Ice-Pick Lodge



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. It required a lot of wandering, a great deal of reading and a fluid perspective of events.

2009: The Void, also known as Tension, (Russian: Тургор (Turgor) — a story of survival in a monochrome world of the Void where every living thing depends on Color. Every action there was done by drawing, and the hero was represented as a transparent human-shaped vessel. Visit our Sisters at the Void Wiki.

'2011: [http://ice-pick.com/en/cargo-the-quest-for-gravity/ 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. Visit the Lodger at the Knock-Knock Wiki.

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. 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.

TBA - Know By Heart - A mystery project still in development. A teaser was posted on December 31 2019 on the Ice-Pick Lodge Twitter account.

TBA - Franz - A mystery project made by Nikolay Dybowski that is still in development. A story about the cycle of abusive relationships and the feeling of isolation.

The Team
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