
You are a disease. Infect the human body as a lone pathogen in this cellular roguelike shooter. Collect organelles to evolve your parasite in a microscopic arms race against your host's immune system. Conquer a beautiful, procedurally generated world of tiny proportions.
Modeled estimate, not a reported figure. How we estimate →
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About
In Pathogenic, you are the disease. Experience a visceral 2D roguelike twin-stick shooter where you play as a lone parasite fighting a desperate war against the immune system. Your goal is simple: infect and conquer your human host.
To survive, you must adapt. Hunt down enemy cells, rip out their organelles, and graft them onto your own body. Evolve from a simple cell into a complex engine of destruction. Create powerful, game-breaking builds and become the ultimate pathogen.
Loot, graft, and assemble your parasite from dozens of unique organelles. Combine flagella for movement, mitochondria for power, secretors for ranged attacks, and spikes for melee combat. Chain organelle effects and discover powerful synergies to build an unstoppable disease vector.
Battle a diverse roster of enemies, from basic immune cells like macrophages and T cells to rival parasites such as tapeworms or protozoa. Formidable bosses are lurking deep within the host's organs.
Collect plasmid fragments to permanently upgrade your parasite's plasmid tree between runs. Each parasite will have it's own upgrade tree allowing for a range of builds to suit your preferred playstyle.
Navigate the procedurally generated organic landscape of the human body. Travel through distinct biomes like the branching pathways of the lungs, the pulsating chambers of the heart, and the complex neural network of the brain.
Our detailed, colorful world is powered by a soft-body physics simulation, giving every cell, enemy, and projectile a uniquely satisfying organic feel. The combination of hand-crafted design and procedural generation ensures endless variety - each run offers a fresh and challenging gameplay experience.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Czech, Portuguese - Brazil, Simplified Chinese, French, German, Italian, Spanish - Spain, Russian, Japanese, Korean, Turkish
Engagement
Hours played at review time, across 160 reviews with recorded playtime.
Reviews
Themes across 160 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
At first glance this just seems like your average twin stick bullet hell roguelight. But look under the skin and you'll see all the microscopic details that make this one of best evolutions of the genre. The addictive gameplay loop squirms it's way into your mind as your runs multiply. Ironically I've encountered no bugs aside from the player character. Put aside any germaphobia, skip the handwashing just this once and let the game infect you. Playing on steam deck, works out of the box no tinkering.
The game is a masterpiece, it reminds me of the Spore early game. It is a fun game. I hope I will see countless levels and many more human zones to explore. This game has mod support.
我希望作者看到这条评论,所以选择了差评, 首先,我认为这是一款十分优秀的游戏,在刚开始玩这款游戏的时候会非常的上头,非常的有意思。 但在我深度体验后,我发现游戏存在着很多的问题,包括但不限于。阶段跳跃时怪物数值成长是否合理?基因强度是否合理?而且武器之间极其的吃配合,但这游戏又不存在定向寻找这类似的功能,这就导致你爽的时候是真的爽,无脑我左键就完了。但绝大多数时候你都需要不断的走位,跟他打年糕,非常的绝望,我相信玩过的。会懂的,而且再加上游戏通关后有一个抗生素的选项,你选了那个以后,你更可以体验到什么叫做数值的膨胀,什么叫前期的无力。尤其是前期摸不到优秀的变异的时候,那种无力感,打个普通房间,打个一两分钟,那是再正常不过。每一层数值都是一次巨大的膨胀(这里特别指出肺部和心脏)再加上大部分时候用高频射速武器会伴随着巨量的特效,心脏房的弹幕密度你要怎么躲呢?这让我感觉这款游戏就完全像是在筛骰子,运气好的时候闭着眼睛左键都能过,运气差的时候,我再怎么努力都没有用 (为什么说到努力没有用呢?这我要解释一下)这游戏的移速装备都是会影响你闪避的距离,导致这不是一个固定的手感(这点是十分致命的)。再加上这个游戏它特有的Q弹物理,很多时候你的闪避并不会按照你预期的样子去进行,常规的走位根本就躲不开,后期有大量的怪都是有那种激光武器会封你的走位,使你不得不去闪避 再来谈一下这个游戏的基因吧,基因里面有着大量的无意义玩意,就比如说单独专精,给钱,闪避加0.2秒无敌之类的,这些基因加成带来的直接提升都是微乎其微的,而你这个游戏又存在着跨阶段敌人数值的指数级膨胀,这使得很多时候运气不好,随不出想要的基因,这一把又跟白打了一样,我靠(前期在全房间的情况下,一般是能进阶2~3次) 最后再来说一下这游戏的近战武器与远程武器吧,我觉得吧,近战武器,它的作用完全就是为了消弹幕,绝大多数时候根本就发挥不出他本职的工作你说他dps高吗?也就一般般(这个游戏的怪并不所有部位都有近战伤害。优点)远程武器,它有着大量的配合,而且很多时候好的配合比多上几把武器要好特别多(优点)(但是你绝大多数时候都会找不到你想要的,配件)召唤完全就是为了去对付小怪而设计出来的产物,拿召唤去打Boss完全行不通,召唤物的平均血量都太低了,而且他有个卡死上限的点,他卡死了召唤时间最短要多少秒,就算他可以复活,boss转一圈那多少弹幕啊?(说白了,看不到未来)说点个人见解吧,我感觉这游戏不存在单独几把武器就可以形成很强的威力,是绝对的要吃配合的,但远程武器毋庸置疑,它就是核心,其他武器都碰瓷不了 最后,我愿意给这个游戏很高的期望,我也希望这个游戏可以越来越好吧,毕竟这是我今年发现的一款我认为挺不错的一款游戏我觉得作者你可以去参考一下一款叫重组的游戏,我认为你这款游戏跟他有一定的相似之处,有可借鉴的地方 ps我是普通难度
I've been waiting for a game like this since I play Bubble Tanks ages ago. Tons of replayability. The effects can get a little too much, so seeing enemy attacks can be tricky.
5星打2星半,不是很推荐。优点是题材新颖,玩法优秀。但正式版实际也是个半成品,缺点远多于优点。 1.局内没有木桩或模拟图用于测试不同BD,导致实战中本来可以很强但玩家不知道怎么做。 2.整体流程短,但图与图之间的数值膨胀过大,在皮肤全图下运气不好进肠道都会刮痧。 3.奖励机制匮乏,单个房间清理后80%是0奖励,后面怪物数值指数级增长,房间通关掉落物并没有同级别增长。 4.资源获取苛刻,只有一种货币既要满足商店消费又要用于刷新还要攒数用来BUFF,根本不可能实现。实际游玩过程中不消费反而是最强的,导致商店功能形同虚设 5.BD套路难构筑,去除隐藏大脑关,我都到肺部了甚至都没法保证一个武器是最高等级,更不用说其他变异了。且各基因不能叠加大幅度限制玩家成长,促使即便开了无尽模式也无尽不了一点。 希望官方后续能有所更新,不要指望创意工坊MOD翻身。强烈建议大幅度增加玩家奖励及成长数值,增加单个房间奖励机制。
This game taught me to sleep and eat healthy, 10/10 would wait for coronavirus dlc.
Fun, cheap little game. Very well made, interesting, and looks beautiful. Just another reason why indie gaming on PC is where the future is at!
ragebaitted me hard
Игра прикольная, но макбуку М1 сложновато пока с ней, уже на первой карте начинает подлагивать, на второй(в кишечнике) ФПС уже очень сильно проседает
好玩倒是好玩的,就是太吃运气了,总是给一堆不同的东西,就得不断重复去找那一把比较糊的,才有可能通,爽也就爽这一把,而且到最后很难升满身上的东西,这点非常不好,爽得不够彻底,好不容易爽上一把,但是又不是那么的爽,我觉得这个出现东西的机率应该调整一下,出现身上拥有的东西的机率应该更大一些,否则要是脸黑,一把可能全部东西都是一级,都是有可能的
Related
Related
Trends
Steam followers (game-group members) tracked daily from when we started recording.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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