Pathological Games

Stranger
worlds
ahead

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Thoughts, updates, and glimpses
into the work behind our games.

Design ideas, studio notes, and a first look at the strange. A window into Pathological Games.

Curiosity
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Stranger worlds ahead

From tHe studio notebook

October 17, 2026
Pathological Games editorial illustration

Design · 3 min read

The Puzzles of Fathom

Follow a clue, test an idea, change the room. The aim is to make solving a puzzle feel like understanding the place you are standing in.

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Pathological Games editorial illustration

Philosophy · 3 min read

Why Authored Spaces Matter

A doorway can set up a discovery several rooms later. Why the relationships between places matter as much as the places themselves.

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Pathological Games editorial illustration

Game systems · 3 min read

Fluxion as a Gameplay Tool

Fluxion is an experiment in changing how the world behaves. Its place in Fathom depends on what it contributes to play.

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Pathological Games editorial illustration

World building · 3 min read

Notes from a Strange World

Machines have priorities. People have bad days. A few thoughts on giving Fathom’s world character without explaining away its mysteries.

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Pathological Games editorial illustration

Art & atmosphere · 3 min read

Making the Unknown Feel Real

Strange worlds need familiar points of contact. Thinking about weight, wear, light, and the details that make an impossible place believable.

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