Поиск по STEAMB

Игры и программы по онлайну, скины по объёму продаж

Ничего не найдено

Попробуйте другое название или переключите категорию.

Меню

The Weekly Grind - Oct 13, 2026

[p align="start"]Welcome back to The Weekly Grind, San Vanners! 

[p align="start"]

[p align="start"]Let’s roll!

[p align="start"]

[p align="start"]What’s going on?

[p align="start"]

[p align="start"]Week 6 of Season 5, and something is happening in San Vansterdam.

Update 0.32.5 is now live, and if you missed ‘em, check out the patch notes here:

https://x.ea.com/fabGdQHGFo0k

[p align="start"]

[p align="start"]The team shared a Dev Update on skate. and Mods last Friday, here’s the link if you missed it:

https://x.ea.com/wWnfcXcs9ZkZ  

[p align="start"]Not only that, we’ve got Weekly Bounties! Don’t forget, the Season 5 blog has the details for this season, and our event blog drops on Friday, Oct 16, 2026. Get ready!

[p align="start"]The team is working on the bugs you’ve reported, so keep sharing your bugs/issues so we can squash ‘em flat. 

[p align="start"] Let’s dive right into the calendar. 

Weekly Calendar

  • Update 0.32.5 Patch Notes - Oct 12

  • The Weekly Grind returns (that’s today!)

  • Update 0.32.5 (also today!)

  • New Weekly Bounties (yep, today!)

  • Welcome Realistic Contest is live until Oct 19, 11:59PM PT

Coming Up

  • Brand Partner Realistic Video Contests (more details soon)

    • Baker Realistic Video Contest starts in November
  • Mid-Season Event UGC Contest starting Oct 20

  • The Weekly Grind Interviews

[p align="start"] What other types of interviews would you want to see? Let us know - gameplay, tricks, world design, etc. 

No Comply Improvements Interview

[p align="start"] We’re back at it again with another dev interview from our family at Full Circle! Today, we’re rolling with Andre, Environmental Artist, and CJ, Level Designer, to talk about the exciting new seawall park in Hedgemont, aka Parry Point Park.

[p align="start"]This spot drops in Update 32.5, which is live today! So when you jump in, go hit up the park, throw down, stack some clips, and send 'em our way. Let us see what you got! It’s super fun and shows massive love to our realistic, street-style skaters.

[p align="start"]Let’s dive in! First up, what sparked the decision to build a brand new skate park along the Hedgemont Seawall, especially at that exact point? What inspired the overall direction?

  • CJ: From the design side, we had basically just finished making the mega park, and we had a great time making that, but we knew that there would be a big desire for street-centered stuff (Elliott wouldn’t shut up about it). We were feeling it on our side, too, after skating all the ramps in SUMR Camp ad nauseam.

  • Andre: From the location side, we're trying to round out the world and build a more connective loop along the seawall, which is already a great experience, but needs a little bit more flow.

1 / 1 · 100%

[p align="start"]It feels so natural, like an IRL city had a skate park project and decided to update an unused area. From an art and environmental design perspective, how does Parry Point stand out from existing spots in San Van, and how does it integrate with the rest of the world?

  • Andre: It's a bit less loud and more muted visually, with fewer over-the-top distractions; you can just really focus down and just hit some really nice street spots. 

  • CJ: From a design perspective, it's really a one-to-two push park. You're meant to skate it the way you would in real life. We definitely have that around San Van, but we wanted a lot more of it in one place. Rolling Waves has a great little street line on the outside of it, but it's also got a lot of high-speed stuff injected in, you know, you come in from the rooftops, you hit some really big jumps. This doesn't really have any of that. We really wanted to hit that low-key, actual, real-life skate park on the head.

[p align="start"]This really shows the studio's dedication to respecting skate culture and integrating those real-life, legendary spots that players love. It feels like coming home, but to a brand new house. So, what are the standout obstacles or features that the team is most hyped on for players to session at Parry Point?

  • Andre: For me, it's the recessed snake path that's in the middle. I love it, and it's just so much fun to just session over and over again at various speeds. Going super slow, a little bit faster, or however you want. It's just a ton of fun in every direction.

  • CJ: I'm pretty excited about that one, too. I made a specific tool that I use to make these...I actually call it a waterslide tool...and then I found out, ‘oh, I can use this to make interesting skate park shapes on a spline.’ You can see a little snake coming out of the ground in Rolling Waves that you can hit, which I thought was really fun. So I was like, 'What happens if we invert it?’

[p align="start"]That elevated snake in Rolling Waves with the block you can ride is seriously one of my favorite spots because the flow is unreal. When I saw the snake in Parry Point, I was manualing and reverting all through it. Then, I managed to get three rotations around the circle rail before losing my speed and falling off, but I'm gonna figure it out.

  • CJ: That circle with the rail is a request from some of the best skaters on the team, so when I hear the same thing a couple of times from different people, I usually try to fit it in.

[p align="start"]Focusing on the artistic side for a second, what were the biggest artistic and technical hurdles in integrating this spot into San Van? It's out there on the seawall, but it still has to flow with the rest of the city.

  • Andre: We had the physical space for the new park, so that wasn't a super big challenge, but integrating it with the rest of the map and having it flow is pretty important. From an art perspective, for a park that's as flat as this one is, it's just making sure it's readable. Ensuring that while you are skating it you can read all the different elements and important information clearly. That was really the challenge. We got to a couple of points where we found things too muted and struggled to read the environment and had to ask ourselves, ‘how do we make these elements pop out more, and how much grime do we add, and what's the right balance?’ That was the challenging bit.

  • CJ: I really gave Andre a run for his money there because it's flat, it's open, there's not really room for trees because there's so much gameplay packed into all the spots. So he couldn't really break it up with shadows. 

  • Andre: We were aware of not trying to turn everything up to 11 by introducing large and overpowering elements. It's okay for some things to be understated, like they are in the real world. Even though those elements are interesting to add and can be fun, they're not always necessary. 

1 / 1 · 100%

[p align="start"]The entryways into the park from different directions feel incredibly smooth. Usually, community parks have a very defined entrance and exit, but Parry Point has this organic, unforced flow. It fits so perfectly that after a few runs, it feels like it's always been there. With Parry Point dropping today, what can the street skaters out there look forward to next in San Van? Some interesting signs are popping up over in South Hedgemont near RINQ...

  • Andre: We're looking at the world all the time, and thinking about how we can improve current spots and add to other existing spots in the world. We've put up signs for RINQ, which is something we are cooking up and are excited to share more about in the future. But there's lots of other stuff we're not mentioning now that I think street skaters will be really pumped about.

  • CJ: Maybe a little spoilery, but when I think of Skate 2 downtown, I think of these really big buildings with overhangs and plazas under them. People who like that will be stoked on what's coming…

[p align="start"]Yeah, we’ll have to save that for a future interview sesh.  See you in Parry Point Park! 

Year 1 Drop*

[p align="start"]It’s been a year since skate. has been in Early Access, and to celebrate and thank everyone for rolling with us, we’re giving everyone a 1 Year Anniversary pack. Log in before Oct 23, 2026, for your free Year 1 Bundle (the Year 6 deck, Skate or Die hat, and black hoodie).

1 / 1 · 100%

More content from the skate. community!

[p align="start"]We wanted to share a few pieces of content that caught our eye. Remember: if you want to be featured in The Weekly Grind, make sure to share yours (screenshots, videos, clips) via skate.reel. 

1 / 1 · 100%

Mega Handplant. Credit: SpiffyAstro

1 / 1 · 100%

Yep. That's me. You're probably wondering how I ended up this way.... Credit: deusko

1 / 1 · 100%

Gone fishin'! Credit: The Duck Man

[p align="start"]Part of The Weekly Grind will be dedicated to sharing the current Known Issues the team is tracking, any active deployments/fixes, and next steps.

Known Issues

[p align="start"]Still Being Investigated:

  • Some Players are unable to export in MP4 Format.

    • Workaround PC ONLY: Using WebM format when exporting works.

    • Workaround on Xbox: Go to your Xbox Dashboard> Settings> Captures. Check that the setting says "Captures by Me and Games," not just "Captures by Me."

  • Tailslides and Noseslides are not correctly detected when approaching a ledge from its end.

  • Wallride detection often causes the skater to flip unnaturally.

  • Quick Ollie/Nollie into No-Foot Grab causes leg clipping with the board.

  • Game intermittently fails to enter Quick Drop mode from the radial menu

    • Workaround: Hold the D-Pad Left to enter Quick Drop mode.
  • Switch or nollie 360 inward heelflip rotates the skater if PS5 power saving is enabled.

    • Workaround: Disable Power Saver for skate.
  • Skater spawns off-board, and camera tracking freezes when resetting the Session Marker set at a ledge in drop-in position.

  • Skater accelerates on a specific circular brick planter after landing a grind or slide trick.

  • Rarely does the title crash when you select San Vansterdam at the Ferry Terminal in SUMR Camp. 

  • Mini stutters are present while traversing the map on Xbox One.

  • When the field of view is set above 90, LOD causes aggressive texture changes each time the skater switches from onboard to offboard. 

  • Skater performs a double revert when attempting to perform a single revert at the apex of a ramp.

  • An unspecified error occurred when trying to reroll endless bounties twice in a row without leaving the menu.

  • Various issues with progressing Challenge-based Crew Bounties.

  • Some accounts are unable to see challenges in Gullcrest and Market Mile that should have been unlocked at Rank 1.

  • M-Corp Offices Fast Travel point overlaps with Gift Graffiti collectible.

  • Board and clothing textures may appear low-resolution for some PC players.

  • Some store items keep appearing as new/unseen with the yellow dot.

  • Bounty Reward icons sometimes display as an X instead of the correct currency icons.

  • Some challenge objectives do not display when a party leader pulls a player from a Block Party into a co-op challenge.

  • Pinned Endless Bounties occasionally become unpinned when completed.

  • The Challenges Tracker counts the inactive Spotlight Challenges inside the Location Selector Panel.

  • The camera remains stuck at 0,0,0 for the remainder of the round if the user wipes out at a greater distance from the spawn point during a throwdown.

  • Social Settings options do not update to reflect Parental Control settings.

  • Waterfall sound briefly peaks in volume when opening the map near waterfalls.

  • The Challenges Tracker counts the inactive Spotlight Challenges inside the Location Selector Panel.

  • Items are not being granted when a player purchases a cosmetic bundle outside of the game while a mission is actively being tracked before rank 2. 

  • Gen 4 consoles don't have the cancel travel button when the Party Leader starts a co-op travel.

  • Artifacting on RX 7600 GPU with Dynamic Resolution Scaling on.

  • Proximity Voice Chat audio does not decrease in volume as intended based on distance while in a Throwdown.

Читать в Steam ↗

Комментарии 0

Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.

Обсуждение ещё не началось.

    Настройки cookies

    Вы можете изменить выбор в любой момент. Отказ от аналитики не ограничивает доступ к сайту.

    Технологии, провайдеры и сроки хранения