Session: Skate Core Update is Live!

Session: Skate Core Update is Live!
Session: Skate Core Update is Live!
Session: Skate Core Update is Live!

COMMENTS FROM THE STUDIO

Hey Folks, The session team continues to make progress on our core gameplay with some important updates in our Skate Core release!
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It’s been a busy year for the Session team and we’re excited to be delivering our final release for 2025!

What’s been delivered?

Skate Core V1.0

As part of our push to achieve our skate core V1 we had to address the much overdue “Experimental Menu”. It is important to note that these features strongly influence the main control scheme and overall feel and flow of the game. Therefore, changes in these features were finely balanced between improving the specific feature/trick sets in conjunction with the overall skate experience in Session. It was critical that we integrate these features, to allow players to complete them, but without otherwise interfering with your existing playstyle and our core mechanics. These tricks are not perfect, but they are no longer experimental and have been moved from the “Experimental” menu to the following:

Grind Settings:

  • Darkslides – Are a trick set that directly counters the catch mechanic in Session – as this trick requires the player to manually “catch” the board when it is upside down. These tricks are never auto caught and require a full release & re-input of the sticks to catch. The timing is tight, so you must be precise. It’s the same input as a regular grind, but the inputs are required during a small window when the board is grip side down.
  • Lip Tricks – This is a huge addition for us – and finally allows for the flow of a park to be enjoyed. To perform lip tricks, you must enter a powerslide while approaching the coping, manipulate the sticks for the desired “grind”, and then use the appropriate bumper OR pop back into to the transition using the sticks.

Flip trick Settings:

  • Late Tricks – Are any tricks performed after the player is in the air from an ollie or when exiting a grind. Once in the air and the board is on the players feet, or “caught”, input a flick or scoop (or combo) on the sticks to perform a late trick. Note that these require time to complete, and if you’re playing on manual catch, they will need “caught” before landing - Late tricks include all shuvs, flips, and combos…but also one foots! - Late tricks are no longer triggered on catch input - Have been debugged – no more floating over the board on landing
  • Caspers – Much like Darkslides – Caspers introduce a whole new aspect to the notion of having to catch your board, in both manual and auto catch settings, the player must release their stick & re-input the Casper controls to successfully catch a Casper slide. Caspers function just like manuals and require a singular tail/nose input.
  • Primos – Another trick set that requires the user to provide an input, in auto and manual catch, to successfully catch and complete a Primo slide. To catch a primo slide/stall, perform any flip trick, and enter the powerslide or 50/50 input when the truck axels are underneath the player. Primos have two catch windows per flip – the first quarter, and the last quarter of the flip trick. Timing is key!

Gameplay Settings:

  • Big Drop landing – conflict with power slides inputs has been resolved - To successfully land in a Big Drop – the player must input BOTH feet towards their Nose / Tail (outwards, the same as if landing in a 50/50 grind) whilst landing

General Updates:

Stutter Bug:

  • We’re aware of players having issues with performance when playing Session on certain platforms. We have integrated several changes to minimize these issues and provide a smooth gameplay experience for players on all hardware set ups.

FPS Updates on PC:

  • We had previously cut 45 / 90 / 120 fps on all platforms as it led to extensive variations in gameplay bugs due to our game code structure. Reducing these options allowed for a more consistent gameplay experience. However, we also heard the community on how it affected your play styles and overall enjoyment of Session. We have therefore found a means to re-integrate the cut FPS settings.
  • Reintegrated - 45 / 90 / 120 FPS
  • Grind mode changes:

    Full & Partial Grind Input Modes have been CUT.
    • The default setting is now No Release, meaning the players can transition right to their grind input from their pop input without releasing the sticks.
    • This change was necessary to account for the addition of Caspers, Primos, and Darkslides into the full skate ecosystem in Session
    • Removing these modes does not prevent the player from playing with full or partial release!

    Nav Fixes:

    We have performed a pass at the major physics/navigation issues hindering gameplay. Most notably, we have worked to address:
  • Fixed – The ability to pop off banks and small kickers without the players legs & board clipping into their body
  • Fixed – The player is no longer pulled up slopes when skating
  • Fixed – The player mass is more centered – leading to more realistic physics when dropping off a curb or riding over a slope
  • Fixed – Speed should be more continuous popping into, and / or, landing on tricks on sloped terrain
  • Fixed – Losing speed when bank turning on slopes
  • Fixed – Updated wheel physics to ensure no impact on navigation & Speed with wheel bite set to “Off
  • Physical Animation Fixes:

    • A pass has been performed on the player physics assets, leading a more realistic & weighted feel when on board. This fix also applied to when the player bails and is in ragdoll.
    • Phys-anim has also been updated during grinds to allow for more arm motion.

    Map options moved to “Map Settings”

    Finally:

    In our roadmap we included a note of “In Game Social!?” for this release. After extensive research into our gameplay and networking options, and determining how best to provide an in game social challenge that fits with Session and the team / Studio objectives, it was decided that the technical challenges and investment were not viable for Session. We will therefore NOT be eveloping any in game social features for Session. This decision was not made lightly, and we have instead decided to continue to focus our development on the features and gameplay currently included in the game. As our intention for the In-Game social was to allow players to share clips with friend in game, we have decided to re-launch the session discord video channels to allow for content sharing & discussions. The updated Discord channels are now LIVE! Join us : https://discord.com/invite/session

    BUG FIXES

    • Fixed – Manual catch – holding the input for catch orient from pop will not auto catch the tricks early.
    • Fixed – Floating off kinked rails
    • Fixed – Feet separating form board in Switch stance tricks
    • Fixed – A camera frame jump bug that made the skater teleport forwards back on frames
    • Fixed – Nose manuals to nollie shuvs no longer break the skater
    • Fixed – Side pop input no resets after landing a manual
    • Fixed – Landing in powerslides no longer leads to infinite slides
    • Fixed – The player pelvis popping down when popping out of manuals
    • Fixed – Revert min / max values
    • Fixed – Translation bugs in non-English SKUs
    • Fixed – A bug with the object dropper lights and selecting objects
    • Fixed – Short manuals should no longer occur after dropping out of a manual and releasing inputs
    • Fixed – The player should no longer bounce upwards when the board collides with a rail or object when attempting a trick
    • Fixed – Kick turns rates are improved at slow speeds

    QOL FIXES

    • A pass was performed on Smith & Feeble grinds – minimizing the dip and inconsistent results when in the grind
    • Board & Lip Slides no longer bail when the player is top side of the ledge.

    Known issues in this release

    When playing on an FPS higher than your monitor refresh rate with V-Sync on, the player may witness camera stutter. In this case you have two options… - Remove V-Sync - Set max FPS to your monitor refresh rate (hz)

    What’s Next:

    We’re continuing to work on gameplay improvements as we balance the core gameplay systems in Session. Finally - Keep your eyes peeled on the in-game news or our social channels for more info on development as we continue to throwdown our core Peace, The crea-ture team
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