an Innsmouth resident, Lewis, who remembers little of the murder. In classic RPG fashion, the player must decide Lewis’s fate, shaping the story.
Solving the case gains Reed Robert’s trust. Robert explains that many in Oakmont are plagued by the same nightmarish visions. His own search for answers drives him to fund expeditions, including one led by Professor Harriet Dough.
As Reed makes his way to the Devil’s Reef Hotel, he is struck by another vision—this time consumed by the monstrous maw of something far older and far darker.
The Expedition in The Sinking City
Nightmares at Devil’s Reef Hotel
Reed awakens inside the Devil’s Reef Hotel, rescued by Johannes van der Berg. The hotel’s owner complains about Reed’s screams at night and mentions strange letters from other newcomers. These letters, scattered across Oakmont, deepen the game’s sense of dread(and start the side missions).
Investigating the Expedition Headquarters
Reed begins searching for clues at the Expedition Headquarters. He discovers the building was ransacked by Innsmouthers. A ritual chant sealed a hidden wall, while vital papers were taken and later burned.
His investigation leads to the Oakmont Chronicle, where he uncovers references to the ship Titania and Pier 3. At the docks, he finds the aftermath of a violent fight. Among the survivors is Sanders, disguised as Joseph Willow. Sanders confesses that his team lost their minds after spending too long above deep-sea cracks.
Into the Depths
With a diving suit, Reed explores Devil’s Teeth. He encounters eerie statues and is attacked by a tentacled monster before reaching an underwater cavern. There, he learns that Professor Harriet Dough obtained a mysterious Seal-Key, but Innsmouthers ambushed her expedition. Harriet and the artefact were dragged away, leaving the other scientists to perish.
The EOD Organisation: everyone obviously duty
Reed reports back to Robert Throgmorton, who mourns his son Albert. Robert reveals that the cult-like organisation known as the EOD may hold answers. Determined, Reed infiltrates their circle through Anna, a charismatic woman who distributes fish freely to the starving citizens.
His first task: investigate poisoned fish at an EOD warehouse. Using his detective skills, Reed uncovers evidence of ricin and a hidden torture chamber. The trail leads him to the University, where Professor Cavendish emerges as the saboteur. Bitter and broken, Cavendish claims the EOD manipulated his wife, Anna, and corrupted Oakmont with its occult influence. Reed must choose whether to stop Cavendish or help him sabotage the organisation further.
Secrets Beneath Charity
Despite their “charitable” front, Reed uncovers disturbing objects linked to dark rituals inside the EOD’s hideouts. In the fish market cellar, he meets Fred, an EOD member who admits Harriet is captive but demands Reed’s help escaping the city before sharing more.
The truth is clear—the EOD isn’t simply feeding Oakmont. Behind its smiling mask lies a dangerous network, its influence reaching even the police. Reed’s search for Harriet now means facing not only monsters of the sea but also Oakmont’s human conspiracies.
The Carpenter Conflict in The Sinking City
Reed accepts a job from the bartender at Seven Oaks, searching for a missing messenger. His investigation leads to Levi Coffin Avenue, where he fights wylebeasts and uncovers a burnt corpse, blood stains, and stolen whisky.
The trail takes him to Salvation Harbour, where he discovers the smuggler leader—Brutus Carpenter, thought long dead. Brutus reveals he survived an assassination attempt, drugged and nearly cremated before escaping. He tasks Reed with uncovering the plot.
At St. Botolph’s Crematorium, Reed learns a worker accepted bribes from priests of a strange cult. His search leads him into the Carpenter mansion, where he meets Graham, Brutus’s son, and uncovers a double of Brutus locked away. Research points to the Church of Redemption.
Inside the church, Reed’s visions reveal grotesque statues, corrupted altars, and links to police infiltration. Diving deeper, he discovers the cult’s lair, defeats the monstrous “Fecund Mother,” and learns Graham was chosen to replace Brutus. In the end, Reed must decide who leads the Carpenter family—Brutus, corrupted but experienced, or Graham, compassionate but vulnerable to the cult.
Regardless of the choice, Brutus honours the deal, arranging contraband for Fred’s escape. This decision sets the stage for his next dangerous contact: Ebernote Blackwood, a high member of the EOD.
The Chosen One
At the arranged meeting, Reed is ambushed by racists targeting the Innsmouthers. Using his detective skills, he reconstructs the scene, learning Blackwood was captured after refusing to abandon his people. Following police records, Reed uncovers tortured Innsmouthers, strange visions, and cult missions tied to Blackwood’s disappearance. His search leads him to Grimhaven Bay, where he hallucinates a grotesque Lethian creature. In Blackwood’s hideout, he learns the professor Harriet Dough is seen as a “Chosen One,” destined to close the gates of the deep.
The trail ends in Calmshore Marina. Diving through an underwater cave, Reed discovers chained women, occult altars, and Innsmouthers dressed as cultists. At last, he meets Blackwood, who insists Harriet’s fate is tied to saving humanity. Reed finds Harriet, who explains the endless “Cycle” of floods and horrors rising from below. She believes only a true Chosen One can break it. Yet Reed also has visions, casting doubt over her belief.
In his Palace of Mind, Reed must choose: trust Harriet with the Seal, or accept his own role as the true Chosen. A terrifying vision follows—Reed restrained, surrounded by syringes and tentacles, with Johannes van der Berg shifting between man and monster.
The Kings in Yellow
Reed wakes at St. Mary’s Hospital under Johannes van der Berg’s care. The Seal of Cthygonnaar is missing. Johannes avoids answers but directs Reed back to Calmshore and later to the Crown Theatre.
At Calmshore, Reed fights wylebeasts and uncovers the truth with his Mind’s Eye. Blackwood once held the Seal but was abandoned when the Kings in Yellow kidnapped Reed, the so-called “Chosen One.”
The trail leads to Blackwood’s mansion, where Reed finds ritual diaries and evidence of failed experiments with a “dreamer’s seed.” In the family’s cannery, armed cultists lurk. Reed retrieves the Seal but faces Blackwood, who insists he is the true Chosen. The confrontation ends with Blackwood’s death, no matter Reed’s choice.
At the Crown Theatre, Reed breaks in and finds Johannes’s corpse. Yet the mystery deepens—nothing is ever as it seems in Oakmont.
Trapped in a Web
Using his powers, Reed relives Johannes’s staged “murder.” The evidence points to Milton Pierce, a politician with ambitious plans. Arrested as the main suspect, Reed is freed by the Carpenters depending on earlier choices.
At Pierce’s home, Reed finds bloody evidence. Milton offers to clear his name—if Reed poisons his own mother. In truth, the real killer is Glenn Byers, a lookalike coerced into the crime. Reed must choose: show mercy, force a confession, or frame Pierce.
The trail ends at Devil’s Reef Hotel, where Johannes appears alive. He admits the plot was a trap to push Reed towards his destiny as the Chosen One. The Seal and prophecy cannot be ignored.
The Hunt for the Immortal Priestess
At Joseph Hill’s flat, Reed discovers bodies and faces Usha, a Mayan undead priestess. She vanishes after attacking, leaving Hill shaken. Hill reveals Usha is tied to the Seal and must be tracked.
Police records point to a series of drained bodies across Oakmont. Clues lead Reed to a secret laboratory, filled with grotesque experiments and occult texts. There, a man, Raymond, delivers Usha’s offer: kill Hill in exchange for the key to Cthygonnaar.
Reed’s choice defines his path. He can:
Accept Usha’s bargain and kill Hill for the knowledge.
Protect Hill, defeat Usha, and claim the key by force.
The Final Journey to Cthygonnaar in The Sinking City
Gathering the Kayfingers
Reed’s last quest begins at the Devil’s Reef Hotel, where he studies the Prophecy and learns that three ancient artefacts—the Kayfingers—hold the key to Cthygonnaar.
At St. Michael’s Church of the Burning Bush, he finds charred skeletons and evidence of a fire cult. A hidden passage leads him to the first Kayfinger.
Next, Reed dives in Grimhaven Bay with the help of Jimmy Price, who demands a grim favour before guiding him. Deep underwater, Reed claims the second artefact after battling a monstrous sea creature.
The third Kayfinger lies in the Stone Worshippers’ Residence, hidden behind puzzles and petrified bodies. With all three in hand, Reed is ready to face his destiny.
The Descent
Returning to the church basement, Reed places the Seal of Cthygonnaar on a pedestal. The sea parts, opening a path into an otherworldly realm.
He journeys through visions—sailing the Charon, waking again at Devil’s Reef, and walking Oakmont’s haunted streets. Figures from his past reappear, each reminding him of choices made. At last, Reed reaches the gates of Cthygonnaar. Here, his final decision will shape the fate of Oakmont, and possibly, the world.
The Three Endings of The Sinking City
1. Leap of Faith
Reed sacrifices himself by placing the Seal and throwing himself into the abyss. Centuries later, a ship arrives in Oakmont, welcomed by Johannes van der Berg—hinting at a cycle repeating endlessly.
2. The Stars Are Right
Reed opens the central gate. A monstrous entity, The Daughter, devours him as a massive tidal wave swallows Oakmont. Humanity falls, and Reed becomes the unwilling herald of the apocalypse.
3. I’m Out of Here
Rejecting the burden, Reed abandons Oakmont and returns to Boston. Yet peace is an illusion—the city begins to flood, proving that cosmic horror cannot be escaped.
The Sinking City Review – Gameplay, Themes, and the Remaster
Gameplay – A Detective Lost in Oakmont
The strongest point of The Sinking City is, without question, Oakmont itself. Frogwares created a city that feels vigorous yet suffocating, its streets soaked in hopelessness. The Oakmont game setting is not only visually striking but narratively powerful. Every flooded district, decayed pier, and crumbling mansion immerses you in Lovecraftian horror.
At its core, The Sinking City is an investigative Lovecraftian game. It demands close attention from players: reading documents, following leads, piecing together evidence, and using Reed’s retrocognition ability. This mechanic lets you reconstruct past events and is central to the investigative experience.
Exploration defines the gameplay loop. You must traverse Oakmont, whether by foot or boat, searching for hidden clues. Combat exists, but it is not the highlight. Weapons feel functional rather than rewarding, reinforcing survival horror tension rather than power fantasies. I must agree the game might have benefited from more focused and contained encounters instead of standardised open-world gunfights.
Still, Oakmont’s investigations are captivating. Side missions expand the world and intensify the sense of being a private investigator unraveling cosmic mysteries. The Casebook system stores leads and evidence, allowing players to decide connections through the Mental Palace. Reed’s choices carry weight: who survives, who suffers, and how the city reacts. Yet the ultimate fate of Oakmont is decided only in the final chapter.
Lovecraftian Themes and Social Commentary
The Sinking City is more than an open-world detective RPG; it is a direct dialogue with Lovecraft’s mythology. Players encounter creatures tied to Shub-Niggurath, the Order of Dagon, and references to Cthulhu himself. The game draws inspiration from The Shadow Over Innsmouth, Dreams in the Witch House, The Facts Concerning Arthur Jermyn, and even The Trap, weaving them into new narrative arcs.
Beyond the monsters, the Oakmont game setting reflects social tensions. Prejudice plays a central role, particularly through the Innsmouthers, who face systemic discrimination and xenophobia. This theme grounds the supernatural horror in harsh, human reality.
The choice system deepens this commentary. Few options are morally clear. Instead, players face compromises—picking the lesser evil, balancing survival against principle. This narrative ambiguity is faithful to Lovecraftian horror, where clarity and certainty are illusions.
Criticism – Technical and Structural Issues
While The Sinking City is ambitious, it is not flawless. Technical problems plagued its original release. Players often saw Oakmont’s streets render in real-time, NPCs spawn abruptly, or animations glitch. These issues, common in open-world games, disrupted immersion.
Another limitation lies in interior design. Many buildings share the same architectural layouts, weakening the sense of discovery. Repetition in level design undercuts Oakmont’s otherwise rich atmosphere.
Additionally, the inclusion of RPG systems—character upgrades, skill trees, and resources—felt mismatched. As a detective narrative video game, the experience may have been stronger with simplified combat and tighter investigative encounters. Even so, the oppressive setting, survival horror pacing, and the sanity meter mechanic carry the experience forward. I’m mean, it’s cool to stroll around Oakmont.
Legacy and the 2021 Remaster
For those who missed its launch, there is exciting news. The Sinking City Remastered had been released in 2021 on all major platforms. Built on Unreal Engine, the remaster brought improved visuals, refined performance, and reworked technical systems. They brought better textures, upgraded lighting, and stability fixes. This will be an ideal chance for newcomers to explore the supernatural flood in Oakmont in a polished form.
Even more thrilling, The Sinking City 2 has been teased. Early details suggest a darker, more visceral horror experience. While Oakmont was the drowned stage of cosmic dread, the sequel appears to shift towards Arkham—arguably the cursed heart of Lovecraftian horror. The sinking city 2 release date has not been confirmed and a Kickstarter campaign launched on March 6, 2025 to help fund the game.
Conclusion – A True Lovecraftian Detective Experience
The Sinking City is not perfect, yet it achieves something rare: it translates cosmic horror into gameplay. The constant threat of weirdness, the fragility of Reed’s sanity, and the futility of clear answers all embody Lovecraft’s vision.
As an open-world Lovecraftian detective game, it blends survival horror, investigation, and narrative choice into an intriguing formula. Its atmosphere and world-building outweigh its technical flaws. For players drawn to detective narrative video games and Lovecraftian mythology games, Oakmont remains unforgettable.
Check out my previous deep dive here.