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Ice-Pick Lodge is a Russian game development studio based in Moscow and founded in 2002 by Nikolay Dybowski.

Description

Video games come in such a variety of forms that it is almost impossible to perceive them as a single phenomenon. We are fascinated by games that not only entertain, but also provide food for thought and encourage the player to change for the better.

That is why our favorite genre is survival, and our method of choice is a challenge.

Perception is on its peak when the situation is critical, it is most acute on the edge. That is why we put the players in the dire circumstances and allow them to find the solution themselves.

We don’t like preaching. We’d rather ask questions than give answers.

To us, a game as a dialogue between its developers and the players, and a player is a co-author.

Our job is to set the stage, redefine the laws of the world, introduce the problem, and point out how its core connects with everyday reality. The players do the rest, completing the act by virtue of their unique interpretations.

Each game of ours is an experiment. In most cases they lead to unexpected results — meaning they’re successful.

From the Ice-Pick Lodge website



We wouldn’t go as far as call ourselves artists, but our general philosophy is that games should give players food for thought, not just fun. We’ve been making survival games before it was mainstream. Pathologic (2005) was novel for its time. We’re glad that nowadays gaming has embraced survival—a genre that allows us to put the player in a really uncomfortable situation, not hold their hand on a walk through a theme park. So now we want to help the gaming industry make the next step, fully exploring the potential of survival.
From Pathologic 2's website



Games

2005: Pathologic — a story of survival in a self-conscious city struck with an unknown disease. With three protagonists, the twelve days of survival deliver a complicated description of events.

2009: The Void, also known as Tension (Russian: Тургор) — a story of survival in a monochrome world of the Void where every living thing depends on Color. Every action is done by drawing sigils with the player's own essence, and the hero is represented by a transparent, human-shaped vessel.[1]

2011: Cargo! The Quest for Gravity — too crazy even for its creators, this story is set in a word that faced its apocalypse because of the loss of gravity. There, you must bring back the flying islands to the endless ocean. It features a vehicle crafting system.

2013: Knock-Knock (Russian: Тук-тук-тук) — a story of a lonely forester haunted by strange nighttime visitors. You must analyze the causes of insanity, gradually learning how one must break the rules in order to understand truth.[2]

2015: Pathologic Classic HD — a remaster of the 2005 cult classic. Updated textures, higher resolutions support, new visual effects, brand new in-house English translation, and many other improvements.

2017: Pathologic Tabletop — a tabletop game released as a backer reward for the Pathologic 2 Kickstarter.[3] Up to four players may participate as both healers and the Plague, with healers collecting evidence to cure the sickness as the Plague works to covertly kill their wards.

2019: Pathologic 2 — a reimagining and modern take of the 2005 cult classic. A familiar story, updated and expanded upon, with completely redesigned visuals, music, and characters. Currently only released in one part, with future routes planned.

2019: Pathologic: The Marble Nest — a stand-alone story that takes place in the Pathologic universe. Originally released as a demo in 2016, it was updated for Pathologic 2 and released as DLC for the main game.

2022 - Know By Heart - A "nostalgic piece" developed by Ayrat Zakirov, the CTO of Ice-Pick Lodge.[4] The protagonist reunites with his childhood friends after spending a long time apart. Their pleasant reunion will be ruined by forces outside of their control. A teaser was posted on December 31 2019 on the Ice-Pick Lodge Twitter account.[5] The release date was announced for February 10, 2022, in a livestream from September 2021.[6]

TBA - Franz - A mystery project made by Nikolay Dybowski that is still in development. Based on concepts that were considered for the Bachelor route of Pathologic 2,[7] it tests the limits of control and is based on the "Chinese room argument" theory[8], criticizing artificial intelligence.

TBA - Neuro Skazka - A project in development by Nemo Soda[9], a new member of Ice-Pick Lodge. "The game deals with the evolution of a universe grown below the cranial vault of a god which falls asleep. The god’s brain is an equivalent of a solar system, and planets are its neurons. The player will have to turn the celestial bodies into full-fledged anthropomorphic creatures endowed with mind and identity."[10]

Merchandise Shop

On January 18, 2018, during Pathologic 2's development, Ice-Pick Lodge created a merchandise store on their website to support the company, called the Ice-Pick Shop.[11] They sold clothing, key charms, stickers, and wax seals of tavro.

The store was closed on March 17, 2019.[12] The website can still be viewed here — shop.ice-pick.com/en.

The Team

Icepicklodge

Ice-Pick Lodge's staff as of 2016


The developers as they appear in the press kit on Pathologic site
  • Alexandra Golubeva (Alphyna)
  • Eli Goren (groan)
  • Nikolay Dybowski
  • Vassily Kashnikov (Mushroomer)
  • Meethos
  • Peter Potapov
  • Ivan Slovtsov
  • Liu Sukhinina
  • Ayrat Zakirov
  • Andrey Saraev - Programmer
  • Albert Semyonov - Programmer
  • Igor Zinoviev - Programmer
  • Masha Khomenko - Programmer
  • Anna Orlova (SpaceLaika) - Artist
  • Igor Pokrovsky - CGI animator
  • Nikita Varnakov - First Mate
  • Sophya Vasilenko - Keeper


The developers as they appear in the credits of Pathologic
  • Nikolay Dybowski - Head of the Laboratory
  • Ayrat Zakirov - CTO
  • Peter Potapov - 3D Design
  • Vyacheslav Goncharenko - 3D Modelling
  • Vlad Ermakov - 3D Modelling
  • Groan - Art Director
  • Meethos - Lead Artist
  • Irina Kapitonova - Artist
  • Ekaterina Romashkina - Animation
  • Andriesh Gandrabur - Composer/Sound Design
  • Alexey Bakhvalov - Lead Programmer
  • Gauhar Aldiyarova - PR-coordinator
  • Ilya Kalinin - Art director


The developers as they appear in the credits of Pathologic 2
  • Nikolay Dybowski - Game Director, Lead Writer
  • Peter Potapov - Technical Art Director
  • Meethos - Art Director, Concept Artist
  • Ivan Slovtsov - Lead Game Designer, Producer
  • Anna «SpaceLaika» Orlova - Concept Artist
  • Alexandra “Alphyna” Golubeva - Narrative Designer, Writer, Localization Lead, Lead Translator, Copywriter
  • Ayrat Zakirov - CTO
  • Vassily Kashnikov (Mushroomer) - Audio Director, Sound Designer, Music Composer, Post-Production
  • Eduardas Lukosiunas - 3D Artist
  • Martynas Cesnauskas - Character Artist
  • Maria Khomenko - Technical Designer, Game Logic Programming Team Lead, Project Manager
  • Pavel Panfilov - 3D Artist, Environmental Designer
  • Pavel “GoldenGrifon” Fedorchuk - 3D Artist
  • Eli Goren - Character Artist Supervisor
  • Gintautas Jankus - Character Artist
  • Maria Zolotukhina (Atenebris) - Concept Artist
  • Elena Kondrashina - 3D Artist, Level Designer, Cutscene Designer
  • Ekaterina Fedorchuk - 3D Artist
  • Arminas Didziokas - Lead Character Artist
  • Mikhail Burlakov - Character Animation, Facial Animation
  • Iva Tatarnikova - Concept Artist
  • Dmitry Vladimirov - 3D Artist
  • Alexander Teterankevich - 3D Artist
  • Kestutis Rinkevicius - Character Artist
  • Oleg Filippov - Character Animation, Facial Animation
  • Igor Pokrovsky - Lead Animator, Mo-Cap Animation
  • Dmitry Chaurov - Character & Facial Animation, Mo-Cap Animation
  • Andrei Abramenko - 3D Artist
  • Vassily Ossiysky - Facial Animation
  • Liza Kleinerman - Facial Animation
  • Ilya Makarov - First-Person Animation, Character Animation
  • Ekaterina Borisova - Character Rigging
  • Igor Surin - Character Rigging
  • Semyon Shitikov - Facial Animation
  • Sergey Smeltsov - Mo-Cap Animation
  • Dmitry Barulin - Mo-Cap Animation
  • Liu Sukhinina - Mo-Cap Animation, PR Manager
  • Stanislava Voronova - Mo-Cap Animation
  • Dmitry Nikolsky - Mo-Cap Animation
  • Nikita Varnakov - UI Artist, PR Manager, Support
  • Andrew Saraev - UI Artist, Programmer, Lead Technical Artist
  • OWL Studio - Additional UI Art
  • Akhmel - Lead UI Artist
  • Roman Vlasov - Game Balance Designer
  • Evegeny Nikishin - System Designer, Level Designer, Data Engineer, Technical Sound Design
  • Denis Surdeikin - Quest & Level Designer, Game Logic Programmer
  • Daniel Tyomin - Quest & Level Designer, Game Logic Programmer, Translator
  • Lina Belova - Additional Writing
  • Mary Kapkova - Additional Writing
  • Anna Russ - Poems
  • Igor Zinovyev - Programmer
  • Oleg Stepanov - Programmer
  • Dmitry Zhebynev - Programmer
  • Kevin Snow - Localization Manager, Lead Localization Writer
  • Bruno Dias - Localization Writer
  • Laura Michet - Localization Editor
  • Cat Manning - Localization Editor
  • Seva Kritskiy - Localization Consultant
  • Nikolay Ershov - Translator
  • Nikolay Konovalenko - Translator
  • Alice Tomina - Translator
  • Cathé Stepanyants - Translator
  • Aleksandr Kuvshinnikov - Translator
  • Nikolay Balinov - Music Composer
  • Artem Karassev - Additional Sound Design
  • Theodor Bastard - Original Music
  • Kirill Akimov - Additional Sound Design
  • Sergey Bulatov - Sound Engineer, Foley Assistant
  • Charly Newar - Additional Music
  • Egor Korshunov - Recording Organisation
  • Evelina Novikova - Recording Director
  • toneworx GmbH - Localization Studio
  • Wolfgang Walk - Recording Director
  • Kai Schmitz - Audio Engineer
  • Robin Beckmann - Audio Engineer
  • Lorenzo Weck - Project Management
  • Waldemar Husser - Project Management
  • Sophia Vassilenko - Chief Operating Officer
  • Evgeny Leutin - PR Manager
  • Lewis Denby - PR

Media

References

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