Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem




You can already hear his performance in our latest trailer, dedicated to the time-manipulation mechanic and the mind of the Bachelor, Daniil Dankovsky.
And the rest you’ll see for yourself!
This is just the first step. More is coming very soon, including a chance to see the game in a new light.
What would we learn about the price of decisions and errors then?
Like in previous games, you will study the town and try to save its inhabitants from what seems inevitable: examine patients, issue harsh decrees to fight the epidemic, visit plague-ridden districts. And if time corners you, you will rewind and try again.
We aimed for as few obviously good or bad decisions as possible. Many stakes are hidden: sometimes you only know that “the price will be something important,” but what exactly (and whether it’s worth it) will be revealed later. In a game with linear time that would feel cruel; the ability to rewind lets you explore the unknown boldly and err without fearing permanent ruin.
These jumps in narrative and time aren’t an optional gimmick — they’re the essence of the game. Certain endings, locations, and crucial story answers unlock only after you arrange specific combinations of events. It’s the path from hostage of circumstance to a person trying to build the perfect puzzle of occurrences. Assemble the world into a single riddle — and become something greater.
It’s the perfect TIME to add Pathologic 3 to your wishlists.
Even Quarantine itself, which we don’t plan to update further, received rebalanced difficulty, QoL improvements, and several HUD variants after launch. But our main goal, of course, was to figure out what and how to calibrate in the main game.
The medical detective gameplay (examining patients and diagnosing them) is clearly the highlight of the prologue. That’s obvious from both the feedback and the survey ratings. Good news: there will be a lot more of it in the main game! Of course, getting to know eccentric townsfolk and grappling with the existential drama of human boundaries won’t go anywhere, but you’ll also have to engage deeply with the tragedies and illnesses of ordinary people. We can’t even say “way more than before,” because, well, this mechanic simply didn’t exist before.
…Why change a game where everything “worked”? Why not just write a new story in the same setting? We know some players would’ve liked that just fine. But for us that wouldn’t be enough. Not creatively (there’s already a game about digging through Gorkhon’s trash cans), and not commercially: sequels to indie games statistically sell much worse than the originals, and we’re making a sequel to a sequel. Just repeating ourselves? That’s a dead end.
While the Haruspex sank into the flesh of the city, the Bachelor sinks into both the city and his own mind. We believe it’s possible to create a consistent sense of presence — even without consistency in time and space. You can doubt where and when you are, and still not lose the thread of your thoughts.
From now on, we’re focusing on further development of the full game.
Loading
