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Game Idea- Graffiti
Graffiti : In this new Skate game concept, players can express their creativity by designing their own graffiti art and tagging it around the open world map. Using an in game editor, skaters can create unique designs ranging from simple tags to complex murals and spray them on walls, ramps, and rails as they skate through the city. The world feels alive and ever changing, as all graffiti resets at the start of each real world day, giving everyone a fresh canvas and encouraging new art and competition. Whether it's to mark territory, showcase talent, or just leave a message, graffiti becomes a core part of both the culture and gameplay, blending skating and street art into one evolving experience. Later you could even have in game graffiti contest were people create graffiti and the skater community votes on the best. And the winners graffiti stays permanently somewhere on the map. If you agree try and help me make this happen.Bokkom772 hours agoSeasoned Newcomer132Views2likes7CommentsPlease Add This!! Personal garage/warehouse we can build in and share
I hope they add this in the future! It would be like a personal garage/ warehouse where we could make our own little skatepark using the ramps and other items we earn in the game. Unlike in the game now where we can only place I think 5 we would have an announced number to how many we could place. Cause let's be honest we all have thought "oh if I could put a ramp next to this thing like so then add this over there that would be so cool!" We could keep it to ourselves or we could make it open to friends or put it on like a park board. Where people could get to go and check out what we made (only if we had it turned on to the public). Obviously we wouldn't want our park getting crowded so there could be a setting where we'd could let the visitors come directly to our park or they'd be sent to a copy of it. Cause there are times when we all prefer to skate in peace.t48eoz3o43gi2 hours agoNewcomer6Views1like1CommentTix Change = NO NO NO NOOOOOO
Edit - At least make the Tix converted to a 1-1 for SVB, so the next seasom we can re-buy our tix back with the tix we grinded. Or, or just don't do this change at all. I am gonna make this abundantly clear and slightly short n' simple. I am gonna try to be calm and respectful. This change, should NOT go through. I have done every Tix challenge since release, and even gathered randoms and a friend EVERY WEEK for the OTL challenges the devs so strongly incentivised to be done with others, because they HATE solo players. I have OVERGRINDED the amount of Tix and even purchased some Tix prior to finishing the skate.pass, because of the PRIOR changes mentioned about TIX NOT FULLY being carried over season to season. Now... With the new changes announced, now I find out I WASTED ALL MY TIME AND SOME MONEY ON TIX THAT WON'T AT ALL BE CARRIED OVER?! WHAT?! WHY?! Who and What is making these decisions man? I LOVE this game and have TRIED my BEST to get people into it, because I LOVE skateboarding and I love skate. These changes man... As if the SVB greed wasn't enough, now we have 0 incentive to play anymore because Tix will go to waste. Please.. DO NOT go through with this change. I also still haven't gotten my 600 Tix refunded from the bug from the start of Season 2... in the photos attached to this forum post is my CURRENT Tix and such for proof. I am gonna be absolutely LIVID beyond belief if they all are going to waste. as a side note, YES I have also gotten ALL DIY and all boxes opened too. I only grind the Tix challenges because I have reached MAX everywhere else and got bored of grinding ripchips everyday. I login, do the dailies; get the free stuff from the store until tomorrow's challenges refresh, and then the weeklies an then monthlies reset. Rinse and Repeat.. Do ya'll devs hate us consistent players???835Views22likes62CommentsControls stuck in Fakie after 180 landing
This is a weird issue I noticed that occurs even with “hold fakie stance” turned OFF. Any time you land into switch stance it automatically places feet info fakie instead of a neutral position. The only way to break out of this is to push. In addition to this, when just trying to do switch tricks but the controls are reversed as if you are still in Fakie stance. Super annoying and inconsistent. So for example if you do a 180 and land switch, to effectively do a switch kickflip you will have to flick like you are in fakie stance - thats IF the game doesnt already put you into an unwanted fakie stance. I have tested this also occurs when doing a seitch 180 and landing into REGULAR stance - all tricks will default to nollie. Or if not, then the flick it position will still act as if its nollie. So for example: switch 180 back to regular, to do a regular kickflip you would have to flick like a nollie kickflip etc. Super annoying. Stance should be neutral after landing switch and flick it position should be also be neutral or predictable101Views2likes1CommentCan we please undo the 0.29.7 Patch
The task situation has been absolutely wild, and it all started with this patch. 2 weeks ago, I took a break from the game because there had been weeks of task issues with no updates, and then the TIX situation was a whole nother fiasco. I logged on today to see if everything was working again and to just vibe a little. This is BY FAR the most broken the game has ever been. I'm talking daily, weekly, monthly, own the lots, all broken into oblivion. Unable to complete any tasks or tasks just not appearing at all. I'm no developer, but this all started with this patch. Can we please just remove this completely. I will take any other bugs than what we have right now. The thread on broken tasks is still investigating. If you go into Season 3 with no fix for this, honestly what is the point. Where are the priorities.20Views0likes0CommentsLet me buy the other skate pass
I missed the first skate pass but I maxed out the second one. Let me buy the first one so I can have something to do. I know they're based off of the fortnite fomo model to draw more sales but lets be honest, it clearly didn't work and this game is not long for this world. we want to support you so let us spend money on the season 1 skate pass.parenthesesONE1 day agoSeasoned Newcomer49Views0likes2CommentsSuggestion
I absolutely loveeeeee this game. It's so enjoyable, open-world, and fun to play with friends. Buttttt I would LOVEEEE to see the map during sunrise, sunset and nighttime with a day-night cycle to give it this aesthetic look to the map while playing and enjoying the atmosphere. Let's go ahead and consider this for the next update!16Views0likes0CommentsTix & Auto-Exchange - Issues & Suggestions.
I want to preface this by saying I genuinely want skate. to succeed. I know a lot of us do. This is a long post so I don't blame anyone for skipping it. TL;DR: I created this post to highlight bigger issues and brainstorm constructive alternatives that could potentially help. The change doesn't affect me as a player, but I'd be lying if I said it wasn't disappointing. Description: I understand the purpose behind Auto-Exchange, but it's the wrong decision. The feature is not a quality of life improvement. It fundamentally changes the value and perception of seasonal currency. The announced change has already received a ton of negative feedback and will weaken the trust with players, if it hasn't done so already. This game chose a non-traditional approach to seasonal progression & currency. Instead of a standard battle pass model that expires and resets, it introduced a legacy feature and allowed seasonal currency to rollover into future seasons. Changing this so abruptly feels like a step away from what made the system stand out. Although I originally questioned the route, I quickly embraced it because it was the first time I'd experienced it and thought it was dope. I understand it's Early Access and games need to make money, but the systems feel like they're being tightened, while monetization already feels fully established. Most of us want to spend money on this game, we just need to feel like the systems respect/value our time and choices. This post could be much longer, but I wanted to focus on highlighting bigger issues and brainstorming constructive alternatives that could potentially help. Issues Players Who Don't Collect Everything Not every player wants every item. Auto-Exchange assumes that All Items hold Equal Value. I don't have the metrics for players who Collect Everything vs. Unlock Specific Items, but the game being gender-neutral is a large result of players not wanting to collect every item. I personally collect everything, but I find myself skipping all of the filler content until the end of the season since I have the option to choose what I unlock. I'm not used to having the choice. Filler content aside, some players save for items they want in future seasons which distrupts the intent and importance of the current season. This is why I was shocked to see the rollover and legacy system introduced because it's the first time I've heard of it. In the recent Dev Update: Auto-Exchange System, it says: "Like most games with seasonal currencies, that means you’ll need to spend your Tix in the season you’ve earned them, starting now with Season 2." Coming from building & operating multiple FiveM servers, I understand the challenges around player intent and live-service systems. I've been in a similar position where I sold and gave away valued in-game items. By the time I wanted to move in a new direction, I couldn't just take items away from players, especially those that paid. Sure I could've, but it's wrong. Once value is given or sold, you can't just take it back later without damaging trust. You work through flawed systems, you don't rip the bandaid off. Players Who Paid For Tix On November 10th, 2025 a Dev Update: 2025 was posted with information on Tix Rollover. "If you purchased Tix with SVB, any leftover Tix you purchased will roll over at the end of the season. If you didn’t purchase Tix with SVB, you’ll get a portion of those rolled over to the next season." This gave players the trust to spend money on Tix without a worry of potential wipes. On February 12th, 2026 the Auto-Exchange System is announced. (3 Weeks Left in Season 2) "Starting with the end of Season 2 and going forward, Tix will not roll over from season to season - this includes earned Tix, and those purchased with SVB." This is a big change in expectation, especially with only a few weeks left in the season. Speaking for myself, I completed the pass weeks ago, and I imagine many players are alike. I also didn't buy any Tix, so I feel for those that did in good faith they would rollover. Those players should receive a refund if nothing else is to change. Like I mentioned above, I was shocked to hear about the rollover feature. On the exact date of the announcement, I had provided some insight on Discord for "Tix not rolling over in full" with mention of taking currency away. General Wording Tix Rollover: "Our intention with Season 1 was to make sure players could get enough Tix through Seasonal Tasks and Challenges to complete the skate.Pass. Well, we went a bit overboard - we’re seeing that some players are still overflowing with Tix, even after unlocking all the goods they want." Providing 20,000 potential extra Tix is still overboard, see "Seasonal Reward Cap". I'm aware that Standard Pass users were possibly overflowing with Tix, but as a Premium Pass user, I had 2,695 Tix remaining when Season 1 ended. I was not overflowing. Clearer communication is needed. Auto-Exchange System: "In some cases, this still meant players lost up to 75% of their Tix - which is not what we want. So, we’re going to try something new to reduce wasted Tix." If the goal was to "reduce wasted Tix", wiping them completely doesn't solve anything. It's a step in the opposite direction. Currency Conflict The game currently has: - Rip Chips - SVB - Tix - Event Currency & Rip Score (Tied to Currency & Progression) It's a lot, and it causes overlap. Tix serve multiple roles: - Seasonal progression currency - Purchasable progression - Page unlock control & Now has expiring value Seasonal currencies should control pacing and reset engagement. Purchasable currencies create ownership expectation. This creates a design conflict. Alternatives Seasonal Reward Cap Season 2 introduced "Seasonal Challenge Tuning Details" imaged below. 56,356 Tix were needed to complete Season 2 - Premium. 76,357 is the Max Earnable Tix for Season 2. This will leave players with a potential of earning 20,001 Tix that can't be used. The amount of earnable Tix is way too high relative to the cost of completion for the pass. Oversupplying seasonal currency made rollover inevitable. Re-Design: If a full pass costs 50,000 Tix to complete, The season should only distribute around 55,000-60,000 Tix total. Total Pass Cost: 50,000 Tix Total Max Earnable Tix: 55,000 - 60,000 Tix Total Rollover Tix: 5,000 - 10,000 Tix This Adds: - A safety buffer - Limited rollover - Predictable completion Players ending up with massive surplus is a planning/tuning problem, not a player problem. Currency Rollover Cap In regard to the "Seasonal Reward Cap", having a limited rollover would allow for a solution that maintains the value of Tix. In Season 1, a Limited Rollover Percentage was used to preserve the economy which I thought was more than fair, but it was said to be "not what we want". Removing a portion was a better solution. "In some cases, this still meant players lost up to 75% of their Tix - which is not what we want. So, we’re going to try something new to reduce wasted Tix." I lost 75% of my Tix, but it was honestly better than nothing. With a safety buffer of 10,000 Tix, a 75% rollover would result in 2,500 Tix carrying into the next season. This is only if you complete every single task including co-op. I truly don't think a rollover of 2500 Tix is bad for the economy, but it becomes an issue when players save through multiple seasons. I still think it can be possible, see "Currency Conversion" below. Currency Conversion If rollover is being removed, another option could be converting leftover Tix at the end of each season. With players purchasing or saving through multiple seasons, this also provides them benefit without wasting Tix. Tix will convert into all or any of the following: - Rip Chips - Rip Score - SVB (Small Conversion) This avoids the holding value from disappearing entirely. Pros: - Nothing disappears - Nothing is auto-spent - Preserves player trust Cons: - New system - Introduces new issues The overall risks can be balanced and tuned. Players are happy with something rather than nothing. Monetize Rip Chips Instead If a secondary monetization needs to exist, Rip Chips are better than Tix. Why: - Doesn't affect seasonal progress - Doesn't unlock pass pages - Already used in-game & stockpiled. Pros: - Doesn't break the seasonal economy - Doesn't expire or lose value - Can be controlled with required progression Cons: - New system - Introduces new issues Risks: - Allows players to accelerate/purchase progression - Reduces early game engagement - Affects district progression Risks can be controlled. Districts are already controlled by required progression. Example: I have about 150,000 Rip Chips, but even when Brickswich is released, I won't be able to purchase loot boxes until I level up the district. As a daily player, Rip Chips have no value beyond a certain point. They could gain value by: - Adding Rip Chip Shop Cosmetics - Bundled Rip Chip Drops - Low Effort Re-Textures This will keep them relevant, provide them value, and won't affect seasonal pacing. The extra value also works solely for stockpiled currency & "Currency Conversion" (ie; Tix to Rip Chips). I understand a large risk is "paying to unlock cosmetics faster", but that's already what Tix are doing. --- Overall, the change doesn't affect me as a player, but I'd be lying if I said it wasn't disappointing. Community can't drive every decision, but I think now is an important time to really consider all of the feedback being shared from players. Thanks to anyone who took the time to read, hope everyone has a great week ❤️ --- Noteable Links: - Dev Update 2025 | EA Forums - 12906782 - skate. Season 2 | EA Forums - 12961373 - Dev Update: Auto-Exchange System | EA Forums - 13180528687Views29likes13CommentsMissions issue
Hello, I am experiencing an issue where certain event missions do not complete even when the requirements are clearly met. Specifically: The mission requiring a 15m gap with a modified grab in the Spring Exploding Skateparks does not register completion. I have successfully performed the requirement multiple times in different locations. The mission never completes. Additionally: 1080 spin missions also do not register when completed. Other missions and challenges complete normally. The issue has persisted across multiple days and sessions.10Views0likes0Commentspay wall on the first map expansion?
"No Map Areas Locked Behind Paywall" first the reverting Tix to only being usable within season, even bought Tix, and now this. "Its early access, change of plans is to be predicted" not if its the sentence yall used to build trust with the community...vsche191003 days agoSeasoned Adventurer435Views9likes40CommentsTricolour deck should be made available
This is a low-res Skateboard used to prop up the interactable grate - I actually really like how simple the design is, and prefer it over some of the portrait-based deck designs like White Jackalope, You're Number 6, or Space Tea. If we could get a higher-res version made available as part of the Brickswich boxes when they come out, or as a Skate pass reward - I think that'd be cool.Awicb3 days agoRising Scout17Views1like0CommentsPremium Plus skate.pass
I'm surprised I've not seen more discussion about this aspect of the Season 3 update blog. Did this just fall under the radar?! More skate.Pass options. We're adding a new Premium+ skate.Pass bundle to give you more options (and even more Tix) - you choose what works best for you. How much does this new Premium+ pass cost? It is only good for one season? What are the "more options" we get? Or is it just literally you get more Tix, which I couldn't care less about. Btw, this is the pass you need to access Grom. I imagine this will be the only thing of value in the plus pass . The standard pass is already a bad value. I wish they'd give the existing pass more value before trying to create a new tier. I did get the founders pack, and bought Van Bucks before early access just because I wanted to support the game (something I now regret) as a long time skate fan. So I have a fair amount of in game currency. So I'll probably get the dumb pass. But I don't feel good about it, and won't be getting any more passes once, I run out of Van Bucks. Skate passes are the only thing I've spent Van Bucks on. The cosmetics are way too expensive, and don't appeal to me (I'd rather just pay for a complete video game). I'm a little worried this game will die before I spend all of my Van Bucks. I really hope this game can turn around. Edit: The blog post does not say you need Premium+ to access Grom. Just Premium which I think is the normal pass, I'm not sure. In my defense, the naming is just bad, Premium+ vs Premium is just confusing.chatrat123 days agoRising Hotshot84Views4likes2CommentsIssues with Skate
A few issues that hold this game back from being way better and playable for years to come in my opinion as a long time fan and skateboarder. The trucks are displayed backwards when selecting them. The photo of the trucks should display the front graphic or logo of the truck, not the kingpin. You can't even pan the camera to look at the front when picking your trucks. Thrasher grip tape isn't centered on the board properly. I worked hard to unlock it and I never use it because its super crooked and looks like a zumies employee put it on for me. Skateboard stickers should be allowed to be moved around and sized up or down. Add some proper skinny jeans please, I dont like super baggy pants and I'm tired of faking it with the black leggings. The skate physics are amazing in my opinion as far as the look and feel of flip tricks, choice of flip speed, steez of tricks, wallies, slash grinding curbs, and being able to hop in and out of grinding without pop by holding right or left on the stick. These are phenomenal improvements but the are greatly held back by this map. I find alot of features that do not make sense from a skateboarding perspective and as a feature of a city as well. Stuff that looks skatable at first glance but in practice come off clunky or super unrealistic to ride. Beautiful stairs with no room for speed on top to hit them or a planter/obstacle right where you need to roll away at the bottom. Weird shaped boxes that are awkward to grind. Overcrowded areas that dont leave room to breathe in between tricks. I think if you focused on making it more of an actual city landscape it would shine because that's what street skating is about. All the bowls are weird to ride. They dont have a good flow to them. At first glance they look sick but in practice they feel off and awkward. They need rhythm to them for the nice long carves you want when riding transition, you shouldn't have to push for speed at any point in a bowl if you pump properly. Almost all the skate 3 bowls felt natural, simple, and completely pump reliant for speed. Flip tricks from transition into a grind/stall on the coping of a quarter pipe, bowl, or transition is completely non existent. I want to kickflip noseblunt these bowls and quarter pipes so bad but it just puts be back into transition or onto the deck above the coping. You can power slide into a grind and that's cool but its not the same as popping a hardflip to over crooked. This is a major oversight in my opinion, on par with the trucks issue. It seems so obvious. I love the skate franchise and have been consistently playing skate 3 for over a decade. These things would help Skate shine and make it playable for many years to come. I would pay actual money if yall ported some skate 3 maps as DLC into Skate. But I would be hesitant in a way because I can't flip trick into grind on coping. Playing those old maps lacking that component would feel like I'm missing part of the game. I dont know what your development team actually looks like but get some real skateboarders to help with the layout and features of these parks. I will admit these community parks are slowly starting to feel more skatable and fluid, but definitely still room for improvement. Thanks for reading!!!22Views3likes0CommentsI want to support the shop but it’s not good
I wish there were some more skater oriented outfits in the shop but it’s all like colorful tights and hats that I just don’t care about. Give us more baggy jeans and collabs with skate brands and then I’ll happily spend some money on this game that has so much potential to be greatdabeast101010104 days agoSeasoned Newcomer22Views1like0CommentsFirst Draft of Formal Collective Feedback Report
(may I please have a direct feedback line on where to send this once the final draft is complete?) Have a read, add anything you think I have misssed. Just be aware that I have not written this for the community, I have written this for the corporate business aspect, so I've used their language and terms, which is the only way to even be glimpsed at, let alone stand a chance of being taken seriously. And once again, for the final time, I am fully aware this will likely not amount to anything and I am wasting my time, but that has not stopped me trying. Sincerely, thank you for your feedback so far. --------------------------------------------------------- Formal Submission of Community Sentiment Report To: Leadership and Management Teams, Electronic Arts (EA) & Full Circle Date: February 21, 2026 Subject: Urgent Community Feedback and Strategic Risk Assessment – SKATE. Dear Leadership/Management Team Attached to this correspondence is a comprehensive report detailing the current state of consumer sentiment, product performance and monetization-related grievances regarding the SKATE. live-service product. This report is the result of an analysis of community data, session logs and public discourse spanning the history of the “Early Access” lifecycle of the SKATE. live-service product and specifically covering the most recent seasonal update. While the technical foundations of the product – specifically the skating physics and server stability – remain high-performing, there is a critical and growing disconnect between the development roadmap and the expectations of the core consumer base. The data indicates that current monetization strategies, specifically the implementation of access restrictions on map areas (e.g., Grom Island), have triggered a significant erosion of brand trust. This is being characterized by the community as a breach of previous transparency commitments. The resulting impact on player retention – highlighted by the 96.8% decline in concurrent players on Steam since peak – suggests that the current “Live Service” trajectory is at a critical juncture. The following report provides: An objective analysis of what is successfully engaging the audience. A breakdown of the friction points causing the greatest market discourse. Data-driven visualizations of player churn and retention trends. Attainable strategic adjustments to mitigate reputational damage and stabilize the long-term player base The intention of this document is to provide actionable insights that align the product’s revenue goals with sustainable consumer satisfaction. We believe that by addressing these core grievances, SKATE. can still achieve the longevity and cultural impact originally envisioned for the franchise. We look forward to your review of these findings and are available to discuss the implementation of the recommended corrective measures. Sincerely David Catford (deepcovergeko) Community Stakeholder Representative Strategic Review: Community Sentiment and Product Viability – SKATE. Early Access Executive Summary This report synthesizes extensive community feedback, telemetry-based observations and consumer grievances regarding the current state of SKATE. (Early Access). Data indicates a significant erosion of consumer trust, primarily driven by a perceived misalignment between initial development promises and current monetization strategies. The following sections outline the product’s operational strengths, critical deficiencies and the primary drivers of community discourse. Current Product Performance: Positive Attributes The community recognizes several core technical and mechanical success that serve as a foundation for the product: Mechanical Fluidity: Skating mechanics, grind physics and character animations are described as “buttery smooth” and naturally responsive. Audio-Visual Fidelity: Sound design is noted for its high quality and the aesthetic of “San Vansterdam” is generally well-received by new users. Accessibility and Social Infrastructre: There server capacity supports high-density player interaction with relative stability, “low-entry” skill barrier allows for broad user acquisition. Frequent Content Iteration: Regular additions of licensed music and cosmetic drops demonstrate an active live-service pipeline. Strategic Underperformance Areas The following features are currently failing to meet consumer expectations for a modern “Skate” experience: Map Geometry and Verticality: Consumers report that the current map layout lacks the “bombable” hills and elevation changes characteristic of previous franchise entries. Lack of Competitive Systems: There is a critical absence of legacy multiplayer modes such as S.K.A.T.E., 1-Up or structured trick-line competitions. Creativity Constraint: The item editor is restricted to a 5-object limit and the product does not feature a “Create-A-Park” feature at all, this hinders the “sandbox” creativity central to the franchise’s identity Lighting and Visual Clarity: Lighting in areas without direct sunlight are reported as insufficient, complicating gameplay and video capturing in specific zones. Primary Drivers of Community Discourse The following factors have caused the most significant reputational damage and consumer dissatisfaction: Monetization Transparency (The “Grom Island” Incident): - Contradictory Marketing: In 2022, developers stated: “No maps areas locked behind paywalls”. - Current Reality: Season 3 will introduce a restricted access model for the Isle of Grom (an expanded tutorial area). Access is permanent for Premium Pass holders but requires “renting” via a 500 Rip Chip/24-hour pass for non-paying users. Predatory Perception: The conversion of seasonal “Tix” (preventing rollover) and the requirement to scroll past a high volume of micro-transactions to access progression menus have been labelled “predatory” by the core user base. Corporate Communication Failures: Official responses suggesting that “plans have to change” are perceived by the community as a lack of accountability rather than a by-product of “building in public” or “early access”. Strategic Recommendations for Faith Restoration To stabilize the player base and mitigate further brand devaluation, the following steps are recommended: Abolish Geographic Renting: Remove the “Water Taxi” ticket system for Grom Island and revert to the “All Maps Free for All Players” commitment. Increase Sandbox Utility: Raise the item editor limit and implement a mission/line creator to foster user-generated content Refine Monetization Flow: Relink progression systems to gameplay achievements rather than forcing users through the cosmetic store-front to view status. Prioritize Legacy Content: Expedite the release of “Create-A-Park”, “S.K.A.T.E.” and/or “Hall of Meat” features to satisfy the core target demographic Strategic Addendum: Cultural Context and Brand Alignment The Socio-Cultural Dynamics of Skateboarding and Product Authenticity Historical Context and Cultural Foundations The skateboarding movement originated as a definitive counter-culture, defined by its resistance to traditional athletic structures and centralized authority. Historically, the community has been composed of individuals often marginalized by mainstream society, outcasts, free-thinkers and rebels who utilized the urban landscapes as a canvas for freedom of movement and radical self-expression. In this ecosystem, status is not inherited or assigned, rather earned through meritocracy. The culture is inherently inclusive and diverse, having established a global network of acceptance based solely on a participant’s dedication to the craft and their contribution to the collective progression of the sport. The Intersection of Skate Culture and Interactive Media Video games have historically served as the primary digital conduit for skate culture, providing a sanctuary for expression that transcends physical limitations. However, a perennial friction exists between the organic, rebellious nature of skateboarding and the structured, bottom-line objectives of corporate entities. Skateboarding, by its very nature, is skeptical of institutional oversight. Participants are historically adverse to corporate sentiment, viewing top-down mandates as antithetical to the “street-level” authenticity that defines the sport. The Risk of Political and Corporate Over-reach In the current development of SKATE., there is a visible disconnect regarding the implementation of social and political agendas. Because skateboarding culture is already fundamentally inclusive through its merit-based roots, the introduction of forced DEI frameworks or overt political messaging is often perceived by the core demographic as performative and redundant. For a community that identifies as counter-authority, these initiatives are frequently interpreted as “corporate sanitization.” When a product prioritizes institutional agendas over the fundamental values of freedom and rebellion, it risks alienating the very outcasts who have sustained the franchise for decades. The Strategic Opportunity for EA and Full Circle This product has a unique opportunity to act as a bridge – not by imposing corporate values onto the culture, but by highlighting and celebrating the culture as it already exists. To capture the “spirit” of the franchise and ensure log-term viability, the product must: Prioritize Expression over Mandates: Allow the inherent diversity of the community to flourish organically through robust customization and merit-based progression. Embrace the Counter-Culture: Acknowledge the grit, rebellion and “outcast” identity that makes skateboarding a unique global phenomenon. Remove Ideological Friction: Focus on the “Freedom of the Session” rather than the corporate-led social engineering, which serves no functional purpose in a simulation dedicated to creative autonomy. By aligning this product with the authentic and raw fundamentals of skateboarding culture, EA and Full Circle can transition from being perceived as “the authority” to be the facilitator of the world’s most resilient counter-culture.bronsonbronson4 days agoSeasoned Rookie456Views8likes21CommentsMy skate 4 account randomly reset.
I logged onto my skate 4 account today and it was completely reset, making me do the tutorial again with none of my rewards from the previous 36 hours I have logged on the game. I have looked at getting support for it but there's nowhere I can go to actually speak to a real person about the issue. I haven't logged on and played since December 3rd until today when I found this problem. Anyone else had this problem? If so did it get fixed?B33xby4 days agoRising Newcomer19Views0likes0CommentsPlease add back under flips
Bringing back underflips to skateboarding would revive one of the most creative and technical tricks ever popularized by skaters like Rodney Mullen. The underflip blends a kickflip-style motion with a unique finger-like scoop from the front foot, making it look almost impossible when done clean. It pushes board control, timing, and style in a way that stands out from the more common flip variations seen today. Bringing it back would add originality to modern street lines and inspire skaters to experiment more instead of sticking to the same rotation tricks.31Views0likes1Comment
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