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Session: Skate Sim News

Prepare for Launch - Version 1.0 will go live at 6PM CEST on September 22nd



Thank you to everyone who's supported Session up to this point, we're right on the cusp of leaving Early Access. This is a huge moment for us, and something that will bring a lot of changes, but one thing will remain the same, our commitment to delivering the best skateboarding experience possible!

Since we're about to leave Early Access, it's important we share a few key points to remember ahead of launch:

[h3]When will Session: Skate Sim leave Early Access?[/h3]
We slipped this one in the title, but Session: Skate Sim will formally leave early access at 18:00 CEST / 12:00 EDT / 09:00 PDT on September 22nd, when the game will be updated to the 1.0 version.

[h3]What about the price?[/h3]
Like we mentioned in our previous Dev Blog, leaving Early Access will also see the price of Session raise to 39,99$ USD with similar increases in other local currencies.

We've put a lot of work into developing Session over the years, overhauling the physics, bringing in new brands, and updating the roster. Things have come a long way since the prison tech demo that went out with our Kickstarter pitch.

This will allow us to fund the continued development of Session moving forward, since 1.0 is far from the end of the journey.

[h3]What about pre-order bonuses?[/h3]
If you're already in Early Access, then you should automatically be given the Brandalized pack.



[h3]What about my save data?[/h3]
Unfortunately, to be compatible with the new mission structure, existing save data needs to be erased.

[h3]What should I be checking out in 1.0?[/h3]
We're glad you asked, you should keep an eye out for the full patch notes tomorrow, but for now:
  • 7 New Skaters added to the roster
  • New sponsors, gear, and missions
  • San Francisco Maps, Pier 7 and China Banks maps added to the game
  • Gameplay changes including True Stance Input clean up, Grind System Input overhauls, the introduction of Lip Tricks, clean up of Power Slides and numerous de-bug tweaks to make the skating experience feel better than ever.
  • Achievements have been added
  • The game has now been localized into 12 languages, the full list can be seen on the store page

[previewyoutube][/previewyoutube]
[h3]What about after launch?[/h3]
We've already started pre-production on our first official patch and DLC drop which are planned for December.

Like we highlighted in our previous developer blogs, all future developed gameplay features will be introduced to the game free of charge for all players. We'll share more details post-launch, so keep your ears to the ground for that!

Peace

Crea-ture Developer Blog #4 - September 2022

COMMENTS FROM THE STUDIO


Hey Folks,

The time is upon us! We’re back with another installment of our Crea-ture DevBlog, and the final dev blog for our V1 Production. August was another huge month for Session as we continue to cruise to our full launch on the 22nd of September!

[h2]Since the last update[/h2]

We’ve been playing as much of the game as possible, looking for any improvements we could make for players before V1 releases. Our features and content have been locked for well over a month now, and finally all of our DeBug and Optimization efforts have also ended!

Our day 1 patch is out for approval and we’re working hard on everything that remains for launch and post-launch life!

[h2]Development Updates[/h2]
We’ll start with high-level updates on final feature tweaks and content updates:

We’ve made some major progress in liptricks and transitions, allowing the player to seamlessly transfer from the transition, to a lip trick, and back into the transition without popping!

[previewyoutube][/previewyoutube]
Lip Tricks are accessed through the powerslide mechanic. This update to the powerslide mechanic not only engages lip tricks, but it also works on flat ground. It can therefore be used when approaching the coping from the deck, or top side, of the ramp as well as on any flat surfaces that transition to an edge.

Skating in transition is where the lip tricks shine, and getting into your grind or stall is one thing - but the transfer back out to the ramp transition poses its own wealth of challenges. Most notable was the need to allow the player to flow & choose their orientation when coming into the transition. This was addressed by using the right and left bumpers to transfer your weight back into the ramp, much as one would do in real life. This seamless approach, paired with the ability to pop in or out of any lip trick, provides endless gameplay possibilities with our liptrick and transition systems!

Continuing in the skate realm, scoop flip variation speeds are now variable based solely off of the flip input speed and can be managed independent of scoop speed when “Sync Flip/Scoops” is turned “On” in the FLip Tricks Settings. If you want a slow varial flip - huck the first scoop input - and use the flip speed input to determine the overall and coordinated flip/scoop speed. Slow flip input = slow varial and flip. Fast flip input = fast varial & flip…if it’s not to your liking - it can always be set to off in the Flip Trick Settings menu.

In order to make the most of our gameplay features, we will continue to produce maps in post-launch. However, we still had some unannounced V1 maps that Donovan unveiled last month. Our final V1 city for Launch will be San Francisco’s famous Pier 7 and China Banks maps. Included in the China Banks map is a recreation of the famous SF Atlas skate shop. Another awesome collaboration we’ve thankfully been able to pull off thanks to our team at Black Sun Productions!

[previewyoutube][/previewyoutube]

In the Licensing department - we’re happy to share that we have secured the rights to continue with our Red Robin & Chillhop radio stations. The latter added an additional 22 tracks with their Up Tempo radio station. Keep your ears peeled for future updates on our radio stations…

[previewyoutube][/previewyoutube]
[h2]Debug[/h2]

Beyond tweaking features, closing content, and closing branding deals last month, we continued to work on consistency and de-bug.

One of the bigger team pleasers amongst the last month's fixes is, by far, the improvement to the foot & board interaction. The player's feet now rarely clip through the board, greatly improving the flow and visuals of tricks. This fix includes, but is not limited to, your hardflips, inward heel flips, and many more!

[previewyoutube][/previewyoutube]
Another improvement related to realism is the addition of a more in-depth player collision bail system. When physical animation is Turned On in Experimental settings - the player will notice that their characters' interaction in the world becomes more critical. This change allows the players' arms and legs to be accounted for in the bail system, leading to more realistic bails in tight situations. Prepare for the trick too early and smoke your lower back, timing and alignment becomes even more critical when you turn Physical Animation on!

Continuing on the skate side, the grind system improvements have continued over the last month - with further changes being implemented to prevent unwanted scenarios when achieving &/or missing grinds. These core system improvements paired with the updated True Stance inputs give the cleanest and most intuitive grind system in any game to date!

Other fixes include nuisance and consistency issues such as the tendency to bounce off of world collision when popping too close to an obstacle. This is now fixed and the player either clears the obstacle or bails, but you will no longer pop up into the air.

Oh - and we also got rid of the dastardly “ghost push” where the push animation and audio would not play, but you would receive the push speed increase, leading to difficulty gauging push input and speed output. Another small bug fix that greatly improves the overall gameplay comfort and consistency.

Finally, outside of the skate updates we have more fixes.

Our dear community manager - Donovan - pointed out a clear shortcoming in our replay editor pause menu options. For any of you aspiring filmers out there - “Camera” options & “Day/Night” options are now available directly in the Replay Editor pause menu allowing you to stay in your flow while editing!



We also made some fixes to our screen and video settings. We have added the ability to play in 4:3 without fisheye, and at the same time fixed the fisheye aspect 4:3, which was displaying incorrectly.

Auto Grind has been cut - the beginner level gameplay feature was not functioning with our updated and improved grind system - making the feature broken & redundant and causing more problems than it resolved.

The final critical gameplay update in preparation for the launch of V1 is the confirmation that Save Files will indeed be wiped to account for the full mission system and the reward/unlock economy. This will be the last save file wipe for Session, and officially marks the end of Early Access.

[h2]October & What's Next[/h2]

We’ve already started pre-production of our first official Patch and DLC drop - planned for December 2022!

As mentioned in previous dev blogs - ALL gameplay features will be included with our patches and will be free for ALL players!

More info will be shared on our Patch & DLC plans after launch!

[h2]Studio[/h2]

We’re days away from our first full release - so keep an eye out for studio and game updates in the near future!

Recruiting continues - keep an eye on the studio's LinkedIn page for open roles.

CVs can be also sent to [email protected]

Peace,
The Crea-ture team!

Crea-ture Developer Blog #3 - END of Early Access



COMMENTS FROM THE STUDIO

Hey Folks,

We’re back with another installment of our monthly crea-ture Dev Blog. July was a big month for Session as we continue to build up to V1 launch on September 22, 2022!

[h2]Since the last update:[/h2]
We’ve gone through further team changes as we adapt to our current, and future, challenges on Session. The focus has remained on delivering the most rounded gameplay experience to date. Public Update 2 was a big improvement from the original Early Access build, and we’re excited to deliver the next iteration of this growth.

To this point, consistency has remained at the forefront of every discussion we have. Ending early access and releasing V1 on all platforms allows us to place another stake in the road as we progress, or another trick in the book…

Bringing Session to all platforms is a milestone we know a lot of our fans are excited for, and we are too.

We’re stoked to finally announce the official launch of the Playstation pre-order on the 25th of August!!

[h2]Development Updates:[/h2]
Over the last month, our social channels have continued to deliver game footage on the weekly, providing a glimpse at some of the work going on behind our screens. Thanks to Donovan for continually pumping out content like it’s a firing line…all of these edits really show off what the team’s been delivering.

Skateshop apparel update for V1 - Pants!

[previewyoutube][/previewyoutube]
With the addition of our latest team member - Renaud - we now have an in house modeller. Renaud is working on some new shoes for our TBA Pros before we start revisiting the DIY object library and other fun content!

Brand updates picked back up with our first update since we showed our latest drop of ThankYou skateboards as we introduced D.G.K. Keep your eyes peeled for more to come as we continue our licensing collaboration with Black Sun Productions!

[previewyoutube][/previewyoutube]

In-game & Replay Editor filters - Not only are we keen skaters - but we’re also fans of the classic aesthetics and the importance of catching the mood of your session…

[previewyoutube][/previewyoutube]
Audio is currently going through a major overhaul.
From the apartment - to grinds - to menus - to bails, it’s all getting a facelift.

[previewyoutube][/previewyoutube]
Here’s one of the more fun ones to show off - Bail audio!!

[previewyoutube][/previewyoutube]
Desync is WIP - We’re working on how to improve the separation of the flip and scoop speeds, in order to allow you to cater the ultimate trick set, by dictating both aspects of your tricks.

[previewyoutube][/previewyoutube]
True Stance Input WIP - Any of our Discord followers will know there has been a lot of talk around the queries posted by our Lead Gameplay programmer regarding True Stance Input and relativity. Skating is not a regulated sport and as such we have varied opinions and beliefs in areas where we require steadfast rules in-game. Translating an activity as free as skating into code is incredibly complex. Thanks to a concerted effort and many hours of playtesting and feedback, we’ve made some major progress in cleaning up the input orientation and our rules for tricks, grinds, and manuals.

[h2]August:[/h2]
As we’ve already mentioned above (but it's well worth noting again), August kicks off with the official launch of the Playstation pre-order on the 25th.

We thought it was only right that the pre-order DLC also be available to all of our early access players for no cost!

The Pre-order Brandalised DLC provides unique skateshop content:



Buy or Order the game on ANY platform before September 22nd to receive the pre-order DLC!

It’s also time for us to finally share what we’ve been able to pull together for our Deluxe Edition. We wanted to make an homage to the early days that started this journey…



Our Deluxe Edition is a content bundle fit for….well an additional 10 dollars!

We’ve come a long way since the early days, but we found it only fitting that we revisit them as we close out our V1 production.

The Kick Starter campaign started off with the prison demo, and since we already have the Prison dude playable in game, we decided to go full chain gang for the player.
You’ll receive:
  • A full prisoner outfit
    • Hat / Shirt / Pants / Shoes
  • Two new crea-ture produced Prison themed Grip Tape designs
  • Two new crea-ture produced deck graphics
    • The decks align with the grip designs & including a never before seen strobing cop lights deck graphics!

Outside of the skateshop content are TWO NEW locations.

Both of these locations have been massive hits amongst the dev team, and we’re excited to offer these amazing experiences in the Deluxe Edition DLC:
  • The Hangar - A classic Kickstarter map revisited - updated to V1 standards and converted to be partially editable using the Object Dropper!
  • Peitruss Skatepark - Our first map fully & officially outside of the US! This 1-to-1 replica of the famous skatepark in Luxembourg provides an awesome array of terrain and obstacles for you to experience.

Both the Hangar & Peitruss provide a unique skate park experience in session.

[h2]September and Beyond:[/h2]
After over 5 years in development, and 3 years in Early Access, hitting our V1 is a huge deal for the project, team, and studio. Along with this major milestone is the inevitable adjustment of our sales price to account for our V1 status.

As of our V1 launch on September 22nd 2022, the game price will be increasing to meet the standard price of a full PC game at launch:
  • Standard Edition: 39,99$ USD
  • Deluxe Edition: 49,99$ USD

Our full launch also finally brings the Session experience to all platforms (PC/Xbox/Playstation), and we’re excitedly planning and preparing everything to follow. Post-launch production will kick off immediately upon the full closing and debug of the Day 1 Session experience.

Don’t fret though - we aren’t just looking forward and forgetting about Day one!

[h3]Session Day 1 still has quite a few updates to deliver:[/h3]
  • Skater Roster: 4 skaters still To Be Announced!!!
    • Including sponsors & unique missions
  • Expansion: Keep an eye on gamescom this August for the big reveal!!!!
    • The final destination in the US…?
    • More than one map!
  • Gameplay
    • True Stance clean up - Input
    • Grind System overhaul - Input
      • The above Input overhauls have resulted in a reset of the core gameplay system, greatly improving the input logic for grinds and manuals when performed with a rotation
    • Power Slides clean up
    • Lip Tricks shipping at Alpha & completed through patches
  • De-bug: We continue to work hard on the balance of the core gameplay and experience.
    • Consistency in the overall experience is key, from cruising to kickflips and the overall session experience. Debug will continue to improve the game incrementally through patches post-launch.

[h2]Post Launch plans?[/h2]
The future for Session post V1 is bright, and it is important to set the tone right from the get go, we want to keep Session alive!

Our philosophy at crea-ture Studios is that gameplay features will always be free, it's that simple. Players on all platforms post launch players will receive updates via two methods…

[h3]Patches:[/h3]

No gameplay feature will be behind a paywall. All future gameplay features will be free, along with all improvements and debugging to the gameplay systems!

Gameplay feature examples include: manuals, slappies, late tricks, grabs, the replay editor, the object dropper.

[h3]Downloadable Content:[/h3]

DLC will be behind a paywall, and will consist solely of content!

The DLC content allows us to add more items and locations to the world for those who want it. DLC drops will often be produced in tandem with gameplay patches and will allow for the player to expand on the new gameplay experience through tailored DLC Object Dropper Assets and a unique gameplay spot, location, or city.

DLC Drops will consist of:
  • A new skater added to the roster
  • New skateshop content from soft goods to hardware
  • Unique DIY objects
  • Unique missions scripts focused on the DLC Skater
  • New and unique location(s), curated and developed by our world team
  • From unique gameplay possibilities to more classic skate spots, we’ve got a wealth of cities and pinned spots to choose from.


The DLC content will allow us to continue to produce unique world experiences and to curate the best digital skate experience available. We’re excited to share our post launch plans in the months to come!

[h2]Studio: [/h2]

We continue to grow and adapt as a team and a studio, and so we have been posting open roles on our social channels and LinkedIn. Since posting our latest openings we have successfully recruited a Sound Designer and 3D modeller. Taking the total project and studio headcount to nine!

While it may seem late to make additions to the team at this time, these roles are key not just to the Day 1 experience, but for the weeks and months that follow our V1 launch.

We continue to actively recruit for the following roles:
  • Animation
  • Quality Assurance / Control

Any applicants interested in the remaining roles should send their CV to [email protected] with an appropriate subject line: Session x “your name” - “role”

As always, Donovan will continue dropping Session wisdom & updates on our social channels, along with the brands and skaters that are as of yet unannounced. The August Dev Blog will be the final for V1 before launch, and the team is still growing and excited for what lies beyond, so please share with your friends and family if you know anyone who would be ideal to join our team!

CV’s can be sent to [email protected]

Peace,
The Crea-ture team!

Crea-ture Developer Blog #2 - June 2022

Hey Folks,

It’s been just over a month since the May Dev Blog was published, and there is one clear feedback….you want more info!

[h3]Last Update:[/h3]
The May Dev Blog was long overdue, and was the first official studio communication since the launch of Public Update 2 in February. Since then, we have been focused on playing and debugging the game while also reading your feedback, engaging where we needed more info, and generally listening to the take-aways from our community!

Let’s step back quickly though and review what we announced last MAY in more detail before we go forward…

“Transition & pumping integration” - This is NOT the same as Vert, and this will be in V1.

Transition and pumping allow the skater to skate anything on most angled surfaces, up until they are fully vertical (
“Session world optimization is in full swing” - PU2 introduced some performance issues on certain systems/configurations, most notably in NYC, leading to choppy or poor framerate. World optimization improves overall game performance and the consistency of the experience. We’re aiming to hit a constant FPS on all systems.

“Game testing has picked up in full …. With the impending V1 deadline, the realities of time, money, and quality have led to some tough conversations in the studio.” I know it all sounds so corporate, but it's true that it's a balance of time, money, and quality. As with all products, there is a life cycle and hitting V1 will not be the end of Session: Skate Sim.

[h3]Today:[/h3]
We have a core team dedicated to getting the cleanest version out the door and aligning great features and content to follow our launch!

We are actively recruiting key roles the project in:
● Animation
● 3D Art
● Sound Design
● Quality Assurance / Control

Interested applicants should send their CV to [email protected] with an appropriate subject line: Session x “your name” - “role”

[h3]Finally the Development Updates:[/h3]
Navigation
○ On board navigation continues to be improved with iterations in transitions and bails.
○ Physics animation is helping improve the flow of skating, making it feel more natural for the majority of cases. However, we still have some bugs we’re working on, aiming to find the balance of flow and quality.
○ Changes to ground detection when in the air have greatly improved the ability to air to fakie in a ramp, and generally stay in transition on minis and slopes, as well as improving air outs and transitions out of banks or angles (○ Big drop landing is being revisited in debug to ensure it adds the right type of challenge to the skate experience.

Tricks
○ Trick Detection for Grinds has been overhauled - improving the overall feedback and accuracy of the trick display system. This also includes the ability to stay in a grind and to continue through a curved ledge or rail.
○ Trick detection further improves Mission playthroughs as well as all challenge types. Historical Challenges now require the right trick!

Ragdoll Slams have been integrated and are lots of fun!
○ Adding bail and slam rules allowed us to remove a lot of quality issues we were seeing due to the player not bailing, in all states or transitions.
○ Having clearer guidelines for bails leads to more consistent feedback on what will be achievable on board.
○ A new “Disable Auto Respawn” in bails allows you to capture the lasting effects of your in game mayhem and antics…we’ve been producing pure gold in house!

Powerslides fully transition through stances & allow the player to transfer weight from their nose to tail and everywhere in between
○ Powerslides and reverts are two different skill sets, but are highly interchangeable. Working on each to ensure they account for the other will make the whole experience more consistent and therefore reliable.
○ “Firecrackers” - are one of the happy accidents from this marriage, now the player can shift their weight to their tail in a powerslide leading to some awesome and sometimes unpredictable results!

Transit System rework with updated bus routes & stations updates
○ New MAP visuals with PIP for locations to help navigation.
○ Fully implemented through the apartment and pause menu.

● Localised spawning on game boot
○ You will now load into the last city or spot played, as opposed to always starting in the banks.

[previewyoutube][/previewyoutube]

[h3]July and Beyond:[/h3]
We will continue to fix bugs and focus on gameplay consistency. What do we mean when we say Consistency? It is the ability to read your likelihood of trick success based on your speed, angle of attack, and the timing of your execution. As it stands in V0.0.0.72 we have too many variables that can not be predictably managed by the player, leading to frustration that is often tied to complexity rather than consistency. The ideal scenario is to have a consistent trick or manoeuvre for a standard controller input, as well as speed, angle of attack, obstacle height, gap size etc. Meaning once you have the recipe on lock it is the specifics of timing and flare that will make the difference and help your content stand out!

Donovan will continue dropping Session wisdom & updates on our social channels, and the July Dev Blog is just around the corner. The team is actively growing and excited for V1 and beyond, so please share with your friends and family if you know anyone who would be ideal to join our team!

CV’s can be sent to [email protected]

Finally - keep your eyes peeled for some new Session: Skate Sim content at the Nacon Connect show on July 7th, 2022.

Peace,

The Crea-ture team!

crea-ture Developer Blog

Hey Folks,

It’s been a quiet 3 months since we launched Public Update 2, and we’re well aware of it!

Hopefully you’ve noticed the return of Donovan on our Social channels - his sick content isn’t what we’re here to talk about today but there’s no way we can give an update without giving him a shout out. If you aren’t already following @sessiongame on Instagram and Facebook, or @actionofcreate on Twitter, then get on it!

[h2]Introduction[/h2]
My name is Jeffrey Spicer, and I’m the Producer here at crea-ture studios. I was lucky enough to join the studio in October, 2021. The goal of my addition to the team is to ensure we get the game to the finish line, on budget, and at the best quality within the previous constraints. Along with managing the game production come tasks like writing a DevBlog, coordinating with our roster of skaters, and building/working with the best team on the sickest skate game ever…Session: Skate Sim.

I started my career in games as a tester on EA Skate in 2006, and here I am today 16 years later working on Session: Skate Sim. As an avid skater, and passionate developer, joining crea-ture studios was a no brainer. With this context in place, we can now get into the Session DevBlog!

[h2]Last Update[/h2]
The last DevBlog update was with the drop of Public Update 2, and we had some pretty big changes to share on the gameplay front. We started to tease the transition gameplay feature, with an early implementation into the “pumping” mechanic. This additional plane of skateboard to world interaction presented a wealth of opportunities. Leg work, and improved torso and trunk separation, also improved the feel and flow of rotations. Overall we felt there was a marked improvement to the core gameplay experience - skating.

Each of these additions to the core skate experience was a reminder of the awesome mechanics and solid skate foundation we have in Session, but they also reminded us of the growing need for consistency in our gameplay and feedback!

Skating is an art with fine margins, and the need for force with a touch of grace. Creating an environment to provide the right balance of reality, challenge, and engagement takes a lot of fine tuning… Since the launch of PU2 we have continued to pull together as a team working on our structure and aligning on what work remained to be closed. Asking the critical questions of where did we want to put our time & money? And where could we provide the best experience for the skater?

[h2]Today[/h2]
We have officially hit our Gold Candidate in-house, and we’re looking at the road to V1 launch this Fall. We have a lot we hope to achieve for V1, but also in the days, weeks, and months that follow.

We’ve officially closed our roster of skaters. From local heroes, to some of the biggest names in the industry, we have a variety of skaters for everyone’s fancy. As of today we have only announced ~66% of the roster, so stay tuned to our social channels for more updates!

Session world optimization is in full swing. The streets of New York & Philly are being cleaned up, ledges waxed, and benches adjusted just in time for release. Plus we have everything sorted on the final city destination for launch, we’re keeping tight lipped on these incredible historic spots for sure!

We also have some much anticipated announcements to make regarding your fit and gear! Not everyone wants to wear skinny jeans and we feel you, stay tuned for the Fall drop in the skateshop. We’ve got lots of new brands and some new styles to hit the shelves!

Game testing has picked up in full while we continue to focus on feature polish and community feedback. Beyond the skaters, locations, and gear - is the core skate mechanic. The skate experience and immersion is the best it’s ever been. However we still have some core bugs that have not been addressed. With the impending V1 deadline, the realities of time, money, and quality have led to some tough conversations in the studio.

Included in these conversations were discussions on the team structure and our production plans for closing V1 and moving into post launch. From the early days of the Session prototype, to early access release, and finally Nacon purchasing crea-ture, the team and the project have gone through many phases of growth. We now have a proven product, a clear market audience, and a plan for the future. Therefore the next step is to ensure we have a sustainable structure to support this vision.

[h2]June and Beyond[/h2]
Along with the shift from Early access to V1 launch, and the team’s structural changes, we have made the necessary call to cut the upcoming third and final public update this coming June. As skaters, and gamers, we know what’s expected and we hold ourselves to a high level of quality. The current improvements in the game show great promise, but the need to further improve quality and cement the best skate experience for V1 in the Fall is our priority. We hear the quality concerns, we see the bugs, and we feel for all of you folks on unreleased platforms!

So…we ask that you hold out for a few more months as we put ALL of our energy into V1 & beyond. We will continue to share progress over our social channels as well as monthly dev blogs.

[h2]For all of you out there waiting on the full release date…the time has come. We are ready to leave Early Access behind and blow the doors off of our full launch September 22nd, 2022![/h2]


[h2]Development Updates[/h2]
  • Achievements are loaded and ready to go
  • Ragdoll Slams have been integrated and are lots of fun!
  • Physical Animation rework
  • Our Third and final city for v1 is in game, fully playable, and full of sick spots…
  • Transit System rework with updated bus routes & stations updates
  • Powerslides fully transition through stances & allow the player to transfer weight
  • User Interface overhaul for art & layout
  • All skaters are in 3D production, and big news to come on the community side…
  • The full Skater Journey has been integrated & is in debug - 100%
  • Translation has kicked off!

[h2]DEBUG[/h2]
Did we mention we’re working on bugs?!
  • The addition of bail rules cuts a lot of the on board shenanigans
  • Addition of a safe zone check when pressing “Y” to get on board to avoid buggy on board situations
  • Cleaned Mission Flow
  • Fixed “Physical Anim” noodle arms on Session marker use
  • Performance improvements
  • Controller disconnect bugs
  • Skate shop items locked when completing story missions on Xbox

[h2]Cut from V1[/h2]
The following features have been “cut” from V1 for quality reasons, however they are on the list for our possible post launch production plans:
  • On Foot navigation improvements have been CUT
  • Legacy controls have been CUT
  • Grabs & Vert have been CUT
  • Party Games have been CUT



Peace!
The crea-ture team