Pathologic cover
Pathologic screenshot
Genre: Shooter, Role-playing (RPG), Adventure, Indie

Pathologic

Pathologic 2 Patch 6

Development 1.4.25127-rel-dev-st

1.Optimization:

  • Optimized RAM usage related to VO/lipsync files

2. Reputation system:

  • Fixed Reputation decrease after performing an autopsy in the hospital

3.New Feature:

  • Now you can empty water/blood bottles via new action in the interaction menu (you still can’t empty certain quest-related liquids though).

Pathologic 2 Patch 5

Version: 1.3.24920-rel-dev-st

  • Fixed Cemetery quest at the second part of the game (player was unable to interact with certain quest object);
  • Fixed incorrect effect of certain tinctures;
  • Fixed mouse sensitivity settings bug.

Difficulty Slider and Patch 4

So, we’ve been told that Pathologic 2 is kind of on the hard side. And, well, we agree.
https://www.youtube.com/watch?v=1xe2IxHFYwo&feature=youtu.be
Which is why today we’re finally introducing the promised Difficulty Slider.

Difficulty Slider


Pathologic 2 is supposed to feel almost unbearable. However, we concede that every player has their own limit. And so, following today’s patch/update, you’ll see a new option in the Settings:

The Intended Difficulty is opt-out (meaning the game will launch in this mode by default). As you can see, we also explain why we believe it is a good choice to just play the game as it is—doing our best to communicate the intent while also providing options.

If you toggle Intended Difficulty off, you’ll see the Difficulty Slider itself:

It’s a good way to tweak the experience somewhat without being overwhelmed by more finicky settings. It does not, however, provide a preset for a “story mode”. We strongly suggest preserving at least some level of challenge to Pathologic 2—and give you every option to fine-tune it.

There are even more sliders below:

Basically, you can tweak any aspect of the game that gives you trouble. Perhaps you’re fine playing the game as it is and only want to lower Hunger or Thirst a little… maybe even raising another parameter to compensate.

Oh yeah, it’s possible to make Pathologic 2 way harder now too.

To save you from being lost in the Sea of Sliders, each comes with an explanation, including our suggestions and assessment of how strongly changing this option would impact the game:

This will hopefully make the robust settings easier to navigate and help the players figure out which options to tweak first.

Difficulty can be changed at any moment during the game. So if you’re stuck at a particular section, you may want to lower or raise the stat that gives you trouble and then revert back to normal when you feel that you’re ready to.

However, consider also…

The “Imago” Achievement



The only one that comes in yellow color, clearly making it cooler than the rest

This new achievement is granted for finishing the game on Intended Difficulty—meaning not opting out of it. If you toggle “Intended Difficulty” off while keeping all parameters the same, it won’t count. Want to have this yellow thing on your profile? Don’t touch the difficulty settings at all.

If you’ve finished Pathologic 2 already (or are close to completion), just load the latest save you have and play the game to the ending credits, and you’ll get the achievement.

Patch 4 Notes


v1.3.24891-rel-dev-st
The update also comes with a bunch of improvements and fixes.

1. Optimization:

  • decreased the size of loaded textures;
  • decreased the size of loaded shaders;
  • minor improvements to the FPS when traversing the Town.

2. AI Fixes:

  • minor improvements to NPC pathfinding.

3. Quest and Logic Fixes:

  • (NB!) fixed an unfortunate bug that made Aglaya speak nonsense when you first meet her (the branches in her dialogue were swapped, reflecting the opposite of reality);
  • (NB!) fixed a critical bug that sometimes locked the player in The Rod on Day 6;
  • (NB!) fixed a critical bug with characters (Katerina, Sticky, Notkin. Khan) disappearing on later days;
  • fixed a bug that made Rubin’s adoring fans despawn too early, rendering an event impossible to complete;
  • now empty bottles will return to your inventory if you drink from them during a late-game event;
  • fixed a minor bug when finishing everything early on Day 1;
  • fixed a bug with the barkeep’s prices;
  • a minor technical fix to one of the endings;
  • Peter has a name now when you meet him outside of his place (the numbers were neither an obscure storytelling technique nor the coordinates for the Polyhedron as some have assumed, they were basically our version of “undefined”);
  • a bunch of other minor fixes.

4. Animation Fixes:

  • at low stamina, knives and scalpels now perform a normal attack instead of a strong one;
  • polished animation switching across the whole game.

5. Visual Fixes:

  • taught crows to conceal their low-poly nature by not landing close to the player;
  • minor collision fixes;
  • minor fixes of Murky’s model materials;
  • minor fixes to lighting on interior furniture;
  • fixed the lighting during a number of pantomimes;
  • fire particles are now emitted from the largest part of a burning person (or object);
  • fixed the glitch that made the camera jerk around when going outside.

6. Audio Fixes:

  • invisible cats meow at a different rate at Notkin’s Castle now;
  • fixed the bug that excluded certain sounds (like fires or the hum of the Polyhedron) from audio settings;
  • the Abattoir speaks to you now.

7. Misc:

  • (NB!) all keys are fully rebindable now!
  • tweaked some hunger parameters slightly (VERY slightly);
  • fixed an error with aiming mode lingering when a firearm was put away;
  • typos.


See you in Patch 5!

Pathologic 2 Patch 3

Version 1.2.24644-rel-dev-st

Technically this is the third patch, but the previous two were more like hotfixes, while this is a Big One. This patch mostly focused on logical and quest-related errors. We’re still working on improving performance, stability, memory usage, and fixing spikes, and you’ll see some results next week. Although some memory-related issues were fixed in this patch already!

Here are the patchnotes:

1. Optimization
- improved memory usage (loading and relaunching the game now requires less memory);
- lowered the amount of memory required by the shader cache;
- lowered video memory usage.

2. AI Fixes:
- improved corpsmen behavior a bit;
- plague clouds are now better at despawning;
- NPCs react faster when someone attacks their allies;
- fixed soldier animations (they correlate better with their behavior patterns now);
- fixed NPC behavior upon surrendering;
- improved NPC navigation;
- fixed the lack of fighting animations for some NPCs in rare quest-related situations.

3. Quest and Logic Fixes:
- (NB!) crucial items no longer have a chance to disappear upon the player leaving the Abattoir;
- fixed an unfortunate bug that made all items disappear from the player’s hideout;
- fixed the start and end conditions for some quests (e.g., Saburov will no longer try to capture you after he’s done with trying to capture you);
- fixed the issues with the quest about Father’s house;
- in the quest that has you barter with the townsfolk, the game now correctly displays the fact that it improves your reputation;
- some quest-related items now properly disappear when their time is due instead of lingering in the game world;
- fixed some unfortunate phrases and name errors;
- fixed the bug that made some doors lock on you in quest-related situations;
- fixed some dialogue condition errors;
- fixed the wrong thoughts (and in the game).

4. Animation Fixes:
- NPCs are now better at following the player with their faces and eyes;
- minor fixes to women’s movement;
- minor fixes to facial animations;
- more natural poses in some dialogue animations;
- soldiers’ aiming is no longer jerky.

5. Visual Fixes:
- burned people now produce prettier smoke;
- some characters no longer float above their designated places (happy landing);
- improved the shadows on Aglaya’s face;
- improved the look of fire (and made it less bright);
- minor collision fixes;
- fixed visual glitches on fences;
- improved the shadows cast by table lamps;
- the lighting in the Lump has become slightly prettier;
- improved the overall quality of indoor lighting, especially through doorways;
- fixed the village quay;
- now some detailed models load from further away (making the game a bit prettier);
- fixed jerky camera movement;
- partially fixed the incorrect blood particles upon hitting the opponent;
- the grass now looks more even from afar;
- fixed the look of the crosses drawn on doors;
- fixed the blinking tooltips on the map (happened when the cursor was placed on a character portrait);
- fixed trembling dialogue options (it was a bug, not a compelling storytelling technique).

6. Audio Fixes:
- audio balance generally improved;
- restored music to the Crucible (Victor’s wing);
- improved revolver and rifle sounds;
- added music to the Nutshell.

7. Misc:
- made a single notch of the gamma slider twice as small, meaning it’s now easier to fine-tune it;
- added VSync options to the graphic settings, that allows to set the FPS to ½, ⅓, or ¼ of you display refresh rate (improves performance at the cost of FPS);
- fixed the bug on the “Load Game” screen that made the Load and Delete Save buttons active even in the absence of a valid save;
- stealth is now active for the duration of the button being pressed, not toggled;
- typos.

Please keep in mind that patches have a time lag: not all errors that we’re aware of have already been fixed. But whatever is not in this patch, is coming soon in future ones!

ON DIFFICULTY



We’ve always believed that games are a medium capable of delivering all kinds of compelling experiences—and that said experiences don’t need to be conventionally pleasant to be interesting and fulfilling. Pathologic 2 was always intended to be gruelling, stressful, and bleak; we believe in ludonarrative cohesion and aren’t too fond of stories that are only dark and hurtful on the cover.

However, we also believe—even firmer—in player freedom.

Pathologic 2 was balanced around three principles:

  • We want the player to always balance on the verge of death, but also always to have an opportunity to drag themselves out (perhaps loading a save or two back—that’s why the game keeps the full history of your saves)
  • We want the player to be forced to sacrifice “cool and interesting” content due to their survival needs, to be always short on time and not being able to achieve an optimal playthrough. The story of Pathologic 2 is written to be caught glimpses of, not unfold completely
  • We want the player to do things that feel clearly wrong, like voluntarily thrashing their reputation or using the healing items that could have saved someone. Among other things, Pathologic 2 is an exploration of selfishness—that video games often allow us to completely disregard as a factor


Judging by your feedback, Pathologic 2 is actually balanced in a way that achieves all that.

However, we have received clear feedback that the game is too hard—and we don’t think that everyone who says that misses the point of the experience. People are different and have different attention spans and patterns. So we’re fine with allowing the players to tweak the game a bit to account for this fact.

Our games have always been in a curious spot. Some people only finished the original Pathologic and The Void using cheat codes. So while in theory these players agreed with our stance on games as a medium for creating compelling experiences, in actuality they didn’t really—well—experience what we had in store for them. Which is, of course, understandable. Not everyone wants a life-changing experience every time they launch a game. Sometimes people only want a cursory glance.

Well, we’d rather give people a tweaked experience than none at all.

So, in the coming 2-3 weeks we’ll introduce a difficulty slider to Pathologic 2. You’ll be able to tweak the game mildly, within the limits of what we consider intended difficulty, and also set it the way you want, if you want.

But we hope that you don’t. Pathologic 2 is supposed to be almost unbearable, otherwise the effect is lost. We concede that everyone has their own limits to push. But we strongly advise against making the game easy for yourself.

However, we do like the notion of giving you this freedom—and this responsibility. This way, the achievement of resisting the temptation and finishing the game on intended difficulty becomes even more true and vivid. And that’s the kind of effect we deeply appreciate.

Pathologic 2 Patch 2

Version 1.1.24486-rel-dev
1) Fixed some of the freeze and stuttering issues
2) Fixed a bug potentially destroying all stored items in containers after looting infected houses.
3) Error messages in game logs are now more detailed (so we can fix them more efficiently)

Pathologic 2 Patch 1

The first patch is here! It won’t be the last—a meatier update awaits ahead, while this one is really more of a hotfix. Here’s the changelog:

  • [performance] fixed potential crashes on starting a new game, loading a game and entering houses
  • [controls] the camera is no longer controlled by arrow keys by default
  • [minor] the corrupted rtf file replaced with a correct pdf in the soundtrack


CONTROLLER SUPPORT (kinda)
Pathologic 2 supports a controller, but the controls themselves are unrefined yet. We turned it off for now, because we can’t guarantee playing with a controller would be a sufficiently good experience.

However, those of you who want to experiment can do that now by turning the controller on in the game files. To do that, find C:\Users\username\AppData\LocalLow\Ice-Pick Lodge\Pathologic 2\Settings\ExternalInputSettings.xml and set true. Do be warned though that we’re still honing this aspect though.

Have fun being miserable in Pathologic 2!

Pathologic 2 out now

Alpha Backers build live



Greetings travelers,

It's been a long journey, and we've finally arrived to the destination. For most of you, the build goes live alongside the official release in ~5 hours.

However, if you've been kind enough to support Ice-Pick Lodge as an Alpha Backer, you can now enjoy Pathologic 2 in its fullest.

Your library item has been updated to the full game.

Expect minor updates along the way as we prepare to open the floodgates.

https://www.youtube.com/watch?v=ECSwEgzeEug

As a kind reminder, the 10% pre-purchase discount vanishes when the game goes live:

https://store.steampowered.com/app/505230/Pathologic_2/

1 day left until Pathologic 2, let's look at the Artbook



Dear guests,

While you take your seats (by pre-purchasing the game below), we would like to draw your attention to a very special package available in the Pathologic 2 Supporter Bundle.

Right next to the lavish Soundtrack lies the very special Artbook - created by the visionaries behind Pathologic's world.

The Artbook is over 256 pages



Created in English and Russian, the artbook has over 256 pages including never seen before concept art, alternative design of characters and sneek-peak into game design documents.



More art!





Pre-Purchase now, the 10% discount vanishes on launch!



https://store.steampowered.com/app/1080220/Pathologic_2_Artbook/

https://store.steampowered.com/app/505230/Pathologic_2/

We will see you tomorrow when the doors open at 10am Pacific Time!



Local Launch Times


  • 8pm Moscow
  • 6pm Amsterdam
  • 5pm London
  • 1pm New York
  • 10am Seattle/Los Angeles