Compara los precios de Skin Deep en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Blendo Games. Publicado por Annapurna Interactive. Lanzado el 30/4/2025. Disponible en PC. Géneros: Action, Indie, Simulation. Puntuación Metacritic: 79/100.

A 10-hour immersive sim that out-goofs Dishonored and out-systems most AAA titles twice its size. The sim community has been starving; Blendo just fed it.

I went in expecting a lightweight comedy distraction and came out having spent an evening reconstructing an eight-event chain reaction from an in-game log just to understand how an empty soda can contributed to a pirate's death by depressurization. That is exactly the kind of game Skin Deep is: a first-person stealth sandbox set aboard self-contained cargo starships, built by a half-dozen developers at Blendo Games over roughly seven years, and it runs circles around immersive sims that ship with triple the headcount. The setup is this: you are Nina Pasadena, an insurance commando who gets frozen in cargo holds and thawed out when space pirates board. You have no shoes. The ship has cats. The pirates are, functionally, hostiles who will sneeze if you blow pepper at them, slip on banana peels you've placed strategically, get sucked out broken windows, or fall foul of a swordfish drone you've sent ricocheting down a corridor. Every ship is a nonlinear puzzle box with airlocks, vents, trash chutes, and breakable windows as your movement vocabulary. Unlock codes are scrawled on sticky notes near terminals. Blue and yellow keycards are stealable. Alternatively, the vent bypass code you found three rooms ago gets you where you need to go. There are no skill trees and no gear shops - the depth comes entirely from how cleverly you chain the environment together, and the event log the game provides to decode the chaos afterward is a genuine design masterstroke. The systemic depth here is serious. Spending too long in a duct causes Nina to sneeze, which breaks stealth in a way that feels earned rather than arbitrary. Crawling through trash raises her stench meter, letting enemies smell her approach. Shooting near a window risks hull breach and mutual decompression - but in Blendo's cartoon-logic framework, Nina can breathe in open space, meaning she can circle around to an airlock while guards assume she's dead and return to patrol. That single mechanic generated three of my favorite unscripted moments of the year. The weapons - a belt-fed shotgun, a teleportation gun, an autopistol tuned for headshots - all interact with the physics in ways that compound each other. A gas cloud detonated with a lighter. A fuel pipe cracked by a guard body you slammed into it. The event log filling up faster than you can read. Where the game earns fair criticism is structural. Critics noted that a small set of methods can become reliable enough that replaying levels risks producing familiar outcomes, and that the campaign's level count leaves you wanting more ships rather than feeling satisfied. The story - following Nina's off-mission pursuit of the pirate leader Zena, communicated through Blendo's signature mid-gameplay scene cuts and readable emails back at Nina's habitat - is charming but lightly consequential. The retrofuturistic id Tech 4 visuals, deliberately chosen for a timeless look, will read as archaic to players expecting contemporary rendering. The save system has drawn specific complaints across reviews, worth knowing before you invest. For sim veterans, none of that dims what Blendo has achieved here. The Workshop support means the level count will grow, and the studio already released the source code post-launch, which is about as strong an open-modding commitment as a small studio can make. For newcomers to the genre, Skin Deep's cartoon-logic labeling system - objects are tagged in ways that telegraph interactions before you commit - acts as a running tutorial that never pauses the game to lecture you. Players who bounced off Prey or found Deus Ex's opening hours impenetrable will likely find this roughly 10-12 hour campaign a far gentler entry point than its systemic density implies. Diego, Scout Team

Skin Deep

Skin Deep

30 abr 2025Blendo GamesAnnapurna Interactive
GamerScout opina

A 10-hour immersive sim that out-goofs Dishonored and out-systems most AAA titles twice its size. The sim community has been starving; Blendo just fed it.

PC
Steam Deck VerifiedProtonDB Platinum
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en N/A
Mínimo histórico: €6.84

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Captura

Acerca de Skin Deep

I went in expecting a lightweight comedy distraction and came out having spent an evening reconstructing an eight-event chain reaction from an in-game log just to understand how an empty soda can contributed to a pirate's death by depressurization. That is exactly the kind of game Skin Deep is: a first-person stealth sandbox set aboard self-contained cargo starships, built by a half-dozen developers at Blendo Games over roughly seven years, and it runs circles around immersive sims that ship with triple the headcount. The setup is this: you are Nina Pasadena, an insurance commando who gets frozen in cargo holds and thawed out when space pirates board. You have no shoes. The ship has cats. The pirates are, functionally, hostiles who will sneeze if you blow pepper at them, slip on banana peels you've placed strategically, get sucked out broken windows, or fall foul of a swordfish drone you've sent ricocheting down a corridor. Every ship is a nonlinear puzzle box with airlocks, vents, trash chutes, and breakable windows as your movement vocabulary. Unlock codes are scrawled on sticky notes near terminals. Blue and yellow keycards are stealable. Alternatively, the vent bypass code you found three rooms ago gets you where you need to go. There are no skill trees and no gear shops - the depth comes entirely from how cleverly you chain the environment together, and the event log the game provides to decode the chaos afterward is a genuine design masterstroke. The systemic depth here is serious. Spending too long in a duct causes Nina to sneeze, which breaks stealth in a way that feels earned rather than arbitrary. Crawling through trash raises her stench meter, letting enemies smell her approach. Shooting near a window risks hull breach and mutual decompression - but in Blendo's cartoon-logic framework, Nina can breathe in open space, meaning she can circle around to an airlock while guards assume she's dead and return to patrol. That single mechanic generated three of my favorite unscripted moments of the year. The weapons - a belt-fed shotgun, a teleportation gun, an autopistol tuned for headshots - all interact with the physics in ways that compound each other. A gas cloud detonated with a lighter. A fuel pipe cracked by a guard body you slammed into it. The event log filling up faster than you can read. Where the game earns fair criticism is structural. Critics noted that a small set of methods can become reliable enough that replaying levels risks producing familiar outcomes, and that the campaign's level count leaves you wanting more ships rather than feeling satisfied. The story - following Nina's off-mission pursuit of the pirate leader Zena, communicated through Blendo's signature mid-gameplay scene cuts and readable emails back at Nina's habitat - is charming but lightly consequential. The retrofuturistic id Tech 4 visuals, deliberately chosen for a timeless look, will read as archaic to players expecting contemporary rendering. The save system has drawn specific complaints across reviews, worth knowing before you invest. For sim veterans, none of that dims what Blendo has achieved here. The Workshop support means the level count will grow, and the studio already released the source code post-launch, which is about as strong an open-modding commitment as a small studio can make. For newcomers to the genre, Skin Deep's cartoon-logic labeling system - objects are tagged in ways that telegraph interactions before you commit - acts as a running tutorial that never pauses the game to lecture you. Players who bounced off Prey or found Deus Ex's opening hours impenetrable will likely find this roughly 10-12 hour campaign a far gentler entry point than its systemic density implies.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supportworkshopcloud-savestier:aaaImmersive SimEmergent GameplayStealth SandboxEvent LogCartoon LogicPhysics InteractionsModding SupportNonlinear LevelsSource Code ReleasedSteam Deck Verified

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
6 GB RAM
DirectX
Version 11
Storage
8 GB available space
Graphics
NVIDIA GeForce GTS 450, 1GB or AMD Radeon HD 8570, 2GB or Intel UHD Graphics 620
Processor
Intel Core i3-7100 or AMD Ryzen 3 2300X

Recomendados

OS
Windows 10 or Windows 11
Memory
8 GB RAM
DirectX
Version 11
Storage
8 GB available space
Graphics
NVIDIA GeForce GTX 560 Ti, 2GB or AMD Radeon RX 460, 4GB or Intel Arc A310 LP, 4GB
Processor
Intel Core i3-7100 or AMD Ryzen 3 2300X

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Reseñas y valoraciones

Metacritic
79

Información del juego

Desarrolladora
Blendo Games
Distribuidora
Annapurna Interactive
Fecha de lanzamiento
30 abr 2025

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¿En qué plataformas está disponible Skin Deep?

Skin Deep está disponible en PC.

¿Cuándo se lanzó Skin Deep?

Skin Deep se lanzó el 30 de abril de 2025.

¿Quién desarrolló Skin Deep?

Skin Deep fue desarrollado por Blendo Games y publicado por Annapurna Interactive.

¿Merece la pena comprar Skin Deep?

Skin Deep tiene una puntuación Metacritic de 79/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.