
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.
Most likely between $1M and $2.9M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $9.99 | 93% | approximately $1.7M |
| GOG | $7.99 | 96% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 2139 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
题材有趣,但构建和数值平衡不够合理,好用的武器和流派屈指可数。 游戏通关的核心在于叠伤害,力求在敌人攻击前将其秒杀,正所谓最好的防御就是进攻。因为敌人攻击缺少预警机制,躲避较为艰难,后期关卡满屏子弹激光和炸弹,走防御路线但攻击力不够的话会非常坐牢。 此外,武器纯随机的机制也大大降低了游戏体验,很难拿到想要的武器,凑齐流派更是难上加难。再加上优化欠佳导致的卡顿,使得游戏体验雪上加霜。 不仅如此,隐藏关的设计也过于隐蔽,不仅需要在通关后的pv里注意密码,还需要在每个关卡里打墙寻找毫无视觉提示的隐藏房。费尽心思进了隐藏关,也未必能打过,一旦失败只能从头再来,实在令人扼腕。 不过转念一想,这游戏虽然把我虐得够呛,但至少证明了一件事:我们的免疫系统,还是挺难被攻克的嘛。
The setting are the insides of a human body. Innerspace style, only evil. Let's put the obvious aside for now and examine why Pathogenic is loved. A great roguelite doesn't just demoralise when it kills you. Sure, death seldom feels good, but this game swiftly replaces the sprouts of sadness with anticipation for the next run where anything could happen. Back to the drawing board, a bit stronger if you got far enough, ready to try a bunch of new ideas or refine an old strategy. Pathogenic infects you fluidly, causing the "one more run" symptom before you know it. I bought it on a whim, found its cell-building confusing at first, immediately started getting clapped since I'm the worst at bullet hells on top of it. And no, I didn't get any better, you can't teach an old dog new tricks. No matter, you still couldn't tear me away from the game after my first run. That's why I call it a great roguelite, their lot works that magic seemingly effortlessly. Although, casting such magic takes a copious amount of effort and a pinch of pure brilliance. My head begins to ache when I think of how much thought and talent went into Pathogenic's abundant itemisation and flawless controls. And all the lively graphical nuances, of course. This game has the zing despite not involving ordinary weaponry or gore. Micro-warfare looks and sounds every bit as gratifying as its macro counterpart. Some devs can't squeeze the juice out of a realistic assault rifle, these people made a blob splatting a lamblia feel good. [h3]Flexibility[/h3] Another feat is the agency you're given. Let's start with the meta-progression that allows to freely assign and reassign points in the skill trees, which are separate for each of 6 (+1 for co-op) playable organisms and are really impactful. Not to the point where the game is unbeatable without them, mind you. Roguelites usually aren't required to be fair, it even spoils some of them, but Pathogenic has a good kind of balance that doesn't stand in the way of its chaotic engineering. You don't just make a build, you're constructing a tiny machine by manually putting external (weapons) and internal (boosters) organelles in place. Evolving its shape and contents, getting perks and gear by harvesting enemy DNA and cores. Organelles infuse and charge each other, forming chains of interdependent circuitry. I kept discovering new overpowered interactions throughout. If you're inventive and vigilant (if you are not, high five), almost any setup can go out of hand. Pathogenic isn't ashamed of it. I hate it when roguelites resort to fainthearted incrementality, here most upgrades are drastic. Cleverly combining them helps your creation infest the human by defeating his body's microbiome on its merry way from an ankle to the vital organs. The biome is varied and pesky, you'll have to learn what each worm can do to stand a chance. Knowledge and ingenuity are key. Sure, sometimes survival partially depends on luck when fishing for that one vital mutation or a perfect organ, but in most cases failures are entirely on you. After all, the game is extremely flexible, providing plenty of opportunities to design whatever you see fit. Suck at dodging bullets? Slash them with certain melee weapons. I couldn't make it without one. Hell, don't give them a chance to shoot, go over the top, turn the bullet hell into heaven! Devise a bloated colossus carrying a whole industrial district of organelles feeding into one another, generating power, shrapnel, toxic waste, going full-force to enable an arsenal of turbo-boosted tendrils and lobbers blazing in unison. Or a giant piece of poo that gets exhausted in one salvo. Oh, you hate being limited by the stamina system? Bypass. There're mutations and a perks that turn it off entirely. Or maybe you don't believe in evolution whatsoever? Well, first of all, shut yo ass up. [h3]MOTHERLODE[/h3] Secondly, it doesn't take long to unlock a modular nanobot with full control over its architecture, assembling its body out of segments that you choose where to attach. Kinda feels like making a contraption in Besieged! The roster contains a thing that moves by sticking to walls and evolves itself around it ffs... Yeah, these little beasts are truly distinct. That one, in particular, didn't tickle my fancy. If you want to get freaky without overdoing it, try the amoeba whose liberal self-growing mechanic is hard to master, but also leads to the vilest results when you get the hang of the blobbing. It took a quarter of my overall playtime to win once with it, yet that win was glorious. Seriously, though, why was it so hard? It's OP! Do I still have amoebas eating my brain since that time I drank from a muddy puddle in 1989? No rest for the wicked. Upon winning several runs, I began to feel the burn, apathetically resetting when one tiny thing didn't go my way. I recognised the sign, it was a good place to stop. I like to be through with my games before they tire me out, to part on good terms. As a farewell gesture, I dipped my toes into challenge modes, daily quests, ascensions... with zero success, but I had to see for myself. I wasn't halfway done, not even close. There's a MOTHERLODE of extra content, making Pathogenic last ridiculously long. It's a steal for the price. I've seen people who sunk hundreds of hours into this generous banger. It's easy to see why. As for my old, restless ass, I took what I could from this game, more than enough to be happy with it. More than expected, too. Initially I thought it would be a mild distraction at best, didn't plan to review it. Little did I know! It has become my go-to vocation for two weeks, which isn't a regular occurrence, given how often I jump from one thing to another otherwise. Got nothing to do? Pathogenic. Got better things to do? Pathogenic. Got distracted while doing something else? Pathogenic. Bad mood, good mood, comfortable, uncomfortable, hungry, sated - Pathogenic was the answer for the whole duration. It's all about the flow, the way I lost track of time as it kept whisking me away in one press of a button. And it always felt different, almost never too soft or punishing, and it occasionally surprised me with a curve ball or two until the very end. Naturally, this is my strongest recommendation, I wish you to have as much fun as I did. Maybe more! My curator [url=https://store.steampowered.com/curator/35305390/]Big Bad Mutuh[/url]
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.
İlk başta almakta biraz kararsızdım ama iyi ki şans vermişim. Henüz sadece yarım saat oynamış olmama rağmen oyunun akıcılığı beni gerçekten içine çekti. Hücrelerin hareketleri ve vuruş hissi gayet iyi. Farklı hücre türleri ve çeşitli geliştirmeler var, ilerledikçe onları da deneyeceğim. Beklediğimden daha iyi çıktı. Roguelite sevenlerin kesinlikle şans vermesi gereken bir oyun.
I recommend the game at the $10 price point. The game is fun, and you get your money's worth. That being said, the game has several flaws. Notably: * Balance is poor. Runs feel very feast or famine. The enemy HP increases substantially each level/zone, requiring the player to get lucky or focus nearly everything on damage to win a run * The amount of player agency is actually quite low. You can choose between 1 and 4 options at several points throughout the run. However, options presented to you will be like - choose between a weapon, or an upgrade to a weapon that you can't use. Because the number of options is less, you end up having to just go with whatever you get. Other roguelites find a way to balance player choice against creating distinct runs in a better way than this one does * The actual number of distinct weapons, relics, passives is very low. They are recycled between the player classes (germ, robot, fungus, etc), and you can see almost everything within just a few playthroughs. Overall I had a lot of fun, and the game is still good and worth the money. However, the overwhelmingly positive reviews don't tell the whole story.
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.
Twin stick roguelite with tons of depth. One of those games that I played for about an hour and knew I would play it for at least 50 more. STD DLC would be awesome.
It seems like the main game is fun, but the fact that this one is labeld as 'local co-op' is a shame. The local co-op is just a different game - you control the same virus and move together instead of just having one virus per player. It really seems like the co-op mode was added as an afterthought in order to convince people (like myself) to buy it. If you're thinking about buying it mainly for the local co-op - don't.