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Pathogenesis: Overcome — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
Update 0.24602026-07-06People! 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 i
Hotfix 0.24512026-06-25People! 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 compatibl
Update 0.24412026-06-19After 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 grena
HotFix 0.24242026-06-05Improved crash safety when using consumable items from the inventory, including food, drinks, medicine, bandages and tourniquets.
Update 0.24232026-06-05People! 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 Infec
Update 0.024212026-06-05People! 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
Update 0.2412 | Adrenaline Surge2026-06-02People! 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 th
Hotfix 0.24112026-06-01- 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 0.24102026-05-31Small 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 0.24092026-05-30Fixed 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 0.24082026-05-29People!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 m
Update 0.23002026-05-01Minor fixes and progress
Pathogenesis: Overcome Is Available on GeForce NOW2026-04-21People!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 i
Major Update 0.21062026-03-03Peace 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
DEV BLOG2025-07-07Peace 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 mod
DEV BLOG2025-06-05Peace 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 te
Minor Fixes2025-06-03Minor changes, optimization, and bug fixes.
UPDATE 0.13042025-05-26Peace 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 tempor
DEV BLOG #52025-05-22Peace 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,
Major Update 0.12002025-05-19Foreword 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. Th
Patch Note 0.2102024-07-31Overview. This is an interim technical update. We've done a lot of work on refactoring the NPC creation system, cleaned up all the unnecessary stuff and made the main systems much easier. Along the way we added new mechanics, improved existing ones, fixed a lot of old bugs and added new ones. More Details. Characters in the game are complex creatures, which at the time of generation are assembled from a variety of different modules: body, skin, head, hair, clothing, shoes, accessories, equipment, weapons, condition. All these data arrays need to be processed quickly when creating a character and calculated on the fly during further play. This
Misc fixes2024-05-17Some misc fixes
Patch Note 0.1772024-05-16This update is mostly about optimizing systems and improving performance. Overview Optimization. Bug fixes. Key binding. Bonus: personal torchlight. Optimization Unreal Engine 5 is a great engine with innovative technologies, but the trouble with all these innovations is a lot of bugs in the engine itself, which we have to fix by our own efforts or bypass, waiting for Epics to fix them in the next engine update. So there will be many more updates like this as development progresses. Key binding The promised long-awaited ability to reassign control keys. I think our friends from France will be especially happy. (Salut!) Bug fixes It's simple h
Patch Note 0.1472024-04-03Save System The main task is done! The saving system is ready. We had to do a lot of work due to the complexity of the game structure and a lot of data. But we have coped and now you can save the game manually in separate slots or use quick save (F5) and load (F9). No more regret about losing progress when quitting the game and having to start all over again. You can save as many times as you want and at any time, except when your character is in combat or performing an active action. Interface The interface of the game has been updated. We changed the style, fonts, expanded and corrected graphics and sound settings. The process is not finish
Patch Note 0.120.12024-02-06Save system Ready: Manual saving and loading into a single slot. Saving the character's position and state. Saving the contents of the character's inventory. Saving time of day and weather. Saving items in the world. In Progress: Saving the state of the AI. Saving the contents and state of interactive objects. Ability to save to multiple slots, auto save. AI Progression and expansion of infected behavior. Optimization and refactoring of the AI system. Stealth sound Ready: Added accounting for the range of sound propagation produced by a character. Silencers significantly reduce the range of shot sound propagation. Posture, movement speed, gea
Patch Note 0.115.52023-12-29Main Transition to direct WASD control has been completed. Refactoring of all related systems. New control With the transition to the new control type, the character control keys have changed accordingly. Updated control guides will be posted soon. Changed control keys: W A S D - Character Movement. SHIFT - Sprint. Space - Roll. Alt - Parkour. RMB - Rotate camera. MMB - Free Camera Mode. Mouse Wheel - Camera Zoom. Ctrl - Free aiming mode. X - Scanner Changes Changed camera position and perspective parameters. Changed character movement relative to the camera. Added fixing the character's focus on the camera rotation point in combat mode. Came
DEV BLOG #3 | Direct WASD control2023-12-12It's been a while since we've had any news. As the folk wisdom says - "Time flies by unnoticed behind hard work". So, we have a significant update coming soon and it's time to tell you a little about the work we've done. First of all, we always listen to the opinion of our audience. Of course, we do not always realize all the wishes, for many reasons. But we carefully read, analyze and consider all feedback, whatever it may be. And the first result - We made an important decision and completely replaced indirect character control with Direct WASD control. The task was not an easy one. Changing the control system affects all other systems of t
Update 0.106.22023-10-24Progress - Inventory usability progress. - In customization mode, all inappropriate items are hidden in the inventory. - Added hotkeys for easy interaction with objects. - Added compact special SR-3M "Vihr" assault rifle and a steel magazine to it. - Updated grass and foliage. - Some changes on Raskolovo location. Changes - Changed priorities for auto-sorting items in inventory. - Realistic character dodges have been replaced by more familiar to players, rolls. Fixes - Fixes to the aiming assist system. - Corrections in the system of aiming and orientation of the character in combat mode. - Edits to the display of the aiming mark. - Fixes the
Hotfix 0.103.52023-10-06Small fixes
Patch Note 0.103.42023-10-06Aiming By default, the character holds the weapon parallel to the ground. That is, now you can shoot in the desired direction without pointing the cursor directly at the enemy. Free aiming is available while holding the Ctrl key (the scanner is activated by the X key). Aiming Assist. Now there is no need to hold the aiming cursor exactly on the enemy. The character himself aims at the enemy's body parts that are under the area of the aiming cursor. Melee To break out of a grapple now use the keys: F, Tab or LMB. Item information The information displayed (specifics and description) about items in the pop-up tooltips has been significantly exp