- Update 0.2460 - 6 July 2026
People! A small update 0.2460 focused on hand grenade mechanics. Improved grenade trajectory validation for AI. Enemies can now throw grenades more accurately into windows and openings instead of hitting walls. For the player: while holding Ctrl, the grenade throw arc becomes flatter, allowing more precise throws. A thrown grenade can now break window glass on impact and continue flying through. Grenade explosions can now destroy windows and other destructible objects. This should make grenade use more tactical, more believable, and much more useful in real combat situations. I am currently working on the group tactical AI for enemies. This is a larger task and will take some time, so the next update will most likely not arrive earlier than in a week. I will share more details about it a bit later. Stay tuned.
- Hotfix 0.2451 - 25 June 2026
People! A small hotfix with several important fixes: Fixed a crash when using food and drinks directly from vehicle storage. Fixed an issue where assigned grenades could be reset from grenade slots after loading a save. Fixed a crash when interacting with attachments on picked-up weapons. Improved the logic of procedural weapon spawning and fixed related generation errors. Optimized gunshot and explosion effects that could cause sharp FPS drops. Fixed and rebalanced video and graphics settings. Fixed the Saiga-12 magazine capacity. It now correctly holds 10 shells. Important: the save system has been updated. Old saves are no longer compatible with this version, so you will need to start a new game. Thank you for your patience and for helping us track down these issues.
- Update 0.2441 - 19 June 2026
After finishing the core gameplay mechanics, I started working on expanding the AI and preparing the game for the addition of story content and quests. However, during this process, I found one feature that made more sense to add right now: hand grenades.This is not just a new item type, but a full gameplay system. It includes the grenades themselves, player usage mechanics, new NPC combat abilities, AI reactions to danger zones, and the ability for enemies to use grenades in combat. In short, there is now more action and chaos in the village.Hand GrenadesThe following grenades have been added to the game:RGD-5 — offensive fragmentation grenade.F-1 — defensive fragmentation grenade.RGN — offensive impact fragmentation grenade.RGO — defensive impact fragmentation grenade.Zarya — non-lethal flashbang grenade.Each grenade has its own effective damage radius. Defensive grenades have a large…
- HotFix 0.2424 - 5 June 2026
Improved crash safety when using consumable items from the inventory, including food, drinks, medicine, bandages and tourniquets.
- Update 0.2423 - 5 June 2026
People! I am gradually starting to improve the AI systems and expand NPC behavior options. I started with the Infected AI. According to the lore of the Pathogenesis world, the Infected are not zombies, not walking dead, but living, severely ill people whose minds have degraded to the level of predatory animals. This is the direction in which the Infected AI behavior will continue to develop. First batch of improvements: Self-Preservation When the Infected take significant health damage, they may try to retreat to a safer distance. Panic - A nearby grenade explosion, including from the RG-6, can scare all Infected close to the blast. The Infected scatter in different directions, away from the explosion and the threat. - A long continuous burst from an automatic weapon can scare attacking Infected and force them to scatter away from the threat. Emergency Backpack Drop Added the Emergency…
- Update 0.02421 - 5 June 2026
People! Update 0.2421 Ai Infected A new AI mechanic has been added to the game: damage-based retreat reaction for infected NPCs. Infected no longer always keep rushing straight at the player after taking serious damage. If an NPC receives a strong enough hit, it can instinctively retreat: turn around, sprint away from the threat, create distance, and then return to combat. Fixes Fixed an issue where kick and knife attacks did not work while Adrenaline Surge was active. Fixed an issue where rolling with Space interrupted Adrenaline Surge and returned the game to normal speed. Adrenaline Surge now works correctly as an overlay mode: you can use knife attacks, kicks, and rolls while time is slowed. Adrenaline continues to gain and drain correctly during these actions.
- Update 0.2412 | Adrenaline Surge - 2 June 2026
People! A new gameplay mechanic has been added: Adrenaline Surge. This is an ultimate survival ability for overcoming critical and emergency situations. It is also useful for players who feel that the gameplay is too fast or too hardcore. Adrenaline The Adrenaline level is displayed on the medical watch in the lower-left corner of the HUD. It is the blue progress bar with the heart icon. By default, Adrenaline starts at zero. Adrenaline increases when the character is in life-threatening situations: Bullets flying close to the character. Nearby explosions. Receiving wounds and bleeding. Critical health state. When the character is safe and there is no direct threat to health, Adrenaline gradually drops back to zero. Activating the ability Adrenaline Surge becomes available after building up enough Adrenaline.. Default key: H You can also rebind it to a more convenient key in the key bin…
- Hotfix 0.2411 - 1 June 2026
- Fixed a bug that prevented food and drinks from being consumed when the character was at maximum health. - Fixed incorrect body part condition display after using bandages. - Adjusted food and drink buff values. - Fixed incorrect item types for some suppressors and muzzle devices.
- Update 0.2410 - 31 May 2026
Small update 0.2410 with inventory and medical system fixes: - Added visual grouping for identical ammo packs and consumables in the inventory. - Improved item transfer logic: items can now be dropped directly onto another item row inside the target section. - Fixed possible interaction lock-ups after failed item transfer attempts. - Added extra stability checks for inventory actions. - Medical items are no longer wasted through RMB -> Use if the character has nothing to treat. - Fixed the max health limit caused by wounds. Medicine can no longer restore health above the limit blocked by an injury.
- Update 0.2409 - 30 May 2026
Fixed a bug where the UI would not update the ammo status of magazines and weapons in the inventory after extracting or loading ammo. Updated the behavior of the follow camera mode. When opening the quick (Q) panel or interacting with loot objects, the follow camera mode is disabled and reverts to the standard mode.
- UPDATE 0.2408 - 29 May 2026
People!The main goal right now is to add story content and quests to the game. But the mission system in Pathogenesis: Overcome is connected to almost all core gameplay mechanics: combat, NPCs, items, objects, inventory, world interaction, saves, and many other systems. So I decided to first close the accumulated tasks related to these systems.This update and the next several updates will be focused specifically on improving gameplay mechanics, fixing issues, and preparing the foundation for a proper story-driven playthrough.After that, the big and painstaking work begins: implementing the story, quests, dialogues, and improving the AI. The main goal for the next stage is to create a full demo version within a single location.This build includes many improvements and updates to gameplay mechanics. But the most important thing is the return of localization. I translated everything as bes…
- Update 0.2300 - 1 May 2026
Minor fixes and progress
- Pathogenesis: Overcome Is Available on GeForce NOW - 21 April 2026
People!Thanks to JCar’s initiative and support, I’ve enabled GeForce NOW for Pathogenesis: Overcome.The NVIDIA team helped with the setup and tested everything, so it’s working properly.There is one nuance, though. The game is currently available in the Install-to-Play category. That means you will need to install the game in the GeForce NOW system each time you start a session. Alternatively, you can purchase a cloud storage plan and keep it installed there.For the game to move into the Ready-to-Play category, it needs to show enough player interest. If that happens, NVIDIA may move it to instant launch status, so it can be started without installation.
- Major Update 0.2106 - 3 March 2026
Peace to you, people!Another major update.A lot of work has been done over the past few months (the list is below). In short:The mission system has been integrated.A full Tutorial has been added. What is still not done:The “Raskolovo” location still has no storyline or quests.The current build is available in English only — other localizations are temporarily disabled.The current version of the location is intentionally packed with enemies and loot. This is done for testing combat mechanics, balance, and AI behavior. Once the story structure is implemented, NPC placement and loot spawn logic will be reworked. There will be less loot, it will appear less frequently and in more logical ways, and some items will be removed from free spawn entirely.In essence, this is an intermediate update.The next step is to turn the current foundation into a complete demo version with a storyline within…
- DEV BLOG - 7 July 2025
Peace be with you, people!We’re continuing to add new systems while polishing the old ones, and this time it’s all about characters, animations, and the logic that drives them. Here’s why this work is important.CharactersWe started making this game back in the days when every extra polygon could snap a GPU’s spine or turn a CPU into an electric fireplace. We had to keep a tight leash on total polycount, texture sizes, and effect juiciness.But technology has come a long way. Today’s hardware can handle much more, so we decided it was time to update our characters: “It’s not right for our players to be distracted by sharp edges and outdated models — especially in the inventory screen!” And so, our lone 3D artist heroically stepped up and gave all the characters a well-deserved smoothing pass, more curves, more polish. and to everything they can wear, including clothes and gear.In addition…
- DEV BLOG - 5 June 2025
Peace to you, people! We’ve been getting questions about controller support for a long time — and often. So, it’s time for a proper, in-depth answer. In short: controller support won’t be coming anytime soon. At the very least, not until all the core gameplay systems are in place. There’s nothing impossible about implementing it — but it takes a lot of time. And right now, that time is better spent on more important tasks. Let me explain why. Unreal Engine 5 is a powerful thing, offering a lot right out of the box. But one thing it doesn’t give you is a ready-to-use controller system. Why not? No idea — that’s a question for Epic. So every team ends up building their own controller solution for their game. And it’s not just about character movement. That’s actually the easy part. But! Our game also includes an inventory system with a complex UI that was originally designed for mouse and…
- Minor Fixes - 3 June 2025
Minor changes, optimization, and bug fixes.
- UPDATE 0.1304 - 26 May 2025
Peace to you, people! This update is small but significant, with direct impact on gameplay. Let’s break it down: Gameplay Camera Angle After initial testing with armed characters and feedback from players, the limitations of the chosen camera angle became clear. The typical top-down perspective restricted player visibility, making it difficult to control the situation during active firefights against enemies with firearms. Some adjustments to camera parameters have increased the visibility range to a distance sufficient for effective shooting, situational awareness, and overall convenience. Aiming Mode The free-camera aiming mode was a temporary solution to extend player visibility in the top-down view. But with the updated camera angle, the need for a freely flying camera is gone.. So, the wings have been clipped. The camera is now fixed to the character. At the same time, the optical…
- DEV BLOG #5 - 22 May 2025
Peace to you, people! The long-awaited update has finally been released. Thank you all for your feedback and suggestions — seriously, we truly appreciate your support and recognition of our work. A quick reminder: no more major overhauls are planned, so from now on we’ll be able to roll out updates regularly. The next update is expected in the coming days. Based on your feedback, we’ve made changes to the camera angle and aiming system. These tweaks significantly expand the player’s visible area and make shooting feel much more comfortable. It’s still not quite a third-person shooter, but it’s no longer a classic top-down either. Then again, a complete change of perspective was never the goal. I’ll share more details in the patch notes along with the update. Further global plans Storyline, Mission System, Tutorial We're now moving on to the next major milestone — the implementation of t…
- Major Update 0.1200 - 19 May 2025
Foreword It’s been quite a few months since the last update — and for good reason. We rebuilt the character AI system from scratch and had to rework several supporting systems alongside it. The game was practically torn apart in the process and rendered unplayable. But now, with a solid foundation in place, we’re ready to deliver updates more regularly. We don’t expect any more long breaks like this. Before diving into the details, I want to take a moment to thank our loyal community and testers. Your feedback, suggestions, and support helped us stay on course. It wasn’t easy. It was hard. But we made it through, and we’re pushing forward. The game is still far from finished — there’s much work ahead — but we’ll continue to count on your feedback and support. Thank you, friends! So, what’s new: Completely New AI System We went through several iterations, prototypes, and a series of expe…