
Pathologic 2 is a groundbreaking open-world horror RPG. Resist the plague. Make medicine. Heal people. Perform an autopsy. Trade to get what you need. Fight and kill if necessary. Survive. Struggle with an outbreak in a secluded rural town that is rapidly turning into hell.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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.
About


Sums Steam only; Xbox, PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $6.99−80% | 12.2Kreviews | 92% | — | $1.5M |
| $34.99 | 1.4Kratings | 70% | — | not modelled | |
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 882 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Andar em Belford Roxo sendo ♥♥♥♥♥♥ as 1 da manha, com uma caixa de iphone 17 pro max sem rastreamento é mais divertido e seguro do que a kct de um dia nesse jogo, dito isto... amei 10/10.
Pathologic 2 is one of those games that I would recommend to everyone, but not to anyone I know in real life. It is a work of artistic expression that the West has never really seen, especially at the level of quality and dedication to minute details. I cannot recommend it to people I know IRL because frankly Pathologic 2 is purely about the narrative first and how the world itself does not care about you, the player. It wants you to do the impossible, save everyone, but it knows you can't, it even tells you that you CANNOT save everyone. A game about making choices that you didn't even know were choices, and justifying each sacrifice you make with your own morals. It is not a game that concerns itself with being "Fun" as we know video games to be. But that is exactly where it is FUN. You are not a hero, but another victim of the Plague. A surgeon that didn't even finish medical school, coming back home to find his home being torn apart at the foundational level, and it is your job to break the bones, mend the tears, and put everything back together as best as you can in 11 days. The game expects you to die, knows you will fail and fall short, but it is the willingness to overcome that adversity, cross-blades with Death itself, and while never overcoming Death, but beating it regardless. 10/10 game, I stole the organs of 2 muggers and scammed children out of medicine to buy a box of crushed up pills and rat poison to help those closest to me, and had enough change for a bottle of milk for myself.
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Every market we collect.
Reviews, worldwide (the counter carries no country): 2/day in the week to Aug 5 → 1.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian**languages with full audio support
| $34.99 |
| 872ratings |
| 87% |
| — |
| not modelled |
| $6.99−80% | 383ratings | 92% | — | 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.
Hours played at review time, across 884 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
What happens when you gather a bunch of philosophy majors and theater kids and tell them to make a bad game? You get Pathologic 2, a game that simultaneously insists upon its own bad design in the name of meaning, yet also implicitly asserts that it has none. I'll start with the redeeming qualities: P2 nails presentation, has SOME interesting dialogue, and has a mysterious world and lore that hook you from the start. That's it. I enjoy "stressful" games; games with stakes that punish losses and make you think about your every action. Games that force you to sometimes make decisions based off of limited information, having no idea what's ahead and whether or not you're ready for the next thing the game throws at you. Games that are unable to be played perfectly; where things can go wrong, but can always be "fixed" or made up for in some way. I also love games with good, philosophical dialogue that makes you think. I've heard for years how P2 was this deep, brilliant game, and given the previous points it seemed right up my alley. My first impressions were great, and seeing the game's vibe and intro, I was hooked. Or so I thought. P2 is designed to be an antinatalist's view of a "life simulator." Suffering is baked into every facet of this game, from the meters you have to manage with your increasingly limited resources to the devious map design, which sometimes feels restrictive in oddly specific ways (an artful detail of the game that I admire). It's admirably perverse game design that is very intentional and meant to create ludonarrative harmony with the game's story. But does such design justify itself? P2 is arrogantly insistent that you play on its "intended" difficulty because "Harsh trials are a part of P2." So I did. I found myself surprised when I softlocked my first run. Apparently I failed to hoard enough resources and with 9 deaths under my belt on day 6, I knew I had either softlocked or gotten close enough to one where I didn't feel like breaking out of it (i.e. playing save scum simulator). It became clear that I had played "wrong" somehow, but I never really learned how. I thought if I just kept persevering despite my bad situation, I'd make it in the end, even if resources kept getting more scarce; the game surely had some plan in mind. This "suffering" must have "meaning," right? lolno When you play a survival horror, you learn to not hoard; to not be afraid of using the means at your disposal to escape increasingly bad situations. That it's okay to not be perfect and that you'll persevere if you press onward. The way forward is hard, but there's (usually) always hope. When you play a soulslike you die constantly, but you learn from each death and mistake, which in a way can be considered changing who you are over the course of the game. These games are trials containing lessons that one can incorporate into their own lives. They're difficult games, but the lessons they teach are a part of what make them worth playing. P2 supposedly has similar messages and lessons, but is intentionally mean-spirited and cruel to the player, claiming that it must be so because it's the only way it'll have meaning. If you don't micromanage resources perfectly you'll die and learn nothing from those deaths because the deaths themselves had nothing to teach. Which brings me to my main point: P2 fails to understand that trials and cruelty are not the same. Trials teach. Cruelty doesn't. P2's idea of a trial is kicking you in the balls, and when you scream it kicks you in the balls again because you screamed and so on, claiming that you must overcome the pain of being kicked in the balls. The aforementioned analogy is what every conversation with this game's self-insert philosophy major is like and it's about as eyeroll worthy as you'd expect. P2 seems to assert that the more suffering that exists, the more meaning life has, which is a message I'd reject on a fundamental level. Deifying suffering - and viewing life as lesser without it - is a self-abusive mindset no one should embrace. Thematically, P2 is supposed to be about fate/free will. Combine that with the fact that it's an "immersive sim" - a genre that encourages players to think outside the box and promises a vast amount of freedom to the player, primarily through use of multiple solutions to a problem - you should end up with a good ludonarrative to showcase these themes. Let's say you're hungry in this game. You notice someone has food, but you can't afford to barter. Being the civilized person you are when the chips are down, you might resort to crime, but even this won't save you as NPCs' trading inventories and lootable inventories are different, meaning you can't kill someone for food that they could trade you. But surely you can rob a store or something right? Nope, apparently you're too good of a person for that. There's no thinking outside the box; P2 is a box that's taped up with the player trapped inside. P2 implies the existence of fate and your free will despite it, but your free will isn't that free. 90% of your dialogue doesn't matter and there's only 2 abrupt, underwhelming endings that you can unceremoniously choose, neither of which are satisfactory rewards for the suffering endured and both of which make previous buildup (meant to be inspirational and hopeful) fall flat. The story is ok I guess (the lore itself is more interesting), but not good enough to justify a bad game for. You're given no reason to care about most of the characters you're meant to be saving (presumably intentionally), and therefore their lives or deaths lack any kind of weight with very few exceptions. I tried to save whoever, but if they died I didn't really care and I get the impression the game wanted me to. So what exactly is the profound message of P2? P2's gameplay is often claimed to be "in service to its story" but that's a claim I'd challenge, as anyone can make an intentionally unfun game and claim its a work of art about how one reacts to suffering and seeming meaninglessness. If P2 is supposed to be a deconstruction of gaming, it isn't an intelligent one because it proves nothing and leaves us with nothing. If P2 is not meant to have meaning, then it's oddly insistent upon itself to prove that it does, given its comments that push you to play its intended difficulty. If the meaning is "what you get out of it," then that's just a philosophical dead end because such "meaning" cannot be analyzed or examined as it's subjective. So I feel lied to when I was told this game was deep. To directly quote another negative review: "The problem is that the meaning in the game isn't proportionate to the suffering the player experiences during the game." Hence why I just gave up on my first run. This game's commentary would probably compare that to giving up on life because its too difficult, but not having the will to continue P2 and not having the will to continue life are obviously not the same. Life can be cruel, but it is not purely so. P2 is, and cruelty never has meaning; it should reflect negatively on no one should they choose not to subject themselves to it. This has all been a very verbose way of saying: This game is ♥♥♥♥♥♥♥♥. Philosophically and ludonarratively. I'd say "Don't waste your time," but if you're hell-bent on playing it, I'd advise you to NOT play on the intended difficulty so you have actual time to learn the lore, experience the most dialogue, and immerse yourself in the world because those things are its strongest points. All of which are easier to do when your meters don't sink like rocks. To borrow some speech from the game, you can't "cut the bull" when the bull is actively charging at you, and you can't "follow the lines" when you're so dehydrated and famished that you can't see where they are. P2 MIGHT be worth a shot for its cool setting and vibe, but certainly not for its genius game design or profundity. And yes, skill issue. And no, I don't get it.
Pathologic 2 is perhaps THE BEST apocalyptic game in the recent time. Note that it is NOT "POST-apocalyptic", but a game happens during an apocalypse, meaning you get to experience the progressive desperation of a regular person trying to survive during a plague and I really mean it. The game is difficult to the point that reaching an ending is a rare Steam achievement (with only 10% players reached it) but it serves the apocalyptic experience in my opinion. The game is not perfect with many flaws, but it doesn't mean the game is bad. In fact, I will give it a 10 out of 10 in gameplay, game plot, and world building. It is truly a once-in-a-life-time experience!
When they say games are pieces of art, this is what they mean. This is a frustrating, stressful and exhausting game. It's not fun, I would not play this to unwind and relax. But that is exactly the point. It does a remarkably great job of surrounding you in atmosphere, it works against you quite actively and no matter what you do or how you try to arrange yourself, you won't be "succesful." You will miss opportunities, kill people, run out of time and die. It's not meant to be fun, it's meant to be an experience. And it does an excellent job.
отличная игра с глубоким сюжетом, западающая в душу и дающая благодатную почву для размышлений. вот честно, всё ещё не знаю, какая из концовок лучше и сделал ли я правильный выбор. так и на протяжении всей игры мы не спасаем мир, не останавливаем дикую охоту и не боремся с великим драконом алдуином, который, согласно пророчеству, стремится уничтожить весь нирн. здесь мы весь геймплей выживаем, попутно пытаясь помочь кому‑либо, но даже это лишь оттягивает неизбежное, ведь игра упорно говорит, что везде не успеешь, всем не поможешь, а первое время я пытался это делать, о чём многократно жалел. кому давать лекарства, какой квест выполнять, может, вообще никакие не стоит, и лучше попытаться раздобыть себе еды, обменяв у детей спидозные ножницы на кусок хлеба, чтобы не откиснуть через несколько часов, везде выбор за тобой. в общем, в плане рпгшности игра безумно крутая, она прям даёт возможность примерить на себя маску, роль, вжиться в чужую шкуру и попробовать себя в новом деле. лор и сюжет интересные, хоть и половину игры мало чего понимаешь, но стоит вникнуть - и уже ты ставишь себе вопрос: спасти людей или сохранить имеющиеся чудеса для выдержавших испытание чумой? атмосфера, где реальность причудливо переплетается с мистикой, сделана с большим трудом и любовью, даже музыка меняется в зависимости от района города и происходящего. в термитнике ну вообще можно в тапки наxyй ссаться от давления и измученных криков. также игра довольно самобытная, оригинальная в плане авторских решений, по типу перманентного воздействия твоей смерти на геймплей и события, механики времени, которое не остановить, и с каждым разом оно движется всё быстрее и тд. но не без минусов, начиная от технического плана. bляtь ну емае, 2019 год выпуска, миллионы лет эволюции, а при открытии двери ты всё ещё должен подождать 10 секундную прогрузку. люди и враги спавнятся на ходу, и ничего с этим не сделаешь. представьте моё ebalo при зачистке дома, когда сначала его проверил на стелсе с заточкой в руках, аккуратно лутаешь комнату, и тут сзади на тебя влетает крестьянин с копьём и затыкивает насмерть. А УМИРАТЬ Я НАПОМНЮ ЗДЕСЬ НЕЖЕЛАТЕЛЬНО. также ходить из точки в точку, ничего особо не делая, может наскучить, не самый насыщенный геймплей. постоянно менять кучку орешников на морфин нууу как бы хазе. вообще, откуда у детей морфин? а ну да, в россии же живём. каноническая сложность может отпугнуть, но лично мне было по кайфу. в итоге игра вообще не для всех, понравится далеко не каждому, но попробовать определённо стоит. 7,5/10.
Amazing game for people who love making intricate red string boards and general suffering
Купила, хотя давно прошла ее. Боже, это одно из лучших, во что я играла. Просто экстаз. Дорогой дневник, мои эмоции не влезут в тебя. + Много диалогов, много текста. Я не любитель читать, если в реплике много строк, но тут я это делала взахлеб. Реплики на степнячковом и человеческом языках. Город кажется живым. Со всеми можно меняться (черт, единственная игра, в которой я люблю детей, потому что на орешки можно выменять таблетки или иммунники). Детей ждала, как манны небесной. С жителями можно разговаривать, они тебе подкидывают сайды. Каждый день тебе снятся сны, в которых есть либо атмосфера, либо ценная инфа. +Город. Ходишь по земле, карта которой названа органами. В па3 есть бл фаст тревел, колхозные переходы из локи в локу. Здесь все собрано в одну кучу, ты переходишь из одного района в другой. Из одного может вылететь кусок чумы, в другом видишь, как ходят бандиты. Город украшен трупами и телами больных людей, которых можно вылечить. Я этого не делала, сейвила колеса до последнего. Летают коктейли молотова, бьют чумных. Каждый дом можно облутать. В зараженных домах лута больше, но там харкается чума и ходят мумии, которые надеются, что гг - их последняя надежда, но нет. Вглядываться на ноуте/компе в зараженные ящики это отдельный квест для близоруких. В погорелых кварталах из сюрпризов только бандиты и баганные стражники, которые пошли побить бандосов, но застряли в дверях. + Атмосфера. ГГ общается как и с обычными людьми, так и со степняками. Некоторые места, как Термитник, Бойни это вообще экстаз восторг. Пришла в бойни, фоновые молитвы такие, что по ощущениям будто зашла кулич в церковь осветить, а не с одонгами махаться. А как травы звучат в степи вы слышали? Днем их искать это канеш увлекательный аттракцион, но ночью... Чето пружинит, жужжит (деревья). ААа... А многогранник видели? А крысиного пророка. Пупупу, это моя остановочка. + Сюжет. Просто поиграйте больше часа - вас затянет. В целом, каких-то непоняток в игре нет. Все договаривается и не нужно догугливать. При этом, каждую ночь тебе напоминают (а после смерти особенно, что ты попущенный актер), что это - театральная постанова. Ты этого вообще не ощущаешь. Все в дерьме и ты пытаешься из него помочь вылезти городу. + Сложность. В игре есть показатели выживания, которые держут тебя за кусок жопы стабильно. Жажда (делала тинктуры на фулл воду, а потом ныла ГДЕ ВОДА). Ходишь радуешься каждой бочке с водой без чумы. Голод не особо душил. Дети всегда с яйцами, всегда с яблоками, а я всегда с орешками и мелками. Усталость мешает только с жаждой. Жизнь... Ну два пропуска ножа и ты в мусорном гробовом мешке. С кулачниками проще. Файты адекватные, но какая же начинается мопсотряска, когда к тебе ночью бегут 3 бандоса с ножами, а ты просто ищешь место для СЕЙВА. Я реально уже сидела и орала от бессилия. Иногда приходилось сейвскамить, когда понимаешь, что смерть неизбежна, но ДАЙТЕ ПОДЫШАТЬ. По успеваемости закрытия всех квестов: в целом, если ты не тефтелька и понимаешь что нужно для обмена, лутаешь все помойки (я требую ачивку почетного исследователя мусорок), то это нормально проходится. Кофе пила редко, иногда ела лимончики. Было время поспать. Слышала, что можно менять сложность, но фу, уже не то. По жанру тяжело определить что это. Просто уникальная игра, которая навсегда останется в моем сердечке. Единственный минус - Паталоджик 3. Просто безгеймплейный мрак с шизорепликами Данковского, но это уже другая история. А нет, еще: кто придумал ночью убивать и грабить чуть ли не единственного врача? Быдло быдлом, но даже оно должно хоть по праздникам мозги включать. Столичному врачу никто не доверяет, самозванка с припeздью, а меня убивают. Вот бакалавра в третьей части вообще можно было не убить, если ходишь с оружием или телепортишься, а меня, мясника из блави.. Па2 каждая собака убить пытается. Про шабнакадык вообще молчу.
Игра, в которой совершив ошибку на второй день, ты узнаешь о ней лишь на пятый, а переигрывать придётся с первого.
Игра, похожая на чтение Ницше. Только не содержанием, а процессом.
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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