The Sinking City 2 crafting centers on scarce resources such as Chemicals, Gunpowder, Healing Herbs, and Metal Scrap, which feed recipes for ammunition, healing, and survival preparation rather than base-building.
Arkham’s survival-horror loop makes every pickup part of route planning: spend supplies on the threat ahead or preserve them for a later fight. That pressure keeps crafting focused on recovery, ammunition, and carefully chosen upgrades.
Quick answer
The Crafting Tutorial introduces the material-and-recipe loop. Further access can depend on exploration, optional cases, safes, Talents, and recipes discovered before entering New Game Plus.
At a glance comparison
| Entry | Use |
|---|---|
| Chemicals | A volatile ingredient awaiting the right recipe. |
| Crafting | Converts scarce materials into survival supplies. |
| Crafting Tutorial | Introduces how collected materials connect to available recipes. |
| Gunpowder | Produces ammunition such as rounds and shells. |
| Healing Herbs | Medicinal material that must be processed before use. |
| Metal Scrap | Spare metal used for crafting, repairs, and reinvention. |
| The Sinking City 2 Crafting Recipes Guide | Connects craftable items with their costs and unlock paths. |
| The Sinking City 2: All Ammo Types and Crafting Uses | Connects ammunition categories with their crafting uses. |
The first four entries are tangible materials. The remaining entries cover the broader crafting system, its introductory tutorial, and the recipe and ammunition references used when planning what to make.
Complete reference
Chemicals, Gunpowder, Healing Herbs, and Metal Scrap support different parts of the survival loop. Their descriptions indicate the broad purpose of each material without assigning unsupported costs to individual recipes.
| Resource | Crafting purpose |
|---|---|
| Chemicals | Volatile chemicals used in crafting recipes. |
| Gunpowder | Smokeless powder used to craft ammunition. |
| Healing Herbs | Medicinal plants that require processing and cannot be used raw. |
| Metal Scrap | Spare metal parts used for crafting and repair preparation. |
Chemicals
A bottle of volatile chemicals, begging for the right recipe.
“Mix carefully. Last fella did it wrong – now he glows in the dark and speaks Latin backwards.”
— Janitor at Miskatonic University
Use: Chemicals for crafting.
Gunpowder
Fine smokeless powder, stable enough for crafting rounds and shells.
“Keep it dry, keep it cold, and don’t freaking breathe it in!”
— Sgt. Albie Crenshaw, Arkham Militia (ret’d)
Use: Smokeless powder for crafting ammunition.
Healing Herbs
A bundle of dried medicinal plants – potent when processed, useless when chewed.
“Tastes like the grave, but fixes everything – once you boil the madness out.”
— From the margins of the Canticles of Thalyth
Use: A mix of medicinal herbs. Cannot be used raw.
Metal Scrap
Assorted bolts, plates, and filings – useful for repair or reinvention.
“No such thing as junk. Just metal waiting to fulfill its purpose.”
— Claude Fenwick, tinker
Use: Spare metal parts for crafting.
Crafting
Crafting is the umbrella system for turning collected materials into ammunition, healing supplies, and other survival preparations. Scarcity makes the timing of each craft as important as the item produced.
Crafting Tutorial
The tutorial establishes the relationship between gathered resources and learned recipes. Complete it before committing valuable materials so the available crafting flow is clear.
The Sinking City 2 Crafting Recipes Guide
This recipe-focused reference brings craftable outcomes, material requirements, and unlock conditions together. Use it when deciding whether to spend materials immediately or preserve them for another craft.
The Sinking City 2: All Ammo Types and Crafting Uses
This ammunition-focused reference matches ammo categories with their crafting purposes, helping you reserve ammunition materials for the weapons and encounters that need them most.
Known recipe costs and unlock paths
The medkit provides the concrete material-cost example. Other known recipes illustrate how Talents, optional decisions, exploration, and safes affect what becomes available.
| Recipe or unlock | How it works |
|---|---|
| Medkit | Costs 3 gauze and 1 antiseptic. The Field Medic Talent reduces the requirement to 2 gauze and 1 antiseptic. |
| Water-resistant bandage | Choose to investigate the ritual further during the missing person case instead of reporting to the authorities. |
| Rare ammo recipes | Become available after discovery and remain learned in New Game Plus. |
| Weapon blueprints | Open safes containing unique blueprints, which then make the corresponding options available at workbenches and crafting tables. |
| New Game Plus materials | Raw crafting materials reset when the new run begins. |
Compare your healing and ammunition reserves before leaving a crafting table; fixing one shortage by creating another can leave the next route harder than necessary.
How to use this list
Treat materials as preparation for the next route, not as supplies that must be converted immediately. Your priority should change with the expected danger, unfinished optional content, and any blueprint rewards still within reach.
| Need | Prioritize |
|---|---|
| Healing shortage | Preserve Healing Herbs, gauze, antiseptic, and enough finished healing supplies for the next dangerous area. |
| Ammo shortage | Save Gunpowder and other ammunition components for the firearms you expect to use. |
| Weapon upgrade planning | Hold Metal Scrap and weapon parts until you have checked the available upgrades and blueprints. |
| Optional case cleanup | Carry a balanced reserve of healing and ammunition before pursuing objectives away from the main route. |
| Safe and blueprint hunting | Search reachable safes before advancing, since their weapon blueprints can expand your crafting choices. |
| Unknown route | Hoard flexible materials until the next area’s healing, ammunition, and upgrade demands become clear. |
This is a survival-horror economy, not a repeatable farming loop. Spending should solve an immediate problem or support a planned route while leaving enough flexibility for unexpected combat.
Crafting resource icons
These visuals come from the in-game assets for The Sinking City 2. They are included as a practical identification reference for the names and entries in this guide.
Frequently Asked Questions
Do discovered crafting recipes carry into New Game Plus?
Yes. Every recipe discovered during the previous run carries over. Recipes you missed are not added automatically.
Do raw crafting materials carry into New Game Plus?
No. Raw materials reset completely, so spend useful leftovers before finishing a run and rebuild your stock afterward.
Can a main-story-only route miss crafting recipes?
Yes. Optional cases and hidden safes can provide recipes or weapon blueprints, so following only required story objectives can leave gaps in your crafting selection.
Are crafting costs final or subject to balance changes?
Crafting costs, safe clues, recipe availability, and unlock paths may change through balance updates. Check the displayed requirements before spending materials, especially for recipes beyond the medkit example.











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