Hi, friends!
This is the game’s first update! Yep — not a hotfix, but a full-on patch. It includes everything we managed to polish up over the past week that didn’t make it into the hotfixes: critical progression blockers, quest and story logic, holes in UI and controls, plus a hefty batch of visual and technical fixes. Hotfixes are for things we can address quickly and that critically break progress; patches are for issues that can wait at least a week so we can handle them a bit more thoughtfully. We’ll keep working in this format for the foreseeable future.
As you can see, the game is large and logically very complex: many elements are tightly intertwined and affect each other. We can’t catch everything without your help. Thank you for your reports and attention — this list is built directly from them.
(Important!) Fixed a softlock on Day 1. Eva could disappear, making it impossible to continue the quest.
(Pretty!) One character who dies near the end of the game was meant to lie in a beautiful burial mound made of mirrors — but the mound was missing. It is now back.
(Extra pretty!) In the “shadow theatre” end-day performances (the ones with the white screen), the wrong shadow was being shown — always the same silhouette. Each pantomime is supposed to have its own unique shadow scene. Restored as intended.
If you want to take another look: even if you’ve already seen the old versions, you should be able to return to them within the same playthrough — they’ll update.
(Smart!) Corrected chess setups in the Institute. The pieces were placed improperly. Chess is no joke. The first patch comes with the most crucial fixes!
Fixed animations and the progress bar in the euthanasia screen. Hopefully it’s clearer now what you’re supposed to do there.
The key for switching the Prototype into projectile mode (default “3”) can now be rebound.
(Important!) Fixed a whole lot in the storyline about Grief, Block, and rations — on Day 9 and Day 11. It might actually work properly now.
In the worst ending, added an option to ask Mark Immortell for direct hints about which quests you missed and when. It’s optional; he’ll scold you, but he’ll give you a clue.
Fixed the Saburovs’ storyline on Days 5–7 — sometimes you did things with them (it’s so hard to write patch notes without spoilers), but on Day 7 the outcome behaved as if you hadn’t.
Fixed many issues in the Soul-and-a-Halves shelter storyline on Day 10.
The dancer on Day 3 no longer delivers her dialogue if you diagnose her immediately. The result of her diagnosis is also processed correctly.
Nina’s monument no longer appears in the Atrium.
Tweaked the logic of the storyline about Maria’s dream on Day 8.
Sometimes Telmann wouldn’t let you leave the interrogation. Rat. Fixed.
The quest about excavating Simon’s grave on Day 6 no longer freezes with a black screen.
When resetting the node about a death… (how do you write this without spoilers?) …of a certain character — it stayed improperly highlighted. Fixed.
Karminsky would sometimes lock the player inside the Cathedral on Day 10. We disapprove of Inquisition methods — fixed.
Fixed a bug where the Headquarter Papers could be considered “eaten by the bull” even if the bull wasn’t in the Stillwater. Fixed the quest nodes there too.
Patients on Day 7 now reset correctly.
The Changeling now spawns properly in the scary house on Day 10.
The Lyuricheva Street quest no longer resets on its own.
If we learn about one heroine’s death (not the one we avoided spoiling above — lots of people die in Pathologic 3) from the future, the nodes now report it correctly.
Fixed the prison “Mind Palaces.”
Moved the Bachelor’s hands so his shoulders no longer clip into the screen.
In one pantomime, an uncut chunk of grass was sticking out. It no longer is.
Some characters were standing inside each other: two dancers on Day 12, the courier and the boy in Viсtor’s quest on Day 10, and Georgiy’s visitors on Day 6 (only after his quest for some reason).
Fixed animations in the children’s duel on Day 10.
Adjusted windows in the Trammel, put books back on the shelves, dealt with a floating paperweight.
Fixed physics in a couple of places at the Train Graveyard — the softlocking kind.
Fires no longer pause during dialogues.
Fixed some hair (Willow would approve), including when TAA/upscaling is disabled.
In one scene, Rubin was hilariously holding a revolver without actually having a revolver. Returned the poor man his weapon.
Fixed the bull painting in Capella’s Wing.
Moved one of the flamethrower guys to the correct spot and adjusted the dialogue camera for him.
Fixed courier animations in Emilia’s quest.
In Shekhen, Taya was sitting on air instead of a stone — and everyone followed her example. Fixed.
Passersby clothes soak in rain better now.
Re-baked lighting in the Stillwater without extra shadows.
Fixed the animation of Maria’s maid at the Cape on Day 9.
Restored Sharp’s vanishing hand. Probably. We’re not 100% sure yet.
There were various conflicts between Eva’s fireflies, decree decorations, and Concentration mode in the courtyard by the Stillwater — we untangled that Gordian knot.
Fixed dynamic lighting in the scary house. Also, you can no longer fall behind the screen there.
The Kains’ boat on Day 12 had geometry issues. For one, that’s why you couldn’t talk to the Shadows of one of the heroes. Fixed.
Fixed tutorial pop-up layouts.
The mysterious creature you meet in Kira’s quest (Day 10) spawned in the wrong place and thus wasn’t visible in the dialogue. Fixed.
The shadow at Capella’s inauguration stopped T-posing menacingly.
Improved stone physics and the grass below it near Yulia’s house.
Microscope slide icons are no longer a blurry mess.
Fixed the overall physics of Nina’s monument — previously, you could fall into it (Victor already did).
Quoting our tech art director’s commit: “Mured up potentially dangerous palisades for good!”
Fixed window glass in Isidor’s house.
Restored the top of the Polyhedron in Eva’s location.
Fixed the clock in the Cathedral.
Lots of small geometry and set-dressing fixes in Backbone.
Dealt with invisible walls around the Cemetery and Crowstone.
The Tanners on Day 8 and Day 5
Lara’s storyline on Day 10
Searching for Grief on Day 7 (the marker could remain after a quest reset)
Markers on the children on Day 8 (in the scary house storyline)
Some characters (Nara, Georgiy) could block other speakers in polylogues. Taught them some manners.
Thought clouds: in the Cathedral; on the smoking guys at the very start of the game; in the scary house on Day 8.
Optimized texture memory usage.
Fixed the “Academic” achievement being awarded incorrectly.
If the Gut was rioting, you couldn’t load a save there — now you can.
The Stillwater music theme stopped playing where it shouldn’t.
Rubin’s vaccine in the Stillwater now disappears properly after being used.
Added more microscope reagents to the hospital cabinet.
(For Supporter Pack owners) Fixed receiving glass slides from Farkhad’s Lamp with a full inventory — previously they could disappear in that situation.
And we won’t even mention typos — you know how it is.
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 3
The 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).
That way we can find the problem faster and fix it sooner!
As always, here’s a small gift at the end of the patch notes: a piece of in-game art. This time, you can see a self-portrait of Ice-Pick Lodge staff over this past weekend.
Tuning reality until it matches the intent,
Ice-Pick Lodge