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Pathogenesis: Overcome News

Major Update 0.1200

[previewyoutube][/previewyoutube]

[h2]Foreword[/h2]
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. The game is still far from finished — there’s much work ahead — but we’ll continue to count on your feedback and support. Thank you, friends!

So, what’s new:
[h2]Completely New AI System[/h2]
We went through several iterations, prototypes, and a series of experiments before landing on something that actually works. The result is a modular system that’s easy to expand with behavior clusters as needed. The AI is (roughly) split into three core subsystems: routine, search, and combat. Naturally, we started with combat — because this is an action RPG and we’re not just here to watch characters peacefully roam around picking berries. Although... that will come later too.

One of the key features of the new combat system is a dynamic cover system. Enemies now seek out safe positions based on sight, hearing, and overall situation awareness. They assess threats, move between cover points, avoid open areas, and try to maintain line of fire. In short, they do everything they can to make sure you no longer feel like an unstoppable death machine. These aren’t helpless infected anymore — armed enemies will now flank, suppress, and (with luck) send you back to the loading screen.

[h2]Reworked Damage and Protection[/h2]
Even if it’s not immediately visible, the new damage system brings a much more predictable and controllable feel to combat. Firearms are now consistently deadly and effective — assuming you respect each weapon’s unique traits. Melee damage also received a facelift, with improvements to punching, kicking, and cold weapon strikes.

Naturally, we’ve added a corresponding protection system. Most gear now offers varying degrees of protection against different damage types. All equipment and clothing items have resources and can be destroyed. So yes — you’ll want to carry extra vests, helmets... and maybe spare pants. Sure, you can run around in your underwear, but pockets are useful, and dignity still counts for something.

[h2]Updated Healing Mechanics[/h2]
Where there’s damage, there are injuries and bleeding. You’ll want to treat those promptly unless you enjoy the taste of auto-saves. The new healing mechanics are more logical and grounded. Using bandages and meds no longer feels like preparing for medical school exams — it's smoother, more intuitive, and still deadly if neglected.

[h2]Environment & Visuals[/h2]
It’s not just logic and mechanics that got overhauled — the visuals received a hefty upgrade too. Say what you will about Unreal Engine 5, but it offers some truly incredible tools for visual fidelity. Our art team took full advantage of that.
We’ve refreshed the foliage and many environmental assets. The process is still ongoing, and every day the world becomes richer in detail. But even now, the results speak for themselves — check them out!

[h2]Warning![/h2]
Visual improvements are still in progress, and we haven’t done proper optimization yet. Dynamic shadows and Lumen global illumination are currently putting a serious strain on performance. If you experience FPS drops, try lowering shadow quality and disabling Lumen in the settings. We’ll be working on optimizing these features moving forward.
In Summary

With this update, Pathogenesis: Overcome comes closer to our original vision — especially in terms of gameplay: a hardcore, tactical action game where the real danger isn’t the infected... it’s the heavily armed humans.

[h2]What’s Next[/h2]
I’ll cover our future plans in the next dev blog — no need to cram everything into one post.
For now, jump in, play, send us your feedback, suggestions, and critique — the more detailed, the better.

Patch Note 0.210

[h3]Overview.[/h3]
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.

[h3]More Details.[/h3]
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 is what the NPC creation system does.

And of course all this complex bunch requires a lot of resources. So the task of refactoring was very important - the more we make the basic system lighter, the more resources will be available for the artificial intelligence to handle. We want NPCs not just to stand there, but to surprise and make the player sweat, don't we?

The next stage will be the implementation of the AI system for human characters. The task is not easy, but we have already created the basic systems, which will now be refactored and expanded, as hard as one might guess. Especially the AI of group behavior of characters.

In general, all the technical work done is not visible to players. But players will notice a decrease in the number of freezes when moving around the location, increase and stabilization of fps, and faster loading of the game.

But that's not all we've been doing. We fixed and improved a lot of mechanics and systems along the way:
  • Added localization to languages: Chinese Simplified, Japanese, Korean, Portuguese Brazilian, German, French.
  • Updated the start screen, which now displays the character in all equipment and with all the arsenal from the last save. New original music theme to enhance the atmosphere is included.
  • Kicking has been improved. Kicking opponents has become much more effective and easier.
  • Improved camera behavior in aiming mode.
  • Improved aiming at body parts of enemies. Aiming and shooting became more comfortable.
  • Expanded informativeness of tooltips and description of muzzle modules. Now you won't have to guess for what firearm the found muzzle device is suitable.
  • Improved indicators in the inventory. It became much clearer to determine the compatibility of firearm modules.
  • Added indication of enemies visible for the playable character, but not visible for the player.
  • Added ability to aim, hit and interact with enemies hidden for the player behind obstacles, but visible for the playable character.
  • Improved the sounds of the character's actions, as well as expanded the sound filling of the game world.
  • Fixed a ton of bugs and, by tradition, added many new ones. To fix which we rely on your feedback and comments.

Misc fixes

Some misc fixes

Patch Note 0.177

This update is mostly about optimizing systems and improving performance.

[h3]Overview[/h3]
  • Optimization.
  • Bug fixes.
  • Key binding.
  • Bonus: personal torchlight.


[h3]Optimization[/h3]
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.

[h3]Key binding[/h3]
The promised long-awaited ability to reassign control keys. I think our friends from France will be especially happy. (Salut!)

[h3]Bug fixes[/h3]
It's simple here. Many old bugs have been fixed and quite a few new ones have been added for sure. Which we will fix as they are spotted. We count on your feedback and comments.

[h3]Torchlight[/h3]
People have been asking for a long time, something to not get lost in the dark, until they found a weapon flashlight. So the solution was so simple that we wonder how we did not think of it before -_-

The character has a smartwatch, which can now be used as a torchlight (default key U). In the future we will add more head and helmet lights to illuminate the space around the character.

[h3]Next plans[/h3]
And we are starting to bring NPC people back into the game. Friendly, neutral, hostile. And expansion of combat systems. Unlike the infected, armed enemies can shoot back. So cover and defense systems will be needed as well.

Patch Note 0.147

[h3]Save System[/h3]
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.

[h3]Interface[/h3]
The interface of the game has been updated. We changed the style, fonts, expanded and corrected graphics and sound settings. The process is not finished yet, but the necessary part is already done. The next step will be the addition of the (long promised) ability to assign keys in the control settings.

[h3]Refactoring[/h3]
In parallel, a lot of work has been done on refactoring and making improvements to already created systems. Work that is not visible to players, but is very important for future development. This is not counting fixing tons of bugs, which would take a separate canvas to list.

[h3]Content[/h3]
In addition to engineering, we've added a variety of new content:
  • Replenished the animations of the infected.
  • Added a lot of interior and exterior items.
  • Expanded the library of sounds produced by the character, the infected and the environment.


We have a lot of work to do fixing the remaining bugs, implementing new systems, and adding content. Your support and feedback is still as important to us as ever. Let us know what you find, your ideas and suggestions in any way you can. Thank you for being with us and continuing to believe in our project!