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Steam News15 May 20251y ago

Skin Deep Update01

Today we're happy to share over 50 additions and fixes to Skin Deep. We have more on the way in the following weeks... stay tuned!

Full notes

Full Skin Deep update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

9 fixes5 additions5 changes2 removals
  • Store
  • Gameplay
  • UI and audio
changedToday we're happy to share over 50 additions and fixes to Skin Deep. We have more on the way in the following weeks... stay tuned!
changedQuality of Life additionsWhen exiting the game, timestamp of last savegame is now displayed. When you are about to exit the game, the game will now display how long it has been since your last save game.
addedQuality of Life additionsItems consumed by trashchute now play a particle effect. Items consumed by the trashchute were simply blinking out of existence. We've now added a particle effect to make it more readable:
addedQuality of Life additionsDuring mission replay, player can now return to the hub level. If the player is killed during the mission replay, they now have the option to return to the hub level.
addedQuality of Life additionsCan now traverse through trashchutes during post-mission report. During the post-mission report, Nina can now move into the trash chute and exit outside the ship.
addedQuality of Life additionsCan now traverse through shuttered windows during post-mission report. Similar to trashchutes, Nina can now move through shuttered windows.

Today we're happy to share over 50 additions and fixes to Skin Deep. We have more on the way in the following weeks... stay tuned!

Quality of Life additions

  • When exiting the game, timestamp of last savegame is now displayed. When you are about to exit the game, the game will now display how long it has been since your last save game.

  • Items consumed by trashchute now play a particle effect. Items consumed by the trashchute were simply blinking out of existence. We've now added a particle effect to make it more readable:

  • During mission replay, player can now return to the hub level. If the player is killed during the mission replay, they now have the option to return to the hub level.

  • Can now traverse through trashchutes during post-mission report. During the post-mission report, Nina can now move into the trash chute and exit outside the ship.

  • Can now traverse through shuttered windows during post-mission report. Similar to trashchutes, Nina can now move through shuttered windows.

  • Eventlog cleanup for fuel lines. The eventlog was rapidly displaying many messages for the fuel line gas cloud. This has been cleaned up to limit how often the message displays.

  • Eventlog cleanup for pepper bags. Similar to the fuel line eventlog messages, pepper bag messages have been limited to make the eventlog more readable.

Bugfixes

Gameplay

  • When in zoom-mode, the placer disc is now hidden. When in zoom-mode, the weapon placement disc (such as for TNT, wiregrenades) is no longer visible.

  • Scene transitions now handle player in lie-down state. There was a bug where the player would not correctly stand up when a scene transition happened.

  • Fixed issue where pickpocket continued after an enemy died. There was an issue where the enemy's death didn't end the pickpocket. Death now stops pickpocketing.

  • Fixed issue where pickpocket continued after entering a vent. When Nina slurps herself into a vent, any active pickpocketing is now interrupted.

  • Fixed issue where pickpocketing from a hidden spot would freak out the pirate. This was a mix of various issues, but was largely because the pickpocket point of interest for the pirate would spawn in unexpected or invalid place.

  • Fixed player not playing splits animation. Nina can do the splits. The animation for it wasn't playing if the player was actively moving while activating the splits.

  • Fixed some leftover splits behavior. In an older version of the game, Nina used to be able to flip upside down while doing the splits. This unused behavior was causing problems, so we've now fully removed it.

  • Now has more sensible view angles when in a cargo hide. Nina can hide in certain spots, and the default camera angle they used was awkward. It now uses more sensible angles.

  • Pirates no longer have 2 overlapping weapons. Under the hood, pirates simultaneously hold 2 weapons, and we hide/unhide them depending on what weapon they're supposed to use. We had a bug where both weapons were sometimes appearing simultaneously.

  • Fix bug with fuseboxes being audible through walls. Each object has a specific point on it where audio emits from. The fusebox was sometimes emitting sound straight into the wall, resulting in its audio being heard everywhere.

  • Fixed cassette names. Some of the cassette name information was mislabeled.

  • Fixed player phasing through door. Certain locked doors do a jiggle movement when you interact with them. The player was able to stand very close to a jiggling door and 'phase' themselves through the closed door.

  • Fixed

Source

Steam News / 15 May 2025

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