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Skater XL News

Skater XL 1.0 Launch Date Moving To July 28th

What is up, guys! We just wanted to let you know that 1.0 will be launching on July 28, a few weeks later than the original date.

Despite our best efforts, and due in part to things out of our control, we will be moving the launch of Skater XL 1.0 on Steam, as well as the physical and digital launch on Playstation 4 and Xbox One, to July 28th. We will also be announcing a new launch date for Nintendo Switch in the coming weeks. We appreciate everyone’s patience as we work to finalize the game.

Not to worry - between now and July 28th, we will be showing more unreleased content and features that will be available at launch of 1.0, continuing to polish the content and features, and make Skater XL the game that you all deserve at launch.

We appreciate your understanding and want to thank you all for your support! Here is a first look at Easy Day High School to hold you over. You can also see more in a sneak peak from Game Informer 🙏







Skater XL Game Update 0.3.0.0B - Transition grinds, board customization and more

IMPORTANT: Update features referred to in this post are located in the “public beta” branch of the game. This is a separate stream of development for us to test and get feedback on early features before committing them to the main product.

You MUST opt in to play this version of the game by following the steps at the bottom of this post.


What is up guys! As we prepare for the 1.0 game launch on July 7th, we wanted to start by saying thank you for all of your support and feedback throughout Early Access. Your comments and feedback have gotten us to where we are today, and where we will continue to go in the future.

Just to reiterate, anyone that has purchased Early Access on Steam will receive the 1.0 update automatically at no additional cost. This represents a 50% discount on the 1.0 price and is a small token of our gratitude.

We also want to make the note that while 1.0 is considered by most to be the ‘official release’ of the game and will be packed full of new content worthy of full launch, we look at it as just the beginning. We will not stop working on new features, new content, and new updates to Skater XL for the foreseeable future. We encourage you to keep sending us your feedback and feature requests as the game moves forward post 1.0 update.

Today we are releasing more of your requested features into the Public Beta, and giving you a chance to hone your skills before the 1.0 launch. These mechanic updates will give you even more control, more customization and make your skating look much smoother.

All features that were added in the 0.2.0.0B Update have been moved to the default Public branch, and will no longer require opt in.

Check out the trailer:

[previewyoutube][/previewyoutube]

NEW FEATURES

Transition grinds (roll-in / roll-out)
We want Skater XL to give people access to every style of skateboarding including transition and ramp skating. This update includes the ability to roll in and out of grinds on transitions and ramp coping using similar controls to grinds/slides on other objects.
  • Moving either or both thumbsticks in any direction directly prior to hitting coping will initiate a roll-in coping grind.
  • Position your board as you get on coping by using the sticks to tweak and angle your board similar to other states (when in air, when grinding etc).
  • To exit the grind/slide click the thumbstick on the side you want to pop out/roll in on. If you wish to roll out the opposite side, click the thumbstick on that side to roll out








Mini Ramp Test Map
In order to properly give you the ability to test the new transition features, we have built a special warehouse test environment that houses a new miniramp for you to shred. While not a fully fleshed out map, it is super fun and will give you the chance to hone your ramp skills in preparation for the 1.0 update. You can access the map from the ‘Maps’ section in the main menu.



Transition Grinds in Mod Levels
We’ve added automatic detection for any grind objects that have shapes that look like they should have roll-in grind ability. Old mod levels with ramps and quarterpipes that have grind edges on the coping should work with the new transition grind mechanic without any changes, but we’ve also given level creators the ability to update their levels with tags to override our automated system if they wish.

Board Customization
We know that one of the best things about skateboarding is customizing your setup and picking each component. To that point, we have added the ability to customize your deck, trucks, wheels, and griptape with a few options for each to start with. We have a ton more (see Brands/Customization trailer) coming down the pipe, but this is just a starting point to test and get you familiar with the mechanism.
  • Access this feature in the main menu and select ‘Gear’.
  • Press A/X to make your gear selection in each category
  • The RB/LB buttons can be used to advance to the next component category in the menu


Folder for Mod Board and Character Gear Textures
As with previous updates, we want to continue to facilitate mod inclusion and make it as easy as possible. As with the ‘Custom Maps’ menu that allows you to easily access your mod maps directly from the game, we have added the ability to easily access and implement your modded gear textures from all your favorite fakeskate brands.
  • To add custom clothing and gear textures in the gear menu, take any texture which has been named according to the new naming convention, create a folder in your Windows drive’s Documents folder at \Documents\SkaterXL\Gear and place the texture files in there.
  • Note that we have alerted mod creators how to correctly name files prior to this update and hopefully more and more content will become available on the modding Discord with the correct naming. A complete guide is in Mod Gear Naming Rules Guide.






For more on modding, visit the SXL Modding (https://discord.gg/4eMjGRG) or FakeSkateXL (https://discord.gg/E8kK5uZ) Discord Servers.

Animation Fixes
With the addition of new animations in the last update, there were a few that left something to be desired and needed a bit of tweaking to bring them to more realistic looking movements. Many of the fakie and switch animations have been adjusted as you can see in the gifs below.

Fakie Setup Old


Fakie Setup New


Switch Setup Old


Switch Setup New


Select switch and fakie grinds
Switch 5-0 Old


Switch 5-0 New


Switch Back Crook Old


Switch Back Crook New


Switch Front Crook Old


Switch Front Crook New


Switch and fakie manual animations have also been improved

Bumping out of grinds
Another highly requested feature added in this update is the ability to exit grinds early by ‘bumping out’. This allows you to pop out of grinds with a small nudge rather than an exaggerated pop out.
  • To exit a grind/slide early, click either thumbstick to pop out on the corresponding side. The left stick press makes you bump out to the left, right stick press makes you bump out to the right in this mode.




New Tutorial Structure
As an important onboarding tool for new players to get comfortable with the controls, we have improved our tutorial. The tutorial now first allows the player to move the feet and see the independent foot control of the game without the skateboard present, then walks them through the basic trick movements which they repeat themselves before moving onto the next. The game will recognize when a trick has been done successfully three times and allow the player to move on. This will give the player hands on experience with the game rather than just watching it be performed on video. To access this feature open the Main Menu and select ‘Tutorial’.



Replay Editor Moved to ‘Select’ Button
As one of the most used features, we have made the Replay Editor more accessible by taking it out of the menu, and moving it to the ‘Select’ button. Now you will have one touch access to the Replay Editor without having to scroll through the Main Menu.

Language Selection
The game menus have been translated and now support English, Spanish, German, French, Italian, and Portuguese. To select your language please visit ‘Settings’ in the menu.

Bail when landing sideways with speed
We have tweaked the system to trigger a bail when you land sideways with enough momentum, to more closely mimic real world scenarios.

BUG FIXES
  • Fixed hoodie and shirt UV layouts
  • Fixed board getting stuck sideways in certain states like pushing
  • Bug
  • Fix
  • Fixed hover foot after exiting menu
  • Bug
  • Fix


Known Issues:
  • Broken foliage textures in many mod maps related to Unity upgrade to 2018.4.17.


Mod Disclaimer:
While we make every effort to preserve existing mods with each update, we are not able to control exactly how updates to the official game code will interact with every one of them. If you are experiencing issues with the new update, please first try removing your mods and adding them back in one by one to see if the issue can be isolated.

StatsMenu, BabboSettings, XXLMod(version v1.3a not 1.5) and XLMapEditor have been tested and are working.

Jboogie’s SoundMod has an update scheduled for release today which will fix functionality with 0.3b. SilentBaws’s Multiplayer mod is also updating today with an awesome ground-up rebuild that’s 0.3b compatible. Check it out here https://github.com/silentbaws/XLMultiplayer/releases

Any other mods that access gear and player skins will likely experience issues, please check the Modding Discord for further info .

To open the beta, follow these steps:

Right click ‘Skater XL’ and open Properties

Select the ‘beta - public beta builds’ branch.

Steam should start downloading this version of the game. Once it has finished, you will be able to try the update. The game name in your library should now show “Skater XL [beta]”.

If you’d like to switch back to the regular commercial release branch of the game in future simply come back to this screen and select “NONE - opt out of all betas” in the drop down.


Thanks again to everyone for you support and feedback throughout Early Access. We look forward to hearing your feedback on these new features and updates!



Skater XL 1.0 - Coming July 7th, 2020 - Brands/Customization Reveal

What is up guys? We have some big news dropping today that we think you will be very stoked about. As you may have read in the title, Skater XL 1.0 will be launching on July 7 for digital release on PC, PlayStation 4, Xbox One, Nintendo Switch, and to brick and mortar retailers on PS4 and Xbox One. Preorder for Xbox One and Playstation 4 discs is available at select retailers.

As we said in our previous post, all PC Early Access supporters will receive the 1.0 content update free of charge, so no need to worry. And if you don’t own it yet, now would be a good time to get in and save when 1.0 launches in just 63 days.

In addition to the news of the exact release date, we also released a new trailer showcasing the hundreds of ways that you can customize your character, in addition to playing with pros Evan Smith, Tiago Lemos, Brandon Westgate and Tom Asta.

[previewyoutube][/previewyoutube]

We worked hard over the last 12 months to secure official partnerships with skateboarding’s best brands, and are stoked be able to bring real product from 27 different brands into the character customizer. The list of partner brands includes:

• New Balance – Numeric Shoes and Apparel
• Etnies – Footwear and Apparel
• DC Shoes – Footwear and Apparel
• Santa Cruz Skateboards – Decks
• Vans – Shoes
• Primitive – Decks and Apparel
• Element – Decks and Apparel
• Independent Truck Co. – Trucks and Apparel
• Venture – Trucks
• Thunder – Trucks
• Spitfire – Wheels
• Lakai – Footwear and Apparel
• ẻS – Footwear and Apparel
• Emerica – Footwear and Apparel
• Grimple Stix – Decks
• Sk8Mafia – Decks and Apparel
• SOVRN – Decks and Apparel
• Enjoi – Decks and Apparel
• Blind – Decks and Apparel
• Almost – Decks and Apparel
• Ricta – Wheels
• Mob Grip – Grip tape
• Bones – Wheels and Apparel
• Crupie – Wheels
• Grizzly – Grip tape and Apparel
• Dickies – Apparel
• Old Friends – Apparel
• Transworld Skateboarding – Apparel
• 411VM – Apparel
• The Nine Club – Skateboards and Apparel

In addition to revealing our brand partners, we have also shown new clothing items including crewneck sweatshirts, long sleeve button ups, shorts, denim pants, new hat styles, and shoe models. Not to mention that you can customize every part of your skateboard setup including deck, trucks, wheels, and griptape. We have also shown the number of different customizable characteristics including gender, skin tone, and hairstyle.









As always, we want to say thanks so much for your support of Early Access and helping Skater XL create the amazing community that it has become. We sincerely appreciate every piece of feedback, mod created, and hour played from each and every person that has contributed.

We have a few more announcements to make between now and July 7th that we think you’re going to like, so be on the lookout and be sure to subscribe to our email list at SkaterXL.com so you are sure not to miss anything. Be on the lookout for more updates in the coming of weeks!

Thanks and Happy Skateboarding!

Skater XL 1.0 coming July 2020 + Pro Characters & LA map reveal

What is up guys?! Before we get into today’s big Skater XL news, we want to take a moment to say that we hope everyone is staying healthy and hanging there with the current global pandemic situation. As easy as it is to get wrapped up in our world of digital kickflips, we know that the well being of the community and your family and friends is paramount, and we hope everyone is safe and taking the proper precautions to ride this thing out.

With that being said, today we are excited to make some BIG announcements about the future of Skater XL. We hope that you are just as stoked as we are on today’s news! You can check out the full release and new game trailer here on IGN!

Firstly - we have set the release of the full 1.0 version of the game for July of this year. Although this might seem like an eternity for those of you that have been patiently awaiting our launch, it is only a few short months away and it’ll be on your screens before you know it.

The full 1.0 game will be launching at an increased price point, but as early supporters of Skater XL, you can rest assured that owners of the Early Access game will receive the 1.0 game and all it’s content at no additional charge. We are extremely grateful for your taking a chance on an Early Access skateboarding game, and we are happy to confirm that you will be automatically updated and benefit from the new content when the game launches.

And not to worry, we will be continuing to update the Early Access game between now and July, so you will still be the first to test and give feedback on new features.

In addition to the 1.0 launch date, we have also announced coming playable pro characters! We couldn’t be more stoked to have skate icons Evan Smith, Tiago Lemos, Brandon Westgate, and Tom Asta as ambassadors on our journey. Each a legend in their own right, we are thrilled to bring them into skateboarding’s digital ecosystem, and are looking forward to the clips that the community will create. The pro characters will be available in addition to creating your own in the character customizer. More news on that soon….










And last but certainly not least is our unveiling of a map based on Downtown Los Angeles.
Downtown LA is so iconic to skating and it’s urban West Coast vibe was a no brainer to choose as of the main maps to launch with Skater XL.

This map is 15 times the size of the Early Access LA Courthouse map and is packed with 100’s of spots throughout it’s blocks of plazas, government buildings, and corridors.

With a focus on tweaking and optimizing for great gameplay, we spent considerable time capturing critical details to recreate its many legendary spots as well as taking some creative license to incorporate some of our favorites from around California and the West Coast.

Palm trees, blue skies, smooth concrete and classic spots, we think that DTLA has everything you could want in a street map and fits the vibe of what Skater XL is all about!
















And while we are all excited about getting 1.0 into the hands of the community, we consider it to be just the beginning for what Skater XL will become. As a living product, we have a roadmap to include content and feature updates for the foreseeable future, as the game, community, and skateboarding itself continue to grow and develop.

These announcements are a culmination of more than a year of focused development, and while we have been quiet at times, we have been working constantly on our commitment to bring the community the skateboarding game that has been missing from all of our lives. We couldn’t have done it without your feedback, suggestions, and support and we would not be here without you. We can’t wait for the future of Skater XL and of the skating genre, let’s gooo!!!

Skater XL Game Update 0.2.0.0B - Powerslides, Reverts, New Animations and more

IMPORTANT: Update features referred to in this post are located in the “public beta” branch of the game. This is a separate stream of development for us to test and get feedback on early features before committing them to the main product.

You MUST opt in to play this version of the game by following the steps at the bottom of this post.


What is up guys! We hope everyone had a happy New Year and 2020 is off to a great start.
First and foremost, we want to thank the amazing community that has formed around Skater XL over the past year. We have genuinely enjoyed talking and interacting with everyone, and look forward to getting to know more community members in the coming years.

We are really excited to drop this game update with a few new features that the community has been requesting, and bring the gameplay to a more polished state. As we’ve said all along, it is our primary focus in Early Access to completely nail the gameplay, and these new feature additions are a furtherance of that goal and a big step towards complete gameplay and the 1.0 game launch.

We hope that you will try out the new features and contribute to the game's development by using the 'Survey' button to give us feedback about your experiences. Community feedback is a crucial component to making Skater XL the best skateboarding experience possible, and we appreciate your input and time completing the survey.

[previewyoutube][/previewyoutube]

New Features:

Powerslides
One of your most requested additions, this allows you to control speed as well as create new combinations and add style to your tricks like never before.  True to Skater XL's philosophy powerslides have been implemented in a way that maximizes responsiveness and control to the player, with the possibilities being limited only by your level of skill and creativity.

We hope you agree that these are super fun and unlock an extra level of depth, control and creative possibility in the game.

To utilize powerslides: push either both sticks towards each other or both away from each other and hold it.

Letting go will realign you with the direction you are going. If you let go of a powerslide and the board is rotated more than halfway you will revert to the opposite stance.

You can also do powerslides on the nose and tail by pushing more up or down on the sticks when powersliding, and like in everything else, you can rotate the entire skater with the triggers during powerslides.







Reverts
In addition to standard 4 wheel powerslides, you can also use powerslides to add more style and variation to how your tricks are performed. You can now add reverts during manuals, land tricks and revert them around, do two-wheel powerslides and create combinations that have never before been possible.

Manuals reverting into fakie manuals and other manual / revert combinations are possible with some practice and a lot of precision. None of our private testing group have yet been able to pull one of these off, if anyone out there manages to please send us your NBD clips by DM to our Instagram @skater.xl or through email on the Contact Developer button in-game. We’d love to see the crazy combos players manage to get!

To execute reverts: Use the same above instructions to trigger a powerslide, just make sure the board is more than halfway rotated and quickly let go.














New animations
Completely new character animations are now included and bring new life to the gameplay, making everything look and feel much more fluid and natural. The process has included several motion capture sessions with pro skaters Walker Ryan and Alexis Ramirez, along with many hours spent hand-animating movements to mirror real skateboarding. We have worked tirelessly to improve the character movement, reduce overall stiffness and make the character have good style.

A big challenge along the way has been the fact that Skater XL's is the first ever skateboarding game to be entirely physics-based.  The player is in control of the board at all times and can spin, flip and tweak tricks any way they like, so unlike with skateboarding games of the past there is no single 'canned' character animation that could represent a given trick. 

We had to develop a novel real-time animation system which can move and respond to player input moment-to-moment.  This involved hand cleaning, slicing and editing countless fragments of mocap animation to specific requirements which are then stitched, blended and spliced together by the animation system in real-time to respond instantly to player input and give the character realistic looking movement.

The outcome of this system is a much more polished and realistic representation of skateboarding movement. We hope you'll agree that with this new animation system Skater XL looks and feels like a new game, one that is incredibly smooth, responsive and satisfying to play.

Backside Smith Grind Old:


Backside Smith Grind New:


Courthouse Line Old:


Courthouse Line New:


Sounds
We have remastered and updated the sound effects to the game to reflect rolling and grinding on different surfaces, executing powerslides, character foley, body impacts with the ground, and more. We have also implemented some clean, subtle sounds for the menu and UI which we think fit the feel of the game well.

Sound plays a key, but often underestimated, role in the overall emersion of the experience and it is important that we get it right.  We worked with our friends at Kpow Audio (L.A. Noire, Banner Saga, etc.) to create and implement effects to ensure that sound is feeling accurate and tasty across the range of riding surfaces, tricks, grinds and bails.

Replay Editor Camera Speed
The speeds with which the replay camera moves and rotates have been adjusted to more convenient speeds. Previously there were some very slow camera movements and there is now a lot more control for filming.

Replay Clip Length Editing
You can now trim the length of the replays with the left bumper plus left / right trigger to trim the beginning / end of the clip. This was a useful feature in Kiwi's previous public mod which was integrated into the game and we're happy to now have UI built to include it in the official game.

Grind physics and friction
You can now slide up a rail until stopping and then gravity will make you slide back down again without bailing. All grindables will now have some level of friction. Grindables in mod levels which have not been assigned a specific value by the artist will be assigned a default value adding realistic friction to all previous mod maps.

Autopump & Autorevert
Feedback from the last public beta was that that speed control using the previously implemented pumping mechanic did not provide as much extra control and depth to the gameplay as hoped and many players seem to still use hurried pushing to maintain speed when in ramps and bowls.

The loss of speed when not landing with perfect angle back into the bowl or popping some distance out from the coping to flat was something that caused frustration for beginner-intermediate players without adding much value for more experienced players.

We’ve implemented two small helpers which are currently active only in the bowl in the California Skatepark level. One is “autopump”, a system which will give you a calculated speed boost to counteract what is lost on impact with the ramp. The other is “autorevert” which will automatically revert and slide you around so you are facing the direction of movement when you land. 

Combined these two systems make it much easier to maintain speed when carving through bowls and ramps, bringing the focus of gameplay and use of the available gamepad input back to the bits that matter most.

We’d love to hear the broader communities thoughts on how this feels and if you think it’s a benefit. Please feel free to send us feedback through the beta survey or contact developer buttons in the game menu!

Minor Tweaks and Bug Fixes
  • Interaction between character and board during bails now possible
  • Reducing ‘sharpness’ filter on game camera for smoother details and edges
  • Increasing sample rate & quality of motion blur in LA Courthouse
  • Applied “de-light” to khaki pants to remove shadows from 3D scanning process
  • Tweaked shadow “cascades” so shadows appear sharper in far distance distance
  • Fix bail momentum stopping randomly
  • Fix for several causes of glitchy respawns
  • Character does not start rolling if spawning on slight slopes until first push
  • Turning when stationary board now pivots on back trucks
  • Character can be rotated in gear menu with L/R triggers
  • More reliable grind exit direction, no more getting caught jumping back and forth trying to exit a grind
  • Pin removed from replay editor
  • Push speed increases smoothly with each push rather than in one sudden instant
  • Improved brake friction
  • Removed wheel sounds from menu
  • Added collider to LA Courthouse stage roof - have at it!
  • Performance improvements


Beta update feature integration
After reviewing all of the user feedback and making necessary fixes, we have now moved all features from public beta branch into default branch. As a result, all of the features from the September Beta branch update are now available in the default Early Access game. These features include: New character model, California Skatepark map, replay editor, teleporter/pin dropper, character customizer, map selector, grabs, and pumping mechanics. Full details on those features can be found HERE


To open the beta, follow these steps:

Right click ‘Skater XL’ and open Properties

Select the ‘beta - public beta builds’ branch.

Steam should start downloading this version of the game. Once it has finished, you will be able to try the update. The game name in your library should now show “Skater XL [beta]”.

If you’d like to switch back to the regular commercial release branch of the game in future simply come back to this screen and select “NONE - opt out of all betas” in the drop down.


We thank all of you for your continued support and genuine feedback.