
Made by and for skaters, the dual stick controls faithfully reproduce your feet on the skateboard for an ultra-realistic experience. Try out real-life iconic skate spots, customise your skater and equipment with items from the top brands
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About


With the dual stick controls, each stick represents one of your feet. You will need to learn how to control them and transfer weight, just like on a real skateboard. The physics have been developed with a focus on realism, smoothness and immersion. Just like in real life for a new skateboarder, the first hours can seem challenging, but once you have mastered the technique, you will feel the unrivalled thrill of pulling off your very first kickflip! Session: Skate Sim also includes full options customisation, so you can enjoy the perfect experience tailored to you. A full tutorial provides all the help you need to get started, and you can choose from four difficulty levels!

Inspired by the golden age of street skating – the 1990s – Session: Skate Sim lets you experience true skateboarding and its culture: no scoring system; just you, your spot and your imagination! There's no need for judges to tell you that your noseslide or varial heelflip are perfect for this spot. And because certain locations are iconic, the developers have added several of them to the game for you to skate in and express your creativity, including Black Hubbas (New York City), Brooklyn banks (New York City), FDR Park (Philadelphia) and many other spots.

Skating and pulling off the best lines in the best spots is one thing, but if no one is there to film it, it didn't really happen… In Session: Skate Sim, you can film with a 1990s filter or fisheye lens, and you can use the video editor to create your clips and share them. You can play with multiple options, including changing the field of view, time of day, filters, and different camera views (tripod, orbit, etc.). Session: Skate Sim also offers the chance to go from skater to filmmaker: pull off your moves then go into film mode to experience the action from the point of view of your camera operator and create the best clip.

Show off your style with an extensive customisation system for your skater and skateboard. By completing challenges, you earn money to spend in skate shops. You can find nearly 200 items (hoodies, shoes, caps, T-shirts, trousers, etc.) from top brands, such as Fallen, Zero, GrindKing, Thankyou, HIJINX Net, Antilanta, Roger Skate CO, No-Comply, iDabble and others. You can also customise your skateboard with over 250 parts, such as wheels, trucks and many other components from famous brands like, No-Comply, GindKing, Thankyou and many others. In addition to the design aspect, the components (trucks, riser pads, wheels…) impact the way you skate. Find the right ones for your style and shred the most iconic spots!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 610 reviews with recorded playtime.
Reviews
Themes across 606 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
The dual stick system is really innovative and gives you a lot more control than games like skate. And I can see potential. But the ragdoll system is so infuriatingly bad. Touch a wall at super slow speed? Ragdoll. Try to push with your foot on a curb? Ragdoll. Its so annoyingly bad. Doesnt need to be arcadey, I get the games not going for that. But your dudes bones dont need to crumble every time he farts. It makes the game almost unplayable, especially trying to learn the ropes.
Despite its flaws, I simply can't go back to EA Skate style of controls. I've tried. Coming from the perspective of a life long skateboarder and almost as long gamer, Session is the most satisfying skate game I've played since I started playing THPS 1 on N64 (Unc alert). And a recent update really helped with the buggy ankles. However, the game can be very "floaty". What should be you just grinding down a double kink handrail, is actually you flying off the thing at the first kink straight to flat. You know if you skate how ridiculous that would be to do. I believe with some lead shoes and balanced speed, this could be fixed and be a great help to the overall "space boots" feel it currently has a lot of times. Being able to catch your board primo doesn't make a lick of sense if I can only primo slide 4ft at top speed. Some grinds, like frontside/backside smith for example, need tweaking because why are my front trucks bobbing for apples every time I attempt a fs/bs smith. (Could be a symptom of the sim controls being overly too sim) Almost zero vert/transition support. Doing a trick on any vert is mostly luck and jank outside of a flip trick over coping. The recent change to limit FPS to 60 is dumb and I wish I could understand the reasoning. However, everyone ♥♥♥♥♥♥♥♥ about the camera change I think is overinflated. It took a bit of getting used to but now I don't even remember the difference. To other reviewers, If you wanna complain about not getting unlimited free updates to an already solid list of locations given in the game every time a DLC comes out to support further game updates, then download a mod manager my guy. Boom I literally doubled your library of already great locations to skate. You were satisfied with 3 districts in Skate 3 for $60 weren't you? Oh yeah and Skate 3 also had paid DLC. Not to mention this game recreated a lot of the most famous skate spots in the US to skate. Like...wasn't that the literal dream to be able to do this in skateboarding games the whole time?! That alone should be enough to want to give this game a try. Finally, if they added multiplayer with some classic game modes like S.K.A.T.E. or Spot battle, this game would easily be a 9-10/10. But alas, my playlists and solo sessions will suffice. Patiently waiting for the QOL updates. Thank you devs for making this game for what it is already. No regerts. EDIT: Only a couple months after posting my review, the devs put out a major update that addressed pretty much every problem I outlined. So much so that as I was reading the patch notes, it literally felt like they were addressing my points bar for bar. Coincedence? I'm not sure but I knew my confidence in their team wasn't misplaced. Thank you again crea-ture Studios and I'm looking forward to the future road map updates.
Look I have 400 hours in this game so I'm not gonna tell you there isn't great things about this game, or that you can't have a good time with it (especially if you grab it on sale), but as development of this game winds down, it is a left is a mess of unfinished features and buggy animations. "Fully released" but still feels like EA. Trying to constantly sell you DLC. Years go by with only minor changes, features moving from 'experimental' to '... slightly less experimental'. Like this isn't even fussy stuff, this is "Missions regularly fail to register successful tricks, still, years after missions were added". If you want a game where you can actually mess up a kickflip, it's still fun, but you gotta buy it with the same type of caution you'd buy a dead early access game. edit: The skate core update was great. The game feels way more polished. Transition skating now feels somewhat reasonable. A lot of buggy mess is resolved... but the game is still fundamentally kinda incomplete. If they can keep this up I'll definitely change my recommendation, but we're not quite there yet.
The stick tricks are satisfying but the grinding is so unintuitive, imo unreasonably difficult. its just so hard to line up your character to get the grind to begin in the first place. not to mention the world and all the npcs/quests/shops are pretty bottom of the barrel. no way this game is worth $40. I got it for $10 and i still kinda feel like i spent too much
This is a game I can recommend pretty easily but with some caveats. - This is a street skating game, don't expect much vert skating/grab tricks - It's much more technical and less new user friendly than something like Skate. You really have to work to get good - Mechanically it's very good but it's still a bit janky. Expect tricks to register incorrectly occasionally or to randomly fall because you tapped a curb - Customization is pretty limited, which is fine by me, but will leave some wanting - It's a great sandbox but the missions don't last too long. After you burn through them, you need to learn to make your own fun and challenges - Soundtrack is fine but you'll probably want to supply your own tunes after a few hours Overall I love this game. It feels way less hand hold-y than Skate, which is tough at first but very rewarding later. Don't buy this if you want to "Tony Hawk" it with 30 move combos and magnetic rails. Do buy this game if you want a simulation of what it's like to bust your ass and learn to shred
I'd like to preface this review by saying I'm a skater. I've been skating since 1998 and still skate to this day, though not at the level I once did. This is the best skateboarding simulator type of game, as of 2026. Many are turned off by the difficulty, and I'm sure a lot of people will blame the game for their inability to learn the controls and have enough patience to learn. Its beneficial to understand how tricks work, as when using the advanced 'each stick controls a foot' controls, everything makes sense. As a goofy skater, the goofy control update made all of my gripes about the game go away, besides the obvious inability to grab the board issue that is still current. However I will take no grabs over broken grabs that a competitor game is currently showcasing. I bought this game early on, and honestly is feels like I stole it for the $30 I paid. I will continue to buy DLC, the devs deserve it. This is the ultimate skate sim, and if they continue updating and implementing the changes that the community is asking for - I believe this will be the greatest skate sim of all time. Thank you to the developers, the community knows that you care and that means a lot to us skaters.
If you're disappointed with a certain other "skate" game and want a more realistic approach to skateboarding and it's culture, this game nails it. As a warning though, there is a steep learning curve. I wish I could say that it came naturally, but just like skating irl, you have to fail A LOT to succeed. I still probably spend more time bailing than landing, but that difficulty makes even the most simple of lines feel rewarding. Once you start to train your brain around the controls, you really begin to appreciate how much freedom of expression the game offers. The map design is phenomenal. It feels like everything was built with purpose and realism in mind. Seriously, whoever designs the maps does an incredible job and really makes you want to skate each spot. The only improvements I'd like to see are to the animations. Most are fine, but the overall off-board movement and lack of a board throwdown animation can really be jarring and distract from the polish of the rest of the game. Seriously a great game though. If you enjoy realistic street skating and are on the fence, I'd recommend giving it a try.
Same vibes as the original Skate game with a more immersive and rewarding trick system. Absolutely love the work the devs have put into this game, I just wish there were npc skaters to help the world feel more "lived in". I am forever hopeful for some sort of multiplayer, as I would love to skate some lines with the friend who suggested I check this game out. solid 8/10, needs multiplayer
очень круто классно едешь короче делаишь трешечку потомо делаешь ноли трешечку потио короче такой прыграешь очень круто на перилу делаишь крутой трюк(обязательно) а потом дабить можно каким нибудь мануальчиком классным, крч ваще крутяк заибца рекомендую!
Such a fun game, blows skate 3 away. Except...... Give us vert. Even if its minimal. We need it now.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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