1. Skin Deep
  2. News
  3. Skin Deep Update02

Skin Deep Update02

[p]In this update, we have over 50+ additions and fixes to Skin Deep. Enjoy!

[/p]
Quality of Life additions
  • [p]Arcades now retain high score information. The arcade machines will now retain high score information between level loads.
    [/p]
  • [p]Shadow optimization. We added a shadow optimization that improves performance (thank you to dhewm3 for this!).
    [/p]
  • [p]Gamepad right stick will now scroll windows. When reading emails or other blocks of text, the gamepad right stick will now scroll the window up and down.
    [/p]
  • [p]Improved gamepad traversal on lists. The gamepad cursor now traverses lists (such as the list of savegames) better. Previously, cursor friction was being applied when the cursor was above an empty list entry. This is no longer the case.
    [/p]
  • [p]Increased maximum gamepad cursor speed. The gamepad maximum cursor speed is now higher. This is accessed via Options > Gamepad > Menu Speed
    [/p]
[p]
[/p]
Bugfixes
[h3]Gameplay[/h3]
  • [p]Fixed bug when throwing an item downward in space. We had a bug where throwing an item downward when in outer space would result in a wonky throw trajectory. This was due to the item getting snagged in the player's collision box.
    [/p]
  • [p]Skullsaver interest bug. When the skullsaver yells out, nearby enemies will now correctly hear and react to it.
    [/p]
  • [p]No bashing while in mech. You can no longer do a melee-bash with a carried object while piloting a mech.
    [/p]
  • [p]No item inspecting while in mech. You can no longer inspect a carried object while in the mech. Nina does not have 3 hands...
    [/p]
  • [p]Controls legend is now hidden while in mech. The player cannot interact with carried objects while in the mech, so we now hide the controls legend for carried objects.
    [/p]
  • [p]Fixed bug with entering a hiding spot while lying down. If you lied down and entered a hiding spot, the camera would go bananas.
    [/p]
  • [p]Fixed memorypalace usage while in front of GUI screen. The GUI screen has logic to allow the player to move an arrow cursor on the screen, and this was conflicting with the memorypalace.
    [/p]
  • [p]Hull mine blast radius increased. The blast radius of the hull mine was relatively small, resulting in situations where it seemingly wasn't affecting things near its blast.
    [/p]
  • [p]Fixed hackgrenade interaction with vents. We had an unintended reaction with vent doors being directly opened with hackgrenades.
    [/p]
  • [p]Fixed postgame spectate camera. When a mission ends, the player becomes a spectator camera. There was a bug where if the mission ended while the player was inside a vent or hiding spot, the camera wouldn't work correctly.
    [/p]
  • [p]Fixed bug where skullsaver was sometimes interrupting itself. Some skullsaver VO barks are long, and the skullsaver was sometimes interrupting its own bark before it was finished.
    [/p]
  • [p]Fixed tablets getting erased. We had a bug where the text on tablets was sometimes getting erased when it was sent to the lost and found.
    [/p]
  • [p]Notification for tablets lost in space. The event log was missing a notification when a tablet was lost in space.
    [/p]
  • [p]Fixed tablet missing spark hazard label. The crew tablet was missing the art for the spark hazard label.
    [/p]
  • [p]Fixed tablet interestpoint. Tablets were sometimes creating interestpoints at incorrect times.
    [/p]
  • [p]Fixed issue with player squished by boarding ship. If the player sandwiched themselves between the airlock door and pirate boarding ship during the docking sequence, this sometimes resulted in the player exiting the map bounds. The player will now correctly get squished or pushed out.
    [/p]
  • [p]Fixed pickpocket invincible items. Pickpocketing sometimes resulted in the pickpocketed item being invincible.
    [/p]
  • [p]Fixed bug with envirospawner occluder. The envirospawner spawns asteroids and other hazards in space. We have an "occluder" that prohibits it from spawning things in certain places.
    [/p]
  • [p]Fixed bug where exiting cat pod sometimes put player inside geometry. If the player positioned themselves in an open doorway and then entered a cat pod, they'd sometimes exit stuck inside the now-closed door.
    [/p]
  • [p]Fixed bug where player leaning was affecting some story sequences. The player lean was sometimes conflicting with some story sequence logic.
    [/p]
  • [p]Fixed vent traversal bug. In certain vent setups, entering the vent would result in the player getting pushed out of the map bounds.
    [/p]
  • [p]Fixed event log sizes for all languages. The event log box width now calculates correctly for all languages.
    [/p]
[p]
[/p][h3]Levels[/h3]
  • [p]Fixed Tutorial particle spam. Some rooms have logic to instantly reset. There was a bug where the room reset wasn't correctly working, resulting in a particle effect being called too many times.
    [/p]
  • [p]Fixed Tutorial out of bounds situation. During one scene transition into a crouched vent space, the player was sometimes getting kicked out of the map bounds and into the void.
    [/p]
  • [p]Fixed collision bug in Portunid. There was some geometry for cables that players were getting snagged on.
    [/p]
  • [p]Fixed hub next-mission text. In the hub level we had a logic bug resulting from re-interacting with the teletext balloon multiple times. This was confusing the logic for unlocking the next mission.
    [/p]
  • [p]Fixed wood cutout texture. There are some wooden cutouts in a VR training room that had bad texture alignment.
    [/p]
  • [p]Fixed soft lock in gun tutorial. We now allow the player to spawn more ammo in the gun tutorial to prevent a possible case of the player exhausting their ammo supply and getting stuck.
    [/p]
  • [p]Fixed soft lock in Celestial Penthouse level. If the player pressed door buttons in a very specific way, they were able to lock themselves in the room and prevent further progress.
    [/p]
  • [p]Fixed out of bounds bug when exiting VR visor. We had a bug where exiting the VR visor would sometimes result in the player exiting the map bounds.
    [/p]
  • [p]Fixed spotlight collision in the Castle. There was a spotlight model that had wonky collision.
    [/p]
  • [p]Fixed out of bounds bug in Lighthouse. The player was able to clamber into a space that resulted in them exiting the map bounds.
    [/p]
  • [p]Fixed floating button in Lighthouse. In the lighthouse cabin, there was a button that was seemingly floating in the air.
    [/p]
  • [p]Fixed Barreleye gears issue. The player was able to use the player body to block the gears, which was causing some logic issues.
    [/p]
  • [p]Added missing localization box to Library. There was a room name on the wall that was missing a localization box.
    [/p]
  • [p]Fixed bug where airlock warning label appeared before applicable. The airlock warning label was sometimes displaying information that was not applicable to the level. These labels now only appear in the correct levels.
    [/p]
[p]

[/p][h3]Mods[/h3]
  • [p]Mods can now load custom GLSL shaders. The game will now try to load custom shaders it finds in a mod.
    [/p]
  • [p]Fixed mod save/load. Players can now save/load while playing a mod.
    [/p]
  • [p]Fix render issue when loading a mod. This fixes a bug where loading a mod would sometimes result in a neon green or black screen. The game engine restarts when loading a mod, and some render states weren't being cleared/reset.
    [/p]
[p]
[/p][h3]Graphics[/h3]
  • [p]Fix for text render issue. On Steam Deck / AMD video cards, this fixes an issue where text in the world was sometimes not rendered correctly.
    [/p]
[p]
[/p][h3]Crashes[/h3]
  • [p]Fixes crash with skullsaver. We had a crash relating to save/load of skullsaver particle effects.
    [/p]
  • [p]Fixes crash with interest point. We had a crash relating to the save/load of interest points (these are the disturbances that enemies investigate). This crash was related to how we were saving the list of enemies investigating a point.
    [/p]
  • [p]Fixes interest point crash. This fixes a crash that was sometimes happening when an interest point was investigated.
    [/p]
  • [p]Fixes crash with cat cage. This was a crash relating to the player using a hack grenade on a cat cage multiple times.
    [/p]
  • [p]Fixed crash with electrical box. There was a crash related to damaging the electrical box.
    [/p]
[p]
[/p][h3]Cat[/h3]
  • [p]Fixed Fortinbras' hat. There was a texture issue with the back of Fortinbras' hat. This is now fixed.
    [/p]
[p]
Thank you all so much for finding and reporting issues in the game, it helps us a lot. Thank you all for the support!

To view past game updates, click here.[/p][p][/p]
update 6-25-2025:
[p]We found an issue that affected some people, where the game crashed on game start. This is a random issue that sometimes happened and sometimes did not.[/p][p]We will be looking into this issue and have a fix on the way. In the meantime, we'll be reverting to the previous version of the game. We apologize for the inconvenience. We'll try to get things fixed as soon as possible.[/p][p][/p]
update 6-26-2025:
[p]We fixed the issue! Update02 now works correctly and is live (again). Thank you for your patience. 🙏[/p][p][/p]