
Skin Deep is an immersive first-person shooter. We got sneezing. We got things getting stuck in your feet. Stalk through a vast non-linear starship and sneak, subvert, and sabotage to survive in this stellar sandbox. You're outnumbered, outgunned, and have no shoes. Welcome to Skin Deep!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Aug 23 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Skin Deep is an immersive first-person shooter. We got sneezing. We got things getting stuck in your feet. Stalk through a vast non-linear starship and sneak, subvert, and sabotage to survive in this stellar sandbox. You're outnumbered, outgunned, and have no shoes.
Welcome to Skin Deep!
When insurance corporations want to keep valuables safe, they freeze you and stow you onto their cargo starships.
And when space pirates board the starship and trip the silent alarm, you unthaw, take a deep breath, and handle the situation.
Good luck, operative.
Genres
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 1.8Kreviews | 94% | — | $1.3M |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 94 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Skin Deep starts strong. The premise is fun, the writing is charming, and the opening does a great job of making you want to find out how the story ends. Unfortunately, after playing through half of the game, I felt like I'd already seen everything it had to offer. The levels began to blend together, with only minor variations between them. New mechanics are introduced from time to time, but not often enough to keep things feeling fresh. Ironically, despite the game's emphasis on stealth and creative problem-solving, I ended up approaching almost every level the same way: improvising my way through fights instead of carefully sneaking around. I wish there had been fewer levels, but with more depth and complexity. The core mechanics are genuinely clever, but they lose their novelty faster than I expected. The story also unfolds too slowly to keep me motivated to push through the repetitive sections. The visuals and audio are perfectly fine, and I did enjoy the optional objectives in each level, but at this point I'm simply bored and don't feel like continuing. It's a game full of good ideas that outstayed its welcome. 3.5/5
Skin Deep is a tactical stealth game with varied methods of approach, unique mechanics, and interesting design. While this game didn't click with me for whatever reason, I see merit to this game's design and direction that I think it's still worth checking out. I liked how there's a balancing system for playing violent vs pacifist. Where if you have a higher body count, you need more walkie-talkies and to mimic several voices during the security check-ins. And if you have a lower body count, it gets more difficult to sneak out and escape when there's several eyes and lots of tough guards. Both methods of play feel accounted for and equally/uniquely challenging. The first playthrough is fun in familiarizing the level layout, spotting weaknesses and blindspots, and accumulating more and more tools. Either to distract enemies or quietly remove them. And then you have to manage dealing with the heads, or else they come back. I think my issue with the game was friction. It feels like both a lot to learn and much more of a commitment to get into. The tutorials do a good job, and it doesn't throw you into the thick of problems that you can't intuit how to solve. But my play sessions devolved into looking upon this game, and thinking about all the steps I would need to go through to play it. Between re-reading and replying to the emails, redoing the tutorials that I already did before calling it quits. Then I have to start the mission, wait for that to load and go through. There's extra steps I need to do to play the game. And then when I'm in a level; I have to learn these complex level layouts, figure out where to get some items, figure out how to unlock the vents and slowly have the level bend to my whims. It all culminates into a mental stack that takes increasing mental gymnastics to be ready and want to play. I still enjoyed this game and see the value in it. But I don't feel like finishing it for now. I recommend this game to medium to hardcore audiences, stealth fanatics, and people that enjoy the mechanical nuances of games such as Cruelty Squad. The art style and humor are also worth it too.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Simplified Chinese, Spanish - Latin America +3 more
Hours played at review time, across 94 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Didn't really live up the hype, it's an okay game, didn't really care for the story or music either, mechanics wise it's got interesting ideas but they become trivial since you will be doing the same solution to the "puzzles" the game throws at you.
Oh how I missed Brendon Chung's artstyle. After playing Thirty Flights and Quadrilateral Cowboy, it was crazy to see that he'd created an immersive FPS- especially one that plays like no other. You sneak around spaceships and outsmart/kill enemies via most unconventional means. Usually they involve throwing things, and they can make enemies sneeze, or slip, or cause explosions if there's an open gas line in the vicinity. You have all kinds of choices at your disposal, and if you make a mistake, there are some surprisingly realistic consequences. You have to manually extract bullets and glass bits that get stuck in you. You can hide in vents, but they actually contsrict your movement and make you sneeze if you stay inside too long...and if an enemy hears it, they'll "purge" the vents. And perhaps the craziest mechanic of all: enemies in active combat will actually DODGE YOUR ATTACKS. WHAAAAAT. Fianlly my favorite detail that most will overlook, is the soundtrack. Most of the tracks on the album are actually commercial bits that only play over radios in the game. There is a whole hidden layer of world building in that area, and it felt really rewarding to discover. But thats just a niche, the big draw is the innovative gameplay and the narrative segments rife with Chung's signature cinematic flair. I love it all.
Rogue-like Imm-Sim with Blendo absurdity? Hook this ♥♥♥♥ right into my veins, please. I think the trailers are a pretty good idea of the gameplay and vibe. Each level is a ship. Get rid of the pirates. Save the crew. Except your weapons are black pepper, handsoap, and flushing severed heads into space. I don't know man, I feel like you're either gonna vibe with that or nah.
imsim distillate: the video game. not gonna blow your socks off, but it's a fun game for 10 hours. also it's on idtech4 and open source (well, the code is under GPL, the assets are not).
This game is so damn REFRESHING, like holy heck, its so original it completely broke me. Every little part of the game is hyper unique in its own way. There is some roughness and repetiveness that drags it down SLIGHTLY, but it really is just absolutely OOZING with charm. Very well done, very fun. You play as the insurance commando on a number of unique ships. Pirates come in, you come out to play. I could ooze about the story or the aesthetic but I think giving a list of the crazy weird design choices would be better This game has: -Sneezing -Prone-movement blocking if you are in a tight space and couldn't turn around. -Enemies do not die, their heads pop off and float to regeneration devices, so you have to get creative and find ways to get rid of the heads. At one point I succumbed to my own success, killed 6 enemies, and had to juggle the heads because you only get 5 inventory spots and I had no way to dispose of them -You can exit the ship and choose your vector of entry. You can exit and enter through garbage chutes, windows, and airlocks. -If you enter or exit via garbage, you will stink and have to use deodorant or a shower to fix it. -Game comes with a unique scanner system that lets you analyze rooms and items from a safe distance to look for opportunities -Guns are truly uniquely implemented, different buttons to reload and rack shells so you have to actively rack the shotgun or chamber the rifle/pistol. Odd but delightful bit of realistic firearms management. The guns are also some of the more unique designs I have seen in a game, the damn shotgun is bandolier-belt-fed. -Novel health system with statuses. If you have a shard of glass in your foot, its going to hurt when you walk until you remove it. I really am having a blast with this game and highly recommend it. Its so damn unique. The plot is clearly a parody of spy movie and scifi tropes but like all the best parodies it is actively a GREAT piece of the media it is parodying.
Clunky movement, terrible camera sway (makes using keypads ridiculously awkward), bad stealth mechanics, bad combat mechanics, wrapped in a "omglolsoqwirky" package that adds nothing. The reviews comparing this to NOLF & MGSV - you must be smoking pure copium because this game is total ass.
Honestly I think there is a lot of great stuff in this game, the presentation story and overall charm kepted me going through the whole game. Gameplay wise I think if you really like immersive sims and have some patience you might have a lot better luck with this game, but I have to write how I feel, and sadly this game just did not click with me.
Забавный инди immersive sim про спасение кошек на различных короблях. Небольшая и очень бюджетная игра, но впечатления оставляет только хорошие.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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