

Steam News · Jun 25
Hello everyone!This is Alexander Souslov, producer at Ice-Pick Lodge and game designer of Pathologic 3.The studio has been quiet for a while. We needed a moment to catch our breath. The team had no New Year holidays, and frankly, no vacations at all while working on the game's updates. But we weren't silent because we were lounging on a beach, eating watermelons and baursaks (if you've never encou...
Steam News · Mar 17
Hi, friends!Update #6 is out. This time we tuned several noticeable things at once: improved a bunch of Mind Palaces, made the interface more flexible (all the way up to toggling the HUD with a single button), added more menu sounds — and yes, we updated the door sound when leaving the Polyhedron! On top of that, there’s a batch of logic, visual, and performance fixes, including improvements for S...
Steam News · Mar 2
Hi, friends!Update #5 is here. We continue to methodically knock the weirdness out of the game: broken decrees and busted quests, doors that shouldn’t be open, districts you suddenly can’t enter, and other adventures in system logic. And we’ve finally admitted the obvious: there’s nowhere to put the pistol and the Prototype, so they now honestly sit in their proper slots.Changes:Glued the revolver...
Steam News · Feb 20
What is the butterfly effect? It’s a concept from chaos theory: in complex systems, even a tiny event can have unpredictable and huge consequences—somewhere else, at a different time.All of Pathologic 3 is about that effect: we plastered the whole game with butterflies and moths—visually and logically. And where did that lead us? To the notes for Update #4, where we list some of the logical errors...
Steam News · Feb 11
Hi, friends!We’re done with Hotfix #11. Most of these changes are about frustration: someone was giving out an unnecessary map marker, someone wasn’t showing up when you expected them, somewhere there was a fence that wasn’t supposed to be there. Now it’s all in the past: everyone shows up, nobody hands out extra stuff, the fences are accounted for, and the Cemetery is even more comfortable. We al...
Steam News · Feb 6
Hi, friends!Hotfix #10 is here. In this one, we fixed a few particularly noticeable oddities (like those soldiers in front of the Town Hall), made streamer mode a bit clearer, improved the Casebook UI — and patched up a number of quest and geometry issues. And yes… we fixed Georgiy’s mouth. He now has an excellent mouth.Patch Notes:(Finally!) The soldiers in front of the Town Hall that everyone ke...
Steam News · Feb 4
Hi, friends!Hotfix #9 is here. This time we tackled recipe distribution logic for the child traders, added clearer explanations for a few contentious story situations (that looked like bugs), introduced new tutorials — and, of course, shipped a batch of quest/technical fixes that affected progression.Patch Notes:(Important!) Child traders will no longer give you recipes you already know.(Pretty im...
Steam News · Jan 30
Hi, friends!This is our third major patch. Crucial bits: a lot of fixes to the late-game rations quest and—finally—the ability to ENABLE LARGE DIALOGUE FONT. Also: we sorted out the Haruspex’s English voice, fixed a bunch of inconsistencies, mowed the grass, and made the curbs get properly wet.The Damned RationsWe fixed a lot of things in this broken late-days quest. It should now be unbroken.Grie...
Steam News · Jan 28
Hi, friends!Hotfix #8 is here! This time we tackled a few important things — from the Stamatins’ performance state on Day 11 and one of the endings, to making sure Eva appears where she was always supposed to. And, of course: Thoughts, markers, “Mind Palaces,” dialogues, and highlights.Patch Notes:(Important!) Fixed logic issues with the Stamatins’ performance on Day 11. Their state should now be ...