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CONTROL Resonant Sinkhole dungeon guide

Everything known about the Sinkhole, a contained dungeon in CONTROL Resonant: its setup, gravity-warped combat rooms, and enemy waves.

What is the Sinkhole in CONTROL Resonant? It is a contained dungeon, a handcrafted space in the early hours of the game where Dylan descends into a chasm in the city and fights waves of enemies in rooms warped across three dimensions. It is one of the strongest examples of Remedy’s contained level design in the sequel, and it leans on wall-running and gravity play that keep combat disorienting.

Where is the Sinkhole?

The Sinkhole appears a few hours into gameplay. In hands-on previews, Dylan follows a reluctant FBC agent’s guidance over the radio and drops on a probe platform that hangs like a loose lampshade down into a cylindrical chasm opened in the city below. Inside, Remedy gets to exercise the interior design strengths it honed in the Oldest House in a contained environment.

This is part of the “dungeon” layer that sits beneath the open-ended Manhattan zones. Remedy informally calls these contained floors dungeons, distinct from the side quests and world quests that populate the larger world.

What fights happen inside?

The first stop of the probe down the well triggers enemy waves. Hands-on previews describe a decent amount of enemy variety:

  • Sniper-like ranged foes
  • Tricky sub-bosses with odd names, who vanish into puffs of red smoke
  • Plentiful grunts to fill out the action

The combat uses the same momentum loop as the rest of the game, but the arena makes positioning the key. Enemies scuttle up and around ledges, and the fight flows across surfaces that loop around you rather than a flat floor.

The honeycomb combat rooms

The centerpiece is the arena, a cramped set of rooms bundled across three dimensions like a beehive of midcentury office rooms. With the left bumper button, you can run up or down walls and ceilings, effectively rotating the world around you while Dylan stays centered.

The result is that simple room layouts become vertical, almost impossible maps. You can fall out the top of one room, across chasms and into another, like a figure tipping out of a doll’s house into an upended second doll’s house. Enemies climb the same surfaces, so fighting them means re-mapping the room continually.

This notes-style traversal, with running walls and ceilings, is one way the game’s movement design and its combat design are the same system, and it is a clear throughline from the Shift and Reach traversal seen in the broader Manhattan zones.

Why does it matter for the world?

The Sinkhole, along with the Gravity Anomalies and zones like the West Incursion Zone, shows how CONTROL Resonant uses contained spaces to make the world feel dense and strange without resorting to empty open ground. The world wiki page on warped Manhattan covers how these zones fit together. Dungeons like the Sinkhole are where Remedy’s interior design language from the first Control gets to flex, in a hybrid of old and new.


Sources: Eurogamer / IGN hands-on previews of CONTROL Resonant (2026) and official Remedy PlayStation blog descriptions of zones and movement. Full mission, enemy, and loot details remain unannounced beyond the hours shown publicly.

Last updated Sept 2026.

FAQ

What is the Sinkhole in CONTROL Resonant?

It is a contained dungeon, one of the game's confined 'dungeon' areas, entered a few hours into the campaign. A probe descends into a cylindrical chasm that has opened up in the city.

Is the Sinkhole an open-world area?

No. It is a handcrafted, contained dungeon, closer to the interior design of the first Control's Oldest House than the open-ended Manhattan zones.

What combat happens in the Sinkhole?

Waves of enemies, from ranged snipers to tricky sub-bosses that vanish in red smoke, fought across rooms furnished in three dimensions where walls and ceilings become walkable.

Can I run on walls in the Sinkhole?

Yes. The combat arena lets you climb or run along walls and ceilings, effectively rotating the room around a centered Dylan, including using the left bumper.

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