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Steam News29 May 20261mo ago

UPDATE 0.2408

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, inventor

Full notes

Full Pathogenesis: Overcome update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes13 additions45 changes1 removal
  • Gameplay
  • Maps
  • UI and audio
  • Balance
  • Performance
  • Fixes
addedThe 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.
changedThis 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.
changedAfter 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.
changedThis build includes many improvements and updates to gameplay mechanics. But the most important thing is the return of localization. I translated everything as best I could: with a dictionary, persistence, and faith in a better future. So if you find mistakes, I will be grateful for corrections and help with improving the translations.
changedLocalization is backLocalization has been restored for the supported languages. Updated and checked translations for:
changedLocalization is backEnglish

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 best I could: with a dictionary, persistence, and faith in a better future. So if you find mistakes, I will be grateful for corrections and help with improving the translations.

Below is a more detailed description for those who are interested.

Localization is back

Localization has been restored for the supported languages. Updated and checked translations for:

  • English

  • Русский

  • Deutsch

  • Français

  • Italiano

  • 日本語

  • 한국어

  • Português Brasileiro

  • 简体中文

Localization covers the interface, settings, controls, hints, tooltips, and various in-game texts.

I’ll repeat it again: the translations will continue to be improved. If you notice mistakes, inaccuracies, or strange wording, I will be grateful for your messages and suggestions.

New camera mode

A new camera mode has been added: Camera Follow Mode.

This mode allows you to switch to controls where the camera follows the character’s direction. It is made for players who prefer a more familiar camera attachment to the character. By default, the key is Tab.

The old control and camera mode remains in the game as well.

Weapon system expansion

Weapons now have new parameters: reliability, durability, and cleanliness. Repair kits and weapon cleaning kits have also been added.

Weapon cleanliness and durability now affect the chance of malfunctions during shooting. You will have to pay more attention to the condition of your weapons.

NPC respawn

A new NPC respawn system has been added.

NPCs can now appear again after death after 24-72 hours of in-game time.

This is an important base system for further location population, repeated world exploration, and future gameplay scenarios.

Loot respawn

A loot respawn system has been added.

Special containers are refilled with loot after 24-72 hours of in-game time.

NPC and loot respawn are mechanics that will allow players to spend more time in the game.

World cleanup

A world cleanup system has been added for temporary objects that appear during gameplay.

Over time, the following objects can now be removed:

  • dead NPC bodies;

  • weapons and items dropped after NPC death;

  • knocked-off equipment pieces;

  • temporary combat drops;

  • body parts, blood, blood traces, temporary gore objects.

This system is needed for stability, performance, and a cleaner world state after large fights.

New weapon: RG-6

The RG-6 has been added to the game. A Soviet six-shot 40 mm handheld grenade launcher.

It uses the VOG-25 grenade round and has its own grenade firing logic.

Added:

  • RG-6 grenade launcher;

  • VOG-25 ammunition;

  • ballistic grenade trajectory;

  • grenade arming after the shot for safer use at close distances;

  • explosion that deals massive damage to everyone caught in the blast area;

  • direct physical damage from the grenade at close distances.

NPCs can now also use the RG-6 in combat.

Inventory and interface

Added and fixed:

  • visual grouping of identical items in sections;

  • loading weapons and magazines with ammunition is no longer instant and now takes time;

  • improved weapon and equipment tooltips;

  • improved display of item stat comparisons;

  • additional localization strings for the interface and settings.

The goal of these changes is to make inventory management clearer, more stable, and more convenient.

Equipment, visibility, and noise

The systems related to equipment, stealth, and survival continue to develop.

The following parameters that affect the character’s behavior have been improved:

  • character visibility;

  • movement noise;

  • equipment comfort;

  • the influence of clothing and gear on resource consumption;

  • the influence of individual equipment items on gameplay parameters.

These changes are needed so that clothing, armor, and gear are not just a set of slots, but part of the player’s choices.

Heavier, noisier, or less comfortable equipment can provide protection and carrying capacity, but also comes with drawbacks. Lighter or more comfortable equipment can be useful for stealth movement, scouting, and long exploration.

Saves and technical improvements

Work has also been done on saving and loading the new systems.

Fixed and improved:

  • saving NPC respawn state;

  • restoring respawn after loading;

  • correct NPC spawner behavior on large maps;

  • saving temporary object states;

  • saving loot respawn state;

  • stability of new systems after loading the game;

  • correct world cleanup behavior after saving and loading.

Many of these changes are not very visible on their own, but they are important for the further development of the game.

What’s next

This update closes a large part of the internal gameplay systems.

Next steps:

  • continue improving gameplay mechanics;

  • improve NPCs and AI;

  • develop the mission system;

  • implement story, quests, and dialogues;

  • build a full demo version within a single location.

Thank you to everyone who follows the development, tests the game, writes reviews, reports bugs, and helps improve Pathogenesis: Overcome.

There is still a lot of work ahead, but step by step we are moving toward a more complete and cohesive version of the game.

Source

Steam News / 29 May 2026

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