
Steam news
Full Steam announcements and update articles for this title.
We’ve got a lot to share today, so grab a snack.
The Official SkullX: Aibohphobia OST is out!
17 instrumental tracks—50 minutes of gloom, despair, and a dash of electrochemical shock courtesy of our Mysterious Wanderer—all composed by the talented Arthur Farrakhov.
You can check it out right now on Steam, Spotify and all major streaming platforms.
We’re excited to announce that SkullX is now fully localized in Simplified Chinese!
Huge thanks to our translation partners WeMavin Languages who wrestled with BBCode monsters and occult riddles to make this possible.
We’ve combed through community feedback and made a round of text and writing edits across the game.
Nothing major was rewritten — but certain scenes are now sharper, smoother, and closer to the tone we always wanted.
We’re not stopping with Chinese. Russian, French, and Polish localizations are already in the works.
We’ll share progress updates as we go — and yes, Russian is being handled in-house by our writer.
As always, thank you for playing, sharing, reviewing, and generally being the fuel that keeps our merc squad alive!
Keep your eyes peeled — release date for Chapter 2 will be revealed soon. This is a deal we’ll seal the only way we know how… hellbinding.
Since the release of SkullX: Aibohphobia, we’ve received a couple questions regarding the game’s compatibility with Steam Deck, so we have decided to make this brief overview.
SkullX: Aibohphobia was developed with controllers in mind, to provide the best user experience for every playstyle. Even before release, the game was thoroughly tested and optimized for Steam Deck by our developers.
Performance: The game runs at a stable 90 FPS, even on the highest settings.
Readability: The text and UI elements are fully readable and easily distinguishable on the display, both in the visual novel and combat parts of the game.
Smaller text: Some in-game writing pieces (mission brief file, notes) are meant to appear smaller on the screens for immersion. To simplify reading, we’ve added a zoom-in feature for those elements. Just use the stick to adjust the text size.
Resolution: Because of the nature of our hand-drawn art style, rescaling directly to 1280x800 was tricky. The game currently runs at 1280x720, resulting in slight letterboxing, so expect an artsy cinematic touch to your playthrough!
In our testing, SkullX: Aibohphobia performed great on Steam Deck, with image quality on par with PC and no technical setbacks.
However, if you run into any issues or want to share your Steam Deck playthrough experience, don’t hesitate to drop us a message on Discord. Feedback is greatly appreciated!
Thank you, and stay tuned for more updates!
Bug Fixes:
Fixed a bug where a specific branch of the story-line didn't \ properly apply sanity loss to your mercenary companions \ as intended.
Fixed shadow rendering in combat scenes on macOS.
Adjustments and changes Reduced the required hold time to skip cut-scenes.
Adjusted rendering parameters for Windows to improve performance.
Fixed an issue where the game would skip a scene when the player was putting Adam's body aside.
Fixed a rare bug that prevented players from selecting the 4th skill after finishing the game with the true ending.
Minor performance optimizations.
Added an option to make combat sprites static — useful for systems that struggle with animated combat sprites.
We're aware of a launch freeze affecting some systems with AMD processors and integrated graphics. If you're affected, try launching the game with --rendering-driver d3d12 in your launch options.
We're actively working on adding translations to the game. These will be carefully integrated to fit naturally within the comic bubble system. You won’t see these changes just yet, but we wanted to keep you in the loop.
Updates:
Bug fix: Fixed a rare issue where \a combatant with Spiral continued to receive debuffs in the next cycle\.
Bug fix: Fixed a rare issue where the game could get stuck when trying to skip extremely fast in certain branches.
Visual tweak: Adjusted the display of Trust and Self-Control bars in the Squad Manager.
System change: Reworked the dialog log system to support future translations.
Updates:
Bug fix: \ Fixed a rooftop fight rarely ending not as intended. \
Bug fix: Fixed non-appearing question button \ in Adam segment. \
Fix: Fixed typos in some scenes.
Updates:
Stability fix: Fixed crashes that occurred at the start of combat on systems running integrated GPU.
New feature: Added links to socials in the main menu.
Updates:
Bug fix: The team no longer mysteriously disappears from squad manager after certain branches.
Visual update: Slightly updated the information on Matthew’s file page.
Updates:
Bug fix: \Cursed gadgets\ now correctly lead to the scene where the \case was unlocked\.
New feature: Added a \"Get rid of suitcase" button to the case inventory scenes\.
Dialogue fix: Trevor now says the correct line when \healed in the office — if the MC had already dealt with Trevor's paranoia\.
Tutorial tweak: The option to skip the tutorial now depends on the selected profile slot.
Updates
Cutscene timing fix: Adjusted the timing of Atemporal Endings cutscenes for better pacing.
UI bug fix: The back arrow is now properly visible in the Death Notes scene.
Achievement tweak: The "Thus Spoke Pix" achievement is now a bit easier to unlock.
Updates:
New feature: You can now zoom in (close-up) in the Merc Files inventory scene and the Death Notes inventory scene.
Metal case fix: Resolved a bug where the metal case entered code could remain stuck on screen until reloading the scene.
Team menu bug fixed: fixed an issue where the player’s team would vanish from the team menu and not appearing in combat later after exiting Part 41.
Scenes Auto-skip fix: Fixed a minor issue preventing auto-skip from being enabled in certain branches.
Updates:
Updated Save System: Save files are now separated per account to prevent conflicts and merging on shared systems.
Bug Fix: Resolved an issue where the game could get stuck in a dialogue with Nick.
Bug Fix: Fixed a rare issue causing the fight to freeze during the fight with Pix.
Balance & Text Tweaks: Minor adjustments to values and in-game text.
Hey everyone, After over a year of blood, sweat, and therapy sessions, SkullX: Aibohphobia is finally live! It’s a choice-driven visual novel wrapped in hidden narrative layers, turn-based combat, and psychological horror. You’ll face off against your own reflection — literally — and decide who walks away. What to expect:
A nonlinear story full of paranoia, branching paths, and secrets,
Tactical turn-based encounters,
Multiple endings — most of them regrettable,
Fully voice-acted inner demons,
A protagonist who may or may not be you,
This is a weird one — built with love, pain, blood sacrifices, and way too many rewrites. We hope it stays with you long after the credits roll. Now go make some questionable decisions. – The SkullX and DSTRCT Creatives Team
Hey everyone,
We’ve got a quick update: SkullX: Aibohphobia will now launch on June 30th instead of late May. That’s just three more weeks—and in the meantime, we’ve prepared a brand new trailer to give you a deeper look at what’s coming:
The extra time gave us the chance to further flesh out key narrative arcs—and more importantly, lay the groundwork for how they’ll ripple through future chapters.
Aibohphobia is built around hidden content—alternate branches, layered puzzles, and decisions that may seem small at first but can set off major narrative consequences later.
Developing and weaving all of this together takes time, especially as it all ties directly into the structure of upcoming Chapters.
Work on Chapter 2 is already underway.
The choices you make—and the outcomes you reach—in Chapter 1 directly affect what happens next.
You won’t always see the consequences right away, but they’re there. And over time, the connections will become clearer. That’s where a lot of the game’s replayability—and surprises—come from.
We’re a small team focused almost entirely on development, so visibility is always a challenge. If you’re excited about the game, wishlist it, share the trailer, or just send a link to a friend who might enjoy this kind of madness.
We’re almost there. Thanks for sticking with us! The experience will be worth the wait.
– Team SkullX
About
This page aggregates Steam news feeds, patch notes, and developer announcements for SkullX: Aibohphobia, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main SkullX: Aibohphobia statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.