About the Game

Pathologic 3 is a psychological horror game where you have only 12 days to save a town from a mysterious plague.
You are Daniil Dankovsky: physician, researcher, prodigy. Your research into the nature of death has brought you to this remote town deep in the eastern steppe, looking for a man said to be immortal.
But the outbreak of a deadly contagion sweeps through the town. The immortal man is dead. You failed to stop it.
Now you must return to the beginning. Fix your mistakes. Save the town.


Examine the sick and make diagnoses. Each patient is a unique story — and a medical mystery. They may lie, omit the truth, or hide their motives. You must separate fact from fiction, and identify the real symptoms. Step by step, you'll get closer to developing a vaccine that could change everything.

You will make mistakes, face their consequences, and unlock new decrees. Your actions will shape the town—even if the people grow to hate you for it. Power is in your hands. It's up to you whether the streets will see gunfire or fireworks.

Time is your tool for navigating a narrative web filled with moral dilemmas and branching paths. Rewind if you think you could have done better. Keep your eye on your ultimate goal—even if the road there is paved with sacrifices.

Screenshots
12 images
Version Information
Steam Patch Notes
Official update history
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 Steam Deck and slower CPUs.
Changes:
(Important!) Fixed and improved quite a lot of Mind Palaces across the game.
(Noticeable!) Toned down and refined the mania/apathy gain effect — it’s cleaner now.
(Noticeable!) You can now enable weapon slot display in the HUD. You can also turn it off!
(Noticeable!) The HUD can now be toggled off with a single button for extra immersion — F11 by default (you can rebind it in settings).
In the early flashback about the patient in Thanatica, it’s now a bit clearer what exactly we’re learning with the microscope.
Added sounds when opening many menus (for example, “Artifacts” and “People”), selecting items there, notes, people, and so on. It feels more natural now.
A critically important change: updated the door sound when leaving the Polyhedron.
And improved the sound of the paper butterflies inside it… Few will hear it, but we like it.
Slightly adjusted the loot you can get from bandits.
Maria now appears correctly when replaying the quest about her and Vlad on Day 6.
Fixed dialogues when replaying the Haruspex quests on Day 6.
Taught soldiers to stop flying in The Backbone and the Tanners.
Changed a couple of map icons.
On Day 10, Grief will no longer agree to discuss the escape if you catch him at the cemetery.
Fixed the white cursor that would suddenly intrude into the console version.
And the white square is gone on consoles too.
Fixed grass rendering on some AMD GPUs.
Slightly improved Steam Deck optimization.
Improved texture streaming — performance increased on slower CPUs with fewer cores.
Reduced hitching overall and slightly improved performance.
Added Thoughts about Eva on Day 11.
Grey Eva no longer speaks someone else’s words.
Characters in the Furnaces no longer stand inside each other on Day 8.
Patrolmen no longer repeat the dialogue about Lyuricheva Street.
If, after the update, you still run into bugs or odd behavior, please report them in the Steam discussions or the relevant Discord channel/thread. We read everything, send stimulating signals to the responsible parties, and fix things with all due effort.
We also welcome reports by email. Write to us at [email protected] and attach:
Player and Player-prev logs from: C:\\Users\\%Username%\\AppData\\LocalLow\\Ice-Pick Lodge\\Pathologic 3
The problematic save from: C:\\Users\\%Username%\\AppData\\LocalLow\\Ice-Pick Lodge\\Pathologic 3\\Saves (save profile folders: Default / 1 / 2)
[img src="{STEAM_CLAN_IMAGE}/45235074/4812421ae7b7bea2187610c931c2c5a637d3fe6a.jpg"]
Tuning reality until it matches the intent,
Ice-Pick Lodge
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 and the Prototype to their slots, because there really is nowhere else to put them.
Fixed an issue where you could place four decrees in Headquarters in a single day, then lose the ability to place the fourth — leaving it stuck in an error limbo.
If a quest pushes infection or riot values below zero, it can now be reset (previously it couldn’t, due to a bug).
Fixed some crafting quirks (for example, the background panel in the UI).
When you open the day-selection dial, each numbered circle now slides in with a sound!
Fixed the conversation with Victor on Day 6 (if you reset it and then wanted to warn him about the future again). If it still won’t reset, enter this in the console:
set_global_variable Day6_Q6_Aglaya_Done falseFurniture now burns with sound.
Closed the doors in Thanatica when replaying the “escape the Town” quest.
Fixed which note gets selected when you open the notes window.
Fixed an issue where two Griefs could appear on Day 10. You’ll need to re-enter the day for the extra one to disappear. (Consider it foreshadowing for the Changeling’s mechanics.)
The Day 11 quest about Nina’s monument didn’t work if all districts where it could appear were infected or rioting. We added a failsafe.
In the Day 8 quest about waking up Maria, the final node on the Mind Map could sometimes disappear — fixed. If you already have this issue, you’ll need to reset it via the console and re-enter the day:
set_global_variable Day8_Q8_MariaWakeUp_Done falseSlightly adjusted resetting for Georgiy’s quest on Day 8.
Fixed a bug when dragging items from recipes between tabs.
Added new tutorials for refueling the Prototype and for days that are unavailable for time travel.
Immortell’s dialogues now reset correctly in the “Rot” ending.
Fixed the collider of the little gate in the fence near the arch leading to the Factory.
Shabnak used to get stuck in a gazebo — she no longer does.
In the Maw, there was an entire yard that, it turns out, nobody could enter — fixed.
Added transition icons to the Factory, Shekhen, Crowstone, and Cemetery districts — and removed the extra ones.
Slightly adjusted the maps of the Gut and the Cemetery.
If after the update you still run into bugs or odd behavior, please report them in the Steam discussions or the relevant Discord channel/thread. We read everything, send stimulating signals to the responsible parties, and fix things with all due effort.
We also welcome reports by email. Write to us at [email protected] and attach:
Player and Player-prev logs from:
C:\\Users\\%Username%\\AppData\\LocalLow\\Ice-Pick Lodge\\Pathologic 3The problematic save from:
C:\\Users\\%Username%\\AppData\\LocalLow\\Ice-Pick Lodge\\Pathologic 3\\Saves
(save profile folders: Default / 1 / 2)
[img src="{STEAM_CLAN_IMAGE}/45235074/756c4c150bdb49beedc63e1fbcd3f3d0242330dc.jpg"]
Tuning reality until it matches the intent,
Ice-Pick Lodge
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, inconsistencies, and loose ends we’ve fixed.
We promise we won’t make any more games about events with consequences: the studio’s next game will be a hockey simulator.
Below are the key changes in this patch.
Key Changes
(Most important) Fixed the kids at the Polyhedron who could remain there even after we had already led them out earlier. For the fix to work properly, you need to restart the quest.
(Important) Fixed nodes in Capella’s branch in the Cursed Inquisitor quest on Day 10. Players whose nodes disappeared in this quest will need to restore them manually via the console:
set_global_variable Day10_Q10_5_MM_Earth true
and then reset the quest.(Fairly important) Fixed an outcome in Isidor’s funeral quest where players could end up with no final node to reset the quest. If you ran into this issue before the update, you’ll need to grant the final node via the console:
set_global_variable Day2_Q5.1_MM_BuriedSecrets trueFixed a UI bug when opening the Emergency Command at the end of the day.
Added a sound cue to the time-traveling UI—it was getting a bit too quiet.
The flying kids in the Polyhedron have been brought to order and now behave as they should.
Fixed odd behavior of the marker in Shekhen in Vlad the Younger’s quest on Day 8.
Moved Georgiy away from the Water Tower location once he no longer needed to be there. Also fixed the map marker behavior when resetting this quest and addressed issues on the location itself near the Water Tower.
The Cathedral Caretaker no longer repeats the euthanasia dialogue (even though the topic clearly concerns him deeply).
On Day 11, the child’s bone and hooks are now removed correctly in the Rat Prophet quest.
Lara’s petition for Rubin quest now correctly applies its consequences on Day 6 and Day 7.
Fixed an erroneous auto-reset of the quest where you talk to Artemy Burakh after the funeral on Day 2.
Fixed scrolling in the Settings window under the “Other” tab.
When opening the Notes tab, it now automatically selects the note you just interacted with.
Fixed the ability to put drugs from crafting recipes into your inventory. What it did before was absolutely unlawful.
Updated the euthanasia interface (hopefully making it easier to use).
Improved the tutorial shown the first time you open the euthanasia window.
Fixed studying Rubin’s vaccine on Day 5. You can no longer leave Day 5 with the vaccine. In saves where the vaccine was studied on other days, you’ll need to re-enter Day 5.
Soldiers in scenes in the Marrow and the Crucible have stopped misbehaving and now stand where they should.
In the Marrow, we also fixed some potential traps for players who like to explore locations a bit too thoroughly.
Fixed the icon for the White Whip toxin.
Disabled the Eva and Grace dialogue on Day 4 if that day has already ended.
Disabled head-turning for the dead Stamatins in the Cathedral. We delayed this fix for a long time, because, honestly, there was a certain gesture to it—a certain magic.
Fixed two different tutorials triggering in the same Decrees window if you killed Shabnak before opening the Decree Board.
The Decree Board of Hypat the water carrier is now functioning.
If, after the update, you still run into bugs or odd behavior, please report them in the Steam discussions or the relevant Discord channel/thread. We read everything, send stimulating signals to the responsible parties, and fix things with all due effort.
We also welcome reports by email. Write to us at
and attach:
Player and Player-prev logs from:
C:\\Users\\%Username%\\AppData\\LocalLow\\Ice-Pick Lodge\\Pathologic 3The problematic save from:
C:\\Users\\%Username%\\AppData\\LocalLow\\Ice-Pick Lodge\\Pathologic 3\\Saves
(save profile folders: Default / 1 / 2)
[img src="{STEAM_CLAN_IMAGE}/45235074/dbf5692964de912193214d503a1062c5d745cecf.jpg"]
Tuning reality until it matches the intent,
Ice-Pick Lodge
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 also added a small batch of Quality of Life improvements — like camera bob intensity and showing which DLC you have enabled. Details below.
(Most important) Fixed endings starting incorrectly after resetting knowledge with the Rat Prophet. If you don’t understand what this means — it probably means it’s not time for you to read it yet.
(Very important) Fixed resetting the Capella inauguration quest on Day 9 when time-traveling straight from the Lump. If this quest is already broken in your save, you’ll need to enter this command in the in-game console:
set_global_variable Day9_Q9_MM_Heiress true
then re-enter the day and reset the quest.Patient Kira used to add frustration by appearing far too late. Now she’ll frustrate you an hour earlier — she appears at 6 PM.
The children in Kira’s house were also masters of frustration — we moved them into the corridor so they wouldn't interfere with the investigation.
Petrel, the patient with… questionable behavior, will no longer confuse you with an extra map marker on Day 8.
(Quite important) Close your eyes if you’re afraid of spoilers — we changed the check for the Lara murder quest on Day 9. The quest resources for “dead Lara” weren’t resetting even when Lara was alive. Now death and resources work as intended.
Fixed a black screen during dialogue with Grace after the funeral on Day 2.
Added more sounds to the crowd near the Theatre on Day 6 — so they can crowd more intensely.
Added an extra hint about Concentration mode when leaving the jail on Day 5.
Markers for the sample-collection tutorial are now properly turned off when you reset the quest.
Made life easier by adding a teleport to the Cathedral for the Inquisitor quest after talking to the courier.
Moved Thoughts on the Mind Map for patient Aristarkh, making them easier to read.
Added a setting for headbobbing intensity.
Restored the missing sorting for symptom groups and symptoms in the Casebook. Previously, after time travel, symptoms could appear in a random order.
Fixed map highlighting for the Crowstone and Shekhen.
Raindrops on the window in Isidor’s house used to move incorrectly — now they move with artistic and physical perfection!
In the late days, something silly was happening with the lighting on the papers in Lara’s house. We put the papers in order.
The Town has many fences, but some weren’t marked on the map. You could call it part of the experience — but we decided it was too much and fixed the map.
Added footstep sounds inside the train car at the Train Graveyard; and trimmed the grass under that tricky car that was poking through the floor and ruining the scene aesthetically.
Tuned shadows at the Cemetery to make it even cozier.
Near Farkhad’s grave (sorry for the spoiler, but yes — Farkhad also dies in the story), we tweaked some physics that were interfering with important conversations. Rest easy, Farkhad.
Added a display of enabled DLC in the main menu.
If after the update you still run into bugs or odd behavior, please report them in the appropriate Steam Community thread or the relevant Discord channel/topic. We read everything, send stimulating signals to the responsible parties, and fix things with all due effort.
Email reports are also extremely helpful: write to us at [email protected] and send:
Player and Player-prev logs from:
C:\\Users\\%Username%\\AppData\\LocalLow\\Ice-Pick Lodge\\Pathologic 3the problematic save from:
C:\\Users\\%Username%\\AppData\\LocalLow\\Ice-Pick Lodge\\Pathologic 3\\Saves
(save profile folders: Default / 1 / 2)
[img src="{STEAM_CLAN_IMAGE}/45235074/5f7cb281ec86524c4f3d96adde31ee488f041500.jpg"]
Tuning reality until it matches the intent,
Ice-Pick Lodge
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 kept screenshotting no longer stand knee-deep in the steps.
Added a prompt on first launch asking whether you want to enable or disable Streamer Mode (which hides nudity).
Slightly adjusted the quest reset tutorial.
Karminsky no longer disappears on Day 9 (if he’s already gone in your save, restart the day).
Kira no longer shows up on Day 10 if the hospital is closed.
Synced Daniil’s footstep audio in one of the endings.
Improved the Casebook’s usability, specifically:
Added an option to hide unnecessary hints in the Casebook when you open diagnosis descriptions.
Added strikethrough for symptoms in the diagnosis list.
Removed the locking of a symptom group in the Casebook if you checked it under the microscope and it turned out to be healthy.
Map markers: near Maria (in the waking-up quest), and at the Stillwater for saving the bull after you’ve already saved said bull.
Slightly adjusted resetting for patient Petrel.
Fixed another hole at the Train Graveyard (you could fall in and get stuck).
FIXED GEORGIY’S MOUTH MATERIAL. HE NOW HAS AN EXCELLENT MOUTH.
If after the update you still run into bugs or odd behavior, please report them in the appropriate Steam Community thread or the relevant Discord channel/topic.
Email reports are also extremely helpful: write to us at
and send:
Player and Player-prev logs from:
C:\\Users\\%Username%\\AppData\\LocalLow\\Ice-Pick Lodge\\Pathologic 3the problematic save from:
C:\\Users\\%Username%\\AppData\\LocalLow\\Ice-Pick Lodge\\Pathologic 3\\Saves
(save profile folders: Default / 1 / 2)
This helps us find the issue faster and fix it sooner!
[img src="{STEAM_CLAN_IMAGE}/45235074/560990cad56cbcca84c3336b500b51d13e8661b8.jpg"]
Tuning reality until it matches the intent,
Ice-Pick Lodge
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 important!) Added a tutorial about canceling major quests. Some storylines can be canceled — but doing so will reset a huge number of quests, which you’ll then have to replay from scratch if you decide to bring them back. We’re keeping the option, but the warning is now much clearer.
(More tutorials!) Added new tutorials for the tablet, examinations, and the “vaccine of the day.” We noticed many players mark symptoms in the tablet very conservatively — even though it’s usually better to mark everything, interview the patient, and then remove what doesn’t fit. We tried to make that clearer.
Fixed resetting the escape quest on Day 10. If it disappeared in your save, open the console and enter:
set_global_variable Day10_Q16_StationFarewell_1_Done falseFixed the quest about saving Rubin on Day 3. He should no longer be dead when he isn’t dead.
Sleeping Rubin has stopped staring at the player!
The quest about his final wish can now be reset properly.
Fixed the Simon’s office quest on Day 2 resetting on its own.
Vlad the Younger now places a few more decrees in the Headquarters (this doesn’t affect gameplay, just so you know).
Access to the Decree Board is now disabled when the Bachelor first leaves the Town Hall as part of the story.
Fixed the sound and behavior of Farhad’s lamp (from the Supporter’s Pack).
Map markers: Town Hall (Day 3), Mirosya’s house (Day 8).
Hyoscyamine now works correctly during euthanasia.
Fixed the courier in Viktor’s quest on Day 10.
Fixed the credits so the ending scroll reaches the top nicely.
Slightly adjusted Pyotr’s tooltip in the “People” window.
Slightly adjusted images for some diseases in the reference book.
Pyotr used to show up for the performance on Day 11 even if you talked him out of it. Now he behaves.
Fixed the Mirror Room after endings — sometimes it wouldn’t let you leave.
If after the update you still run into bugs or odd behavior, please report them in the appropriate Steam Community thread or the relevant Discord channel/topic.
Email reports are also extremely helpful: write to us at [email protected] and send:
Player and Player-prev logs from:
C:\\Users\\%Username%\\AppData\\LocalLow\\Ice-Pick Lodge\\Pathologic 3the problematic save from:
C:\\Users\\%Username%\\AppData\\LocalLow\\Ice-Pick Lodge\\Pathologic 3\\Saves
(save profile folders: Default / 1 / 2)
This helps us find the issue faster and fix it sooner!
[img src="{STEAM_CLAN_IMAGE}/45235074/f26c4f793baad03eb627aff87ebdd4e574c1e63b.jpg"]
Tuning reality until it matches the intent,
Ice-Pick Lodge
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 Rations
We fixed a lot of things in this broken late-days quest. It should now be unbroken.
Grief’s note about the rations now appears not only on Day 10, but also on Day 11. Many players missed it, so it looked like the quest had bugged out.
The quest also used to reset on its own.
…And on Day 9, the part where we try to talk Grief out of it could reset by itself and break when re-entering the day.
…AND ALSO the quest could sometimes break if you picked the wrong dialogue options with Block.
And we fixed all of that!
Large Font
We added an option to enable large dialogue text in the game! For playing on consoles, TVs, or just if it’s more comfortable. Pick it in the settings and play the way that works best for you.
Everything else
(Important!) Fixed the Haruspex’s English voice—we re-recorded it for the pantomimes, but didn’t replace the regular lines, so he was speaking in two different voices. Not anymore.
(Important!) Now, when you open the Headquarters, Heron automatically triggers an explanatory dialogue. That dialogue was treated as the moment you assume power, but some players skipped it and couldn’t understand why the quest wouldn’t close.
(Important!) Tweaked the fates of Karminsky and the Stamatins a bit more so everything lines up logically and nobody comes back to life when they shouldn’t.
(Important!) Same goes for the Saburovs’ fates on Day 7 and Day 9.
On Day 12, the army visuals no longer disappear from the Town Hall.
Steppe Wolf on Day 6 no longer repeats an unnecessary dialogue.
Fixed small logic issues when opening the hospital.
Returned pestles and mortars to the brides.
Fixed map markers:
At the Station on Day 12 (it wasn’t disappearing when it should).
In the Day 10 quest for finding Victor (markers wouldn’t disappear if you did things out of order).
Fixed thoughts on the Mindmap: in Rubin’s quest (Day 11), and in Farkhad’s map quest.
On Day 12, not only does Sticky no longer die when he shouldn’t, but also stands where he’s supposed to.
The quest where the kids follow the piper no longer resets on its own.
…Same for the Headquarters board.
Lots of UI fixes! In particular: corrected the hearts icon in many places, improved the euthanasia and patient examination windows.
Karminsky now stands where he should in the “Rot” ending.
Added highlights for drawings on the wall in Kira’s house on Day 10 and for the back-yard door at Stamatin’s. Also added highlightable objects in a few other places.
Soldiers on Day 10 no longer fly! (But only on new saves—on old ones they’re still free…)
The Inquisitor’s servants during the Day 11 performance, too!
Moved a sick person you couldn’t interact with in the Flank.
The Polyhedron voices—on Day 8 it started talking to us like a radio—could sometimes be heard on earlier days as well. Fixed.
Improved the Tragic’s textures so they’re not as shiny. Same for Maria’s dress.
In places where time shouldn’t pass, it now correctly pauses.
Curbs now get wet better!
Quoting the technical art director again: “Minor, but very hurtful fixes were made to interface textures.”
Added physics around the closed empty lot in the Backbone that some very inquisitive players kept somehow seeping into.
By player request, decoupled camera controls from the arrow keys.
The carts near the Station now have physics!
Added footstep sounds on the approaches to the Polyhedron and near Saburov’s house. For the latter, we also removed some extra shadows (with a lowercase “s”—just shadows of things that don’t exist).
If after the update you still run into bugs or odd behavior, please report them in the appropriate Steam Community thread or the relevant Discord channel/topic.
Email reports are also extremely helpful: write to us at [email protected] and send the following files from your PC:
Player and Player-prev logs located here:
C:\\Users\\%Username%\\AppData\\LocalLow\\Ice-Pick Lodge\\Pathologic 3The problematic save file, located here:
C:\\Users\\%Username%\\AppData\\LocalLow\\Ice-Pick Lodge\\Pathologic 3\\Saves — open the save profile folder. There are three of them: Default (slot 1), 1 (slot 2), and 2 (slot 3).
This helps us find the issue faster and fix it sooner!
[img src="{STEAM_CLAN_IMAGE}/45235074/78fa5c34c16df7d0f2591f13cb67a03d92c26b5e.jpg"]
Tuning reality until it matches the intent,
Ice-Pick Lodge
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 counted correctly.
(Important!) Fixed an infinite loading screen in the escape ending if the player had never been to Day 12.
(Important!) In the right situation, Eva now appears in the Stillwater — as she always should have (but didn’t).
Added a reaction for Sticky on Day 5 if you’ve met him before!
Improved several different “Mind Palaces.”
Replaced the heart icon in the profile/save selection window <3.
Also fixed images for a number of locations there.
Fixed an additional dialogue for the dancer on Day 3.
Fixed Thoughts related to Isidor’s funeral (Day 2) and Thoughts related to rivers of blood (Day 9).
Fixed map markers and Thoughts in the steppe sacrifice quest on Day 8.
Removed forced dialogue with the water carrier and Lara.
Fixed Sticky's fate on Day 12 — he could die when he wasn’t supposed to.
Added highlights to boxes in the Warehouses.
Removed a grave on the Cemetery on Day 1 — one that shouldn’t exist yet.
Variables now reset correctly when discussing plague mold on Day 2.
Fixed transitioning into dialogue in the chess flashback (it wouldn’t trigger if you didn’t clear the “Mind Palace” on the first try).
The cursed street quest (Day 7) now resets properly if you didn’t finish it. (This doesn’t mean something that’s meant to be non-cancelable is now cancelable!)
If after the update you still run into bugs or odd behavior, please report them in the appropriate Steam Community thread or the relevant Discord channel/topic.
Email reports are also extremely helpful: write to us at [email protected] and send the following files from your PC:
Player and Player-prev logs located here:
C:\\Users\\%Username%\\AppData\\LocalLow\\Ice-Pick Lodge\\Pathologic 3The problematic save file, located here:
C:\\Users\\%Username%\\AppData\\LocalLow\\Ice-Pick Lodge\\Pathologic 3\\Saves — open the save profile folder. There are three of them: Default (slot 1), 1 (slot 2), and 2 (slot 3).
This helps us find the issue faster and fix it sooner!
[img src="{STEAM_CLAN_IMAGE}/45235074/0b1ed1df55bd1994ff7944d7f5c3551e84e87b32.jpg"]
Tuning reality until it matches the intent,
Ice-Pick Lodge
Hi, friends!
The second major patch (not a hotfix) is out. We’re continuing to bring quest logic, UI, visuals, and a whole bunch of “little things” back into shape — and in a game like this, little things suddenly turn out to be not so little.
Key Highlights
After numerous (three) requests, we’ve renamed Dankovsky’s interaction with plush bulls. He no longer kicks them — he presses them.
[img src="{STEAM_CLAN_IMAGE}/45235074/7ab6fb9c0338a8a5e785de798251e81b0345ba71.jpg"]
Fixed a softlock where Concentration in the interrogation room wouldn’t turn off and wouldn’t let you start the interrogation. At this rate, Bachelor Dankovsky would never get out of there!
General Block no longer disappears on Day 10 in the quest about rescuing the Inquisitor. And the Inquisitor’s servants no longer spawn inside each other.
Logic & Quests
The Weaver now gives you the hooks in dialogue on Day 11.
Fixed map markers: the Bone Stake Lot on Day 8 and the hospital.
The doghead mask on Day 6 wasn’t removed after resetting the Steppe Wolf quest, breaking it. Fixed.
Fixed Peter and Andrey’s texts on the “People” screen.
Improved some “Mind Palaces” (for example, the chess flashback one).
Added a number of key nodes to the Mindmap (“key nodes” are the ones shown outside of specific days).
A decree is now awarded correctly for the quest with the boarded-up house.
Fixed the thoughts related to restoring the Headquarters table after the bull ate it (bad boy).
Eva now discusses Heron’s departure once, instead of endlessly.
Grief no longer disappears on Day 10 in the escape quest (there were conflicts with another quest).
The conversation with Georgiy on Day 10 now resets correctly.
Returned Victor’s Shadows’ dialogue on Day 12.
Visual, Audio, Geometry
(Important!) Everyone’s skin should now look less plastic and be less shiny.
(Important!) Notes now glow less aggressively — no furious neon green anymore.
Gave Yulia a cigarette; gave Maria’s Signs correct glasses; and gave the brides in the village mortars and pestles.
The Shadows of Saburov and Katerina now (supposedly) stand where they should on Day 12.
Added calluses to Astrild’s hands — they were mentioned in the description, but not shown visually.
Trimmed a bit of grass at the waste lot!
Fixed dynamic lighting in the Backbone.
Kids who pretend to be soldiers with sticks now do so with sticks.
Toned down the fireworks a bit more.
The river in the Maw now babbles the way it should.
The dramatic mirror burial mound in the Cathedral no longer pokes the killer in the butt with its shard.
Added a sparkle to Grief’s eyes!
Gave ponytail girls eyelashes!
Additionally reduced the shine on Sticky’s skin.
The plague trap that spits spores from a wall now glows slightly in the dark — it used to be basically invisible.
Fixed the lighting in Rubin’s house and the lamps at his Warehouse location.
Fixed the physics of a table and stool — they could create softlocks in hospital quests.
Added a curtain to the window in the little operations room.
Buckets no longer fly around the Stillwater!
And the Cathedral no longer has mirrors (the wrong kind).
The drawing on the Stillwater wall no longer overlaps the mop used to wipe it off.
Returned the clock to Simon’s study door — it was disappearing when it shouldn’t.
Improved the doll that Dankovsky reflects on once.
Misc
Fixed one thought icon on the Mindmap (it was a white square).
Fixed Concentration highlights: on levers in the Cathedral, on the drawer of Olgimsky’s desk, on bull tracks near the Stillwater, and on the book in Emilia’s wardrobe.
Shabnak sometimes incorrectly appeared in the Headquarters as dead when she was alive.
The paper bull now correctly leaves the Artifacts section after a quest reset. Previously, tiny bulls were piling up.
Scenes showing townsfolk reactions to certain decrees used to trigger in rioting districts, where they don’t belong.
Traders can now provide a recipe for Herbal Mixture — a light sedative.
If you talk to Sticky in the prison on Day 12, he no longer gets smacked in the forehead by the door.
If resetting a quest returns resources to the player, this is now shown on the node in the Mindmap only at the start of the day, not constantly.
In the “Other” menu, you can now toggle numeric hints for thoughts in “Mind Palaces” (for keyboard play).
If after the update you still run into bugs or odd behavior, please report them in the appropriate Steam Community thread or the relevant Discord channel/topic.
Email reports are also extremely helpful: write to us at
and send the following files from your PC:
Player and Player-prev logs located here:
C:\\Users\\%Username%\\AppData\\LocalLow\\Ice-Pick Lodge\\Pathologic 3The problematic save file, located here:
C:\\Users\\%Username%\\AppData\\LocalLow\\Ice-Pick Lodge\\Pathologic 3\\Saves — open the save profile folder. There are three of them: Default (slot 1), 1 (slot 2), and 2 (slot 3).
This helps us find the issue faster and fix it sooner!
[img src="{STEAM_CLAN_IMAGE}/45235074/1a772af187687e0a7a5359f34ea13f1c648bd53e.jpg"]
Tuning reality until it matches the intent,
Ice-Pick Lodge
Current Release
21621223
Uploaded Jan 25, 2026
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How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
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26.6 GB
21621223
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