
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 →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 24.71/day in the week to Aug 31 → 25.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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.

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 4.3Kreviews | 93% | — | $1.7M |
| $9.99 | 12ratings | 96% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2075 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Simple. Deep. Good.
HAOWAN
宣发说这游戏是类孢子,上手游玩后游戏本质还是幸存者类型,幸好游戏本身质量够硬,玩起来没有什么硬伤,BD成型后爽感十足,买了不亏
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Hours played at review time, across 2.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Gross, but fun.
Extremely fun and well worth the price! Tons of ways to customize your runs, and an incredible system of mixing the abilities of different organelles to your advantage! My only gripe is that I wish there was more of a story, or perhaps more variety of environments.
I quite like this game, it is awesome and game.
Very good game. I've been waiting a long time for 2 things: -a game where you get to play as a microbe -a game that dials up the synergy insanity of rogue likes by 9,000% This game does both. I've had so many builds that are just absolutely BUSTED because of how they break the game. I've played a game where I basically turned into Shin Godzilla and lasered everything around me, a game where the entire world was erupting every second, and a build where entire armies of viruses would spawn and attack in mob force. It's really awesome! The environmental hazards get REALLY annoying. 2d games tend to lean best on mobility and positioning rather than firepower. I REALLY feel that in this game. The hazards restrict movement a lot or toss the pathogen around, and that gets very, very, VERY annoying very, very, VERY fast. People tend to hate grappling attacks, because it robs control from the player while they just have to sit there and get wracked or something. Removing movement control from the player (I think) is a generally bad idea. Builds will often sharpen the toolset towards a certain specialty like minions, damage, mobility, health, mitocondria, super-weapon, etc. The problem is that I really feel when a weakness exists. If I have a build that doesn't produce any hearts at all, I'm going to feel that while I'm playing. If I don't have speed, I'm going to feel it. If I don't have firepower, I'm going to feel it. And if I encounter a room or boss that just happens to exploit that weakness, I'm gonzo. The trouble is that there are essentials in the game where it feels like I'm obligated to carry them. If I'm offered a flagellum, I HAVE to take that option when presented, because I might not see anything that'll give me speed for 20 more rooms. It's very frequent that I'm crossing my fingers like, "Ok. Maybe the next room will finally have that one thing I need to cover this one extreme weakness I have," and room after room, it doesn't come. So the rewards feel very all over the place. Very chaotic. Occasionally, you'll get something game-changing or meaningful. Most of the time, not really, and much of the time, I'm missing very basic essentials like a pair of shoes or something. The game needs more reliable, consistent ways of getting the essentials like hearts and speed. You're only guaranteed to get ONE heart at each shop each boss for 5 monies...That's it. It means an otherwise super chaotic game is demanding that I play very conservatively. Every single hit is detrimental and a huge downer, because healing is so sparse, and whenever a new wheel or a heart upgrade pops up, I feel obligated to take it and pass up on some of the cooler rewards. Some organisms (like the amoeba) are very slow to get going, and it makes it kind of boring, and then the randomness and inconsistency of the rewards stands out glaringly as I'm waiting to get an external slot and not a 12th internal one or an upgrade that lets me attract DNA from 400% farther for 3 seconds after killing an enemy with a burning weapon while they're frozen on a Tuesday.
virus
Twin-stick roguelite shooter where you get to create your own little horrible bug. The best part is everything is so... wibbly wobbly. It feels so wonderfully organic.
Absolute blast playing this game. Hope it blows up. My suggestion for coop would be to have more options for the aim reticles allowing you to change their shape and color to help with differentiating them from your coop partner. Also there is a glitch when you change the size of one players aim recital randomly it will change your coop partners aim recital to the same size later in the game.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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