

skate.
Early accessActionSports and racing
- Platforms
- Release:
- 2025
- Developer:
- Full Circle
- Scale:
- Average concurrent players2,260
- Player rating:
- 69.5% · 88.8K
- Profile data as of:
- August 29, 2026
Experience improved Flick-It controls, the rich physics based skateboarding gameplay that provides those “only in skate.™“ moments and off-board exploration for full freedom in the online multiplayer world of San Vansterdam.
Screenshots
Images from the source page, in source order. Select an image to view it full size.
Videos
Videos from the game’s source page, in source order. Select one to open the original.
Overview
- Franchise
- Skate (series)
- Release date
- Windows — September 16, 2025
- PlayStation 4 — 2025
- PlayStation 5 — 2025
- Xbox One — 2025
- Xbox Series X|S — 2025
- Developer
- Publisher
- Age rating
- ESRB T — Teen, age 13+ · Steam Store
- PEGI 12 — age 12+ · Steam Store
- USK 12 — age 12+ · Steam Store
- CERO B — age 12+ · Steam Store
- ACB M — Mature, age 15+ · Steam Store
- GRAC 15+ — Ages 15+ · Steam Store
- ClassInd 12 — Ages 12+ · Steam Store
- Content warnings
- Not specified by the storefront
- Interaction modes
- MultiplayerOnline PvPOnline co-opCross-platform play
- Session capacity
- Unknown
- Access model
- Free to play
- Monetization
- In-app purchases
- Storefront price
- Unknown
- Store contents
- 21 Achievements, 3 DLC · Steam Store, August 29, 2026
- Languages
- EnglishGermanFrenchSpanishPortuguese, BrazilItalianJapaneseKoreanChinese, Simplified scriptChinese, Traditional script
Classification
- Genres
- ActionSports and racingEvidence:
- Setting and subject matter
- Unknown
- Camera
- Third-person Evidence:
- Visual style
- Unknown
- Combat system type
- Unknown
Scale
Concurrent players · period average
2,260
August 18, 2026 — September 17, 2026
- Detailed value
- 2,257.44
- Coverage
- Steam
- Origin
- Published by source
- Confidence
- Medium — The site's calculation method is not published
- Basis
- Average concurrent Steam players over 30 days from Steam Charts: 2,257
- Date observed
- September 17, 2026
- Source
- Steam Charts
Concurrent players · period peak
5,600
August 18, 2026 — September 17, 2026
- Detailed value
- 5,596
- Coverage
- Steam
- Origin
- Published by source
- Confidence
- Medium — The site's calculation method is not published
- Basis
- Peak concurrent Steam players over 30 days from Steam Charts: 5,596
- Date observed
- September 17, 2026
- Source
- Steam Charts
- Ratings
- players69.5% · 88.8KSteam, US storefront · Steam reviews
- players69%Global · IGDB mirror
- Last update
- September 1, 2026 — The Weekly Grind - Sept 1, 2026 (20 updates over 90 days) · Steam update feed
Concurrent players
period average · September 2025 — August 2026 · Steam · published by source · Steam Charts
- Change over period
- −97%decrease from 70,400 (September 2025) to 1,860 (August 2026)
- Gaps
- No gaps in observed months
- Observations
- 12
Mechanics
Key game systems from the Mechanics Catalog. Assessment axes are independent and are not combined into a single score. An unassessed mechanic is unknown, not absent.
A persistent player organization created or recognized by the game itself, with a stable membership, a life beyond one session, a shared identity, functions, and goals.
For skate., the reviewed Electronic Arts material does not establish whether the observed product line contains a persistent in-game player organization with membership, identity, and collective action.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— The checked mechanic-specific material provides neither a compatible participant numerator, an active-audience denominator, nor source coverage sufficient to estimate adoption.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The reviewed Electronic Arts material is insufficient to establish presence or absence. Silence was not treated as absence.
research draft · methodology 0.4 · September 2, 2026
An in-game system where player decisions materially influence at least part of the production, supply, distribution, or price of in-game value.
For skate., the reviewed Electronic Arts material does not establish whether the observed product line contains in-game transfer of value between players with rules affecting allocation or price.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— The checked mechanic-specific material provides neither a compatible participant numerator, an active-audience denominator, nor source coverage sufficient to estimate adoption.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The reviewed Electronic Arts material is insufficient to establish presence or absence. Silence was not treated as absence.
research draft · methodology 0.2 · September 2, 2026
A system where players or organizations capture, hold, and use parts of the game world with lasting consequences.
Official-source search did not resolve transferable, contestable ownership that persists beyond one session for this product boundary. Silence was not treated as absence.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Unknown
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— On 2026-09-02, official-domain mechanic-specific searches for skate. did not yield indexed primary evidence resolving Presence. Secondary sources were excluded.
research draft · methodology 0.3 · September 2, 2026
Structured competition between players with rules and a measurable outcome, usually including skill-based matchmaking.
Official-source search did not resolve a built-in PvP contest with formal rules and a recorded cross-match result for this product boundary. Silence was not treated as absence.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Unknown
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— On 2026-09-02, official-domain mechanic-specific searches for skate. did not yield indexed primary evidence resolving Presence. Secondary sources were excluded.
research draft · methodology 0.3 · September 2, 2026
A regular rhythm of meaningful updates, including seasons, patches, events, and a roadmap that supports a long product life.
The checked first-party item does not establish a dated substantive release under section 15.4 for this assessment boundary: The excerpt announces a weekend test of an upcoming mode; a test is not a completed release in the assessed product line. Presence remains Unknown rather than Absent.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No participation numerator or eligible-audience denominator can be derived because mechanic Presence is unresolved.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The checked primary item is insufficient for Presence or Depth: The excerpt announces a weekend test of an upcoming mode; a test is not a completed release in the assessed product line.
Component scores (0–4):
- Release cadenceNot assessed
- Release announcementsNot assessed
- Content scope and typeNot assessed
- Seasonal structureNot assessed
- Event calendarNot assessed
- Roadmap transparencyNot assessed
- Response to playersNot assessed
- Game integrationNot assessed
research draft · methodology 0.3 · September 2, 2026
A system for long-term character or account development through levels, skills, equipment, and specializations.
The targeted source check did not establish persistent cross-session progression that changes gameplay capabilities in skate.. Silence was not classified as absence.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Encounter mode (record 1):
- Unknown— The checked source does not establish a specific player encounter contour.
- Progression role dimension in an encounter (record 1):
- Unknown— The source does not establish progression effects for either gear-and-stats or roster-and-roles.
- Progression role in an encounter (record 1):
- Unknown— Normalization, advantage, or a horizontal progression role in an encounter is not established.
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— The checked mechanic-specific material provides neither a compatible participant numerator, an active-audience denominator, nor source coverage sufficient to estimate adoption.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— A mechanic-specific primary source was checked, but it did not establish both required criteria or an explicit negative statement.
Component scores (0–4):
- Path length and structureNot assessed
- Progression axesNot assessed
- Specialization choiceNot assessed
- Role of equipmentNot assessed
- Progression sourcesNot assessed
- Progress persistence and carry-overNot assessed
- Game integrationNot assessed
research draft · methodology 0.3 · September 2, 2026






