Semi-Open, Not Open World

Wikipedia’s summary is the standard citation: a semi-open world survival horror game with a focus on combat and exploration and increasing flood waters that will alter locations as the game progresses.

Frogwares’ own PlayStation Blog post owns the framing: for the sequel, we went full force into semi-open-world survival horror. The official Xbox key features describe the world as rotting mansions, flooded markets, and abandoned hospitals explored by foot and by boat.

The distinction from the first game is structural, not cosmetic. The 2019 Sinking City was an open-world detective adventure set in Oakmont; the sequel replaces free-roam casework with chapter-gated survival horror in Arkham.

How Exploration Actually Works

Each chapter opens an area for exploration and ends at a point of no return — finish side content before triggering the finale. The map color-codes exploration completion per area so gaps are visible at a glance.

Safe houses anchor the loop: manual saves at conch record players, a storage stash for spare resources, and a breather between pushes. Reviewers describe the rhythm as safe room to safe room, shortcut-driven.

Traversal splits between walking the flooded streets and taking the boat through drowned districts — the skiff is the game’s signature way to move between and through areas.

The Flood as a System

The floodwater itself is a threat: unseen entities and abominations lurk beneath the surface and can ambush during traversal, and some monsters raise the flood level or drain your sanity to force hallucinations.

Wikipedia’s phrase increasing flood waters that will alter locations as the game progresses comes from 2024-era reporting; hands-on reviews instead emphasize the chapter structure without confirming dynamic map reshaping. Whether the flood visibly reworks areas mid-play or the line describes art direction is not fully settled by launch coverage.

Either way, rising water is the game’s escalation metaphor — the city sinks further as you push deeper, and the level design leans on it for pacing.

What Players Say About the Structure

Full-game playthroughs describe the result as more linear and more survival horror than the semi-open label might suggest — one put it as investigations being the big thing before, and now it is linear survival horror with the flood.

The consensus from reviews is that the tighter structure serves the horror: scarce resources and known safe routes make backtracking tense instead of tedious, and unlocking shortcuts gives exploration a metroidvania-style payoff.

Exploration Rewards

The semi-open map hides the game’s progression economy: Emergency Relief Crates carrying backpack and weapon upgrades, Mushroom Jack lore broadcasts, optional investigations paying safer routes and supplies, and safes with ammunition behind code locks.

Completionists should note the point-of-no-return rule cuts both ways — miss a collectible before a chapter finale and the cleanup waits for New Game Plus.

The Districts of Arkham

The official key features sketch the map’s texture: a world of rotting mansions, flooded markets, and abandoned hospitals, with the journey descending deep below the city to where eldritch horrors stir.

The named destinations include the Miskatonic library annex where the campaign starts, the Devil’s Reef Hotel, the fire department, the church graveyard, Akeley Memorial Hospital, and the fish market where the merchandise bites back. Each hosts one chapter’s core problem.

Traversal splits the roster: drowned streets and interiors on foot, open water by skiff. Gameplay footage shows the boat is not a minigame but a primary route between districts — and the flood can rise as chapters progress, changing which paths are open.