Gameplay

Hold a direction.
Tap a trick.

The board leaves your feet and starts turning. You have about 0.63 seconds to get it back underneath you, and the ground has an opinion about the angle.

33tricks
5skaters
5parks
30decks
The grammar

One button does the whole trick

The trick button pops for you. A held direction picks which trick, two directions at once is a diagonal, and a second tap upgrades it. Nothing is a memorised sequence.

Laser Flip
Impossible
Varial Heelflip
Varial Kickflip
·Kickflip
Heelflip
360 Flip
Pop Shuvit
Hardflip

Hold, then tap J. Tap twice inside 258ms for the double.

Three ways to play

Mouse + WASDAim with the cursor, click to fire. Left hand never moves.
KeyboardWASD or arrows to aim, J K L to trick.
GamepadLeft stick or d-pad, face buttons. Real controllers, not a mapping.

Arrows and JKL are both right-hand keys, which is why aiming with the pointer feels better than it sounds.

The skill floor

Landing is a real question

The board carries its own rotation, separate from your body. On touchdown it has to be back under you — three independent ways to eat it.

38°

Board angle

Measured against the ground beneath you, not against level. On a bank, a board matching the bank is a clean landing.

55°

Rotation

A flip caught mid-turn is a bail. Rotation runs at a fixed rate, so a 720 needs roughly twice the air of a 360 — under-pop it and the board is still going round when you land.

±1.0

Balance

Grinds and manuals drift, and drift accelerates. A grind you are already losing gets harder, which is what makes holding one tense.

Points are provisional until the wheels come down clean. A combo you bail is a combo you never scored — the longer you hold it, the more you stand to lose.

Five parks

Each one rewards something different

Identical terrain with a different scoring rule is a different park. Identical rules on different terrain is the same park twice.

The Lot

No terrain to help you. Flip complexity and manuals only.

Scoring
technical
Clock
120s

Plaza

Lines. Chain the features without putting a wheel down.

Scoring
lines
Clock
120s

The Pipe

Vert. Air above the coping is the only thing that pays.

Scoring
amplitude
Clock
120s

Mega

Drop in, hold it, and clear the gap. One launch decides the run.

Scoring
single attempt
Clock
90s
Gravity
450 — long hang time
Top speed
820

S-K-A-T-E

Set a trick. Your rival matches it, or takes a letter.

Scoring
match
Clock
untimed
The cast

Five skaters, five ways to ride

Stats change how a run plays, not just how it looks. Pop buys rotation, balance buys grinds, spin buys degrees.

rook

  • pop
  • speed
  • balance
  • spin

mala

  • pop
  • speed
  • balance
  • spin

bishop

  • pop
  • speed
  • balance
  • spin

yun

  • pop
  • speed
  • balance
  • spin

cassidy

  • pop
  • speed
  • balance
  • spin
Thirty decks

The graphic is the point

Every deck is an original motif. The board is a separate sprite from the skater, so a kickflip shows you the face of whatever you are riding.

Reference

Every trick in the game

Read straight from the table the engine resolves against, so it cannot fall out of date.

Flips

  • KickflipFLIP300
  • Heelflip→ + FLIP300
  • Varial Kickflip← + FLIP550
  • Pop Shuvit↓ + FLIP250
  • Impossible↑ + FLIP450
  • 360 Flip↓← + FLIP700
  • Hardflip→↓ + FLIP700
  • Laser Flip↑← + FLIP950
  • Varial Heelflip→↑ + FLIP550
  • Double KickflipFLIP ×2800
  • Double Heelflip→ + FLIP ×2800
  • 360 Shuvit↓ + FLIP ×2750

Grabs

  • IndyGRAB350
  • Melon← + GRAB350
  • Stalefish→ + GRAB650
  • Nosegrab↑ + GRAB400
  • Tailgrab↓ + GRAB400
  • Method↑← + GRAB650
  • Christ Air→↑ + GRAB900
  • BonelessGRAB ×2500

Grinds & slides

  • 50-50GRIND250
  • Boardslide↑ + GRIND350
  • Smith Grind↓ + GRIND450
  • 5-0 Grind← + GRIND400
  • Nosegrind→ + GRIND400
  • Crooked Grind↑← + GRIND600
  • Feeble Grind→↓ + GRIND600
  • Tailslide→↑ + GRIND700
  • NoseslideGRIND ×2700
Clips, replays & the board

Every run can be replayed exactly

The simulation is a fixed timestep with no randomness, so a recording of your inputs reproduces the run frame for frame.

Instant replay

A run is stored as a few hundred input edges, not a video. Watch it back, then record the replay — so the clip is the run without your fumbling on the way to it.

Clip it

Press R to record the canvas with the game’s own audio. MP4 where the browser supports it, which is what social platforms actually accept.

Verified scores

Submitted runs are replayed server-side through the same engine and only count if they reproduce the score. A forged number has no log that produces it.

Top speed tops out at 420px/s — except on Mega, which is a hill first and has its own ceiling.