The following is a list of weapons in the game The Sinking City.
Melee[]
The only melee weapon available in the game is a shovel. The shovel is a starting weapon that Reed has at the beginning of the game, and it can be improved with the skills Privateye the Sailor, which increases damage, and Lightning Bruiser, which increases swing speed. It can be used to break padlocks and some wooden barricades.
Explosives and traps[]
Explosives and traps are thrown or placed weapons that can be found around Oakmont. Their crafting recipe is unlocked once the weapon is acquired by the player.
Bricks[]
Bricks are randomly found in bin containers, cannot be crafted, and can be thrown at enemies to deal a small amount of damage. There are no skills that affect bricks, and a maximum of three can be carried at once.
Foot Trap[]
"The inconspicuous design ensures that even watching your step won't help"
Small traps that deal damage and can pin small-medium sized wylebeasts in place. A maximum of three can be carried, and they can be crafted with three metal scrap and one coil springs, received as a reward from some cases, or found as loot.
Their effectiveness can be improved with skills - Trapper decreases the time it takes to set a foot trap, Ankle Biter increases the amount of time enemies are pinned in the trap, and Leg Cutter doubles the damage that they deal to enemies.
Firebomb[]
"The worst enemy of monarchies, capitalism, and anything flammable"
Firebombs are glass bottles full of flammable liquid that when thrown ignite the area where they land for a short time. They can be crafted with two rags, two alcohol, and one cordite, found as loot, or received as a case reward.
Firebombs can be improved with skills. Sapper Charge increases their effective range, High Yield increases their damage, while Heavy Ordnance increases the amount that can be carried at one time from three to four.
Hand Grenade[]
"A makeshift hand grenade. Handle with care!"
An improvised grenade, when thrown it explodes after a short delay dealing moderate damage to anything caught in the blast. Hand grenades can be crafted with two metal scrap, two cordite, and two rags. They can also be randomly found as loot, or given as a reward for completing cases.
Skills improving the hand grenade are the same as the ones that improve the firebomb, with Sapper Charge and High Yield improving their combat effectiveness and Heavy Ordnance raising the capacity from three to four.
Firearms[]
Pistol[]
"An army issue Bolt M11, easy to handle and to carry concealed. A private eye's weapon of choice. Uses .38 pistol rounds."
The pistol is a starting weapon that deals low damage to enemies, and initially has a seven round magazine, with a maximum of twenty-one rounds able to be carried. Pistol rounds can be crafted with one gunpowder and one shell casings.
Skills improve the pistols capabilities, with Hardboiled Detective increasing the magazine to eight rounds and giving a chance to deal double damage, while Extra Clip increases maximum ammo to twenty-eight rounds.
Revolver[]
"A trusty six shooter, Bolt Model D, nicknamed "The Widowmaker." Uses powerful .44-40 cartridges."
The revolver is acquired during Frosty Welcome from Robert Throgmorton, and deals moderate damage to enemies. It has a capacity of six rounds, and initially a maximum of twelve rounds can be carried. Revolver rounds can be crafted with two gunpowder and one shell casings.
The revolver can be improved with skills - Nimble Fingers improves the reload speed, gunslinger gives a ten percent chance to deal double damage, and Deep Pockets increases the maximum ammo to eighteen rounds.
Shotgun[]
"This Rochester R1898 lever-action shotgun has a sawed-off barrel for greater convenience. Uses 12-gauge shells."
The shotgun is acquired from Robert Throgmorton for completing Quid Pro Quo. It deals high damage to enemies at close range, initially has a capacity of two rounds and a maximum of eight rounds can be carried. Shotgun rounds can be crafted with three gunpowder, two shell casings, and three metal scrap.
The shotgun can be improved with the skills Tight Spring, which increases the capacity to four rounds, Trench Sweeper, which increases damage and spread, and Bottomless Pockets, which increases maximum ammo to twelve rounds.
Battle Rifle[]
"The M1895 "Mannelijk", mass-produced for the European allies in the Great War. Now pervades the domestic market, rechambered for .30-06 cartridges."
The battle rifle is acquired after completing Fathers and Sons. It has a capacity of one round and deals high damage, with a initial maximum ammo of five. Battle rifle rounds can be crafted with one cordite and one shell casing.
The skills War Veteran increases the damage of the rifle, Sharpshooter gives a chance to deal double damage, and Bandolier increases maximum ammo to eight rounds.
Submachine Gun[]
"Deemed too expensive for mass production, the M21 "Chicago Broom" is a favourite with private buyers - for good reason. Uses .45 ABP rounds."
The submachine gun is acquired from the Carpenter family during Self-Defense. It is a fully automatic weapon that has a capacity of thirty rounds, and initially its maximum ammo is also thirty rounds. Submachine gun ammo can be crafted with two gunpowder and one shell casing.
The submachine gun can be improved with the skills Firm Grip and Recoil Control, which both improve its accuracy, and the maximum ammo can be increased to forty rounds with the skill Army-Issue Bandolier.
Other[]
Harpoon Gun[]
The harpoon gun is a weapon that is only used while diving underwater. It has unlimited ammo, but is unable to kill enemies outright. Instead, it can fire a harpoon to stun an enemy for a brief time, or a flare to distract them for a moment.