Scoot cover
Scoot screenshot
Genre: Simulator, Sport, Indie

Scoot

Scoot Fluidity Update!

Hello, Everyone!

[p][/p][p]This update brings a complete overhaul of every trick animation in the game! Improving their look and fluidity. The ability to link tricks together without catching the scooter has also been added. Allowing players to perform crazy chains![/p][p][/p]

Linking Tricks

[p]If you feel like you should be able to link two tricks together without catching, now you can! Bri to whip, Bri to Inward, the list is endless![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/39352018/106ba603309cfcf0095eb8c8dd093108f7e97d8b.gif"][TAG-20][/p][p][/p]

More Loopable Tricks

[p]Lots more tricks are now loopable. Tricks like briflips, nothing front scoot, or inwards can now be help without catching.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/39352018/b89a7fa2b876c6d9dcdbf181e8efe1b3883d4751.gif"][/p][p][/p]

Fresh Animations

[p]Every single trick animation has been refreshed and improved to look more fluid and natural.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/39352018/f678bf7e84fa2abc65669df853c6f932b591ae50.gif"][/p][p][/p][p][/p][p]I hope you all enjoy this update! It's been a long time coming for sure. Thank you for the continued support![/p][p]- Matt[/p][p][/p]

April 2025 Update - Patch 02

Changelog:


• Fixed mini hops on rails making you speed up
• Fixed progressive challenges all being available in Jumbo Jump Island without unlocking them

April 2025 Update - Patch 01

Changelog:


• Fixed flipped UVs in JJI
• Fixed overgrind not working
• Increased player mass (fixes ragdoll collision between player and scooter)
• Fixed wallriding rails
• Fixed loading into modded maps in an online lobby

New Transition Physics and Map Refresh!

Hello!


Here's a brand new update that overhauls transition physics, improves grind physics, and more!

Transition Physics


Transition physics have seen a big overhaul. The assist in jumps is no longer as strong, but is much more accurate all around. This completely fixes all the issue with your momentum getting killed, or the feeling of being pulled somewhere other than where you wanted to land. Instead, transition feels more releastic, smoother, and like you're in control.



Jumbo Jump Island Updates


With the physics changes, the downhill track in Jumbo Jump Island need some refining. So I decided to go ahead and make a completely new track. Because of improvements in grind detection, I've been able to add a couple of ledges that you can grind between some of the jumps, giving you choices on your way down the track. This is by far the most fun the downhill track has ever been.



Clothing Shader


Scoot used to have a pretty cool clothing shader that would apply a wind effect on the clothing. This was broken with the player customisaiton update from around a year ago. Well now I've not only fixed it up, but I've made it look way better than before!



New Camera


The camera for the scooter has been slighty raised, and then offset to help you see more infront of the rider. It was always tricky lining up grinds with the rider being right in the way of your view, this helps that! There's also a new "Scooter Offset X" setting in the camera settings menu that allows you to change which side the camera is on or put it back in the middle.



Grind Physics


The physics for boardslides have been improved heavily. They're now 100% physics based and you no longer get thrown out of them or get weird rotation glitches.

As mention before, grind detection has also seen a big improvement. No more weird momentum changing, or not being able to do an uprail grind.



Well, that's quite the update, huh? You can join Scoot's discord here to see the full changelog and connect with the rest of the community!

Cheers,
Matt

January 2025 Update - Patch 01

Changelog:


• Disabled "Create New" button in "Custom Maps" menu while in multiplayer
• Fixed nametags not working in multiplayer
• Fixed buzzcut being above players head in multiplayer
• Tweaks made to sticks in controller overlay
• Fixed manual pivots turning the wrong way
• Fixed steering in manuals

FSR, Fixes, and More!

Hey!



I've got another small update for you that brings a few improvements and fixes!

FSR


FSR 3 has been added to the "Graphics" menu. Allowing you to use AMDs upscaling technology to improve performance if needed. This feature has proven insanely beneficial for people with 4k monitors.

Multiplayer


Multiplayer has been made a lot smoother. A large issue with Scoot's multiplayer was how jumpy some players movement could be. While that issue isn't completely eradicated, it's been iron out a lot. I'm looking to make more improvements to multiplayer in the future.

Hip Movement


The rider's hip movement is now using a spring-like system that gives the player a whole new feel. This is one of the first steps in making Scoot feel less stiff. Now the rider's general movement while riding the scooter is much more fluid and natural.


New TShirt




Some key bug fixes include:
• Fixed vaulting not working
• Fixed bug that would put the hip in the wrong position in manuals
• Fixed ambient sound slider not working after changing map
• Fixed late spins causing you to snap while doing a flip
• Improved side hopping out of slides
• Fixed getting thrown across the map when hopping off of a wall
• Optimised Park Editor input

You can find the full changelog in Scoot's discord here.

Cheers,
Matt

Nollie Animation and Fixes

Hello!


Here's a little update with a couple nice additions and fixes! See the full changelog below.

Nollie Animation




Buzzcut



Full Changelog:
• Fixed rotorwhip animation breaking
• Added buzzcut for male
• Changed sweater texture
• Changed hoodie texture
• Changed shirt texture
• Changed tank top texture
• Improved cosmetic rigs to be more accurate to original animated skeleton
• Fixed arms glitching out when getting on the scooter for the first time
• Fixed wheel dipping when hopping from a manny
• Fixed scooter aligning to the wrong surface
• Added ability to mini hop in flatland tricks (sliders and footjam)
• Added nollie animation
• Improved reflections in Jumbo Jump Island (This fixes chrome scooter parts not looking right in this map)
• Fixed grind tutorial throwing you off rail
• Changed "We hope you enjoy Scoot" to "I hope you enjoy Scoot" in tutorial

Cheers,
Matt

Grind Update - Patch 01

Hey, everyone!

Some fixes for the recent update:

• Fixed bug that would have you exit the Replay Editor without showing the "Are you Sure" window
• Fixed bug that caused player to glitch out when respawning at the same time as a bail
• Fixed not being able to boardslides after hopping from grind to rail ride and turning
• Fixed being able to do a trick just as you land in a grind and not bail
• Fixed 50-50 grinds not cancelling when moving across the floor (Should also fix moon jump bug)
• Fixed boardslides not cancelling properly when dropping off rails/ledges (Waterfall rails for example)

Cheers,
Matt

Scoot Grind Update - Available Now!

Hello!



As I've been working on heading towards 1.0 of Scoot, I noticed a huge issue with playing the game at a low frame rate. This caused issues for a lot of players, so I went ahead and fixed all those issues. While doing that, I decided why not update grinds while I'm at it. And here's that!

Grinds


Grinds have seen a huge overhaul in this update. You're now able to land on a rail/ledge however you want, and you'll grind it. This makes all the slides in the game a lot more physics based. You'll be able to lean forward and back, and spin around however you like. This opens up so many possibilities and makes some lines look so smooth and natural.



Because of the amount of freedom now given to slides, I decided to also add a balance mechanic to grinds like 50-50s, Icepicks, Toothpicks, Smiths, and Feebles. The goal of this mechanic is to add more of a challenge to grinds and makes them more rewarding to do. To balance, you simply use the left stick to counter the scooter leaning too far over.



Coping grinds have also seen a massive change. Instead of being their own thing, they use the base grind system. Instead of power sliding up to coping, you now mini hop (Right stick click) on a quarter pipe and you'll hop into a grind on the coping. It's also possible to just air into a coping grind if you don't hop at all. This also means you're no longer limited to slides on coping!



I know this has been a heavily requested feature, and I hope I've done it justice for all of you. It's definitely how I always envisioned grinds in a scooter game.

Physics Rewrite


As mentioned, Scoot had a lot of issues when played at a lower fps (anything <100). This was a huge problem that had to be fixed urgently as it affected a lot of players and would possibly paint a bad image for new players.

Thanks to me going over everything and making sure the game runs at all different types of frame rates, Scoot now runs smoother than ever before. Even if you've never had a problem before, you should still notice the smoothness. And all those old bugs caused by low fps are completely gone!



Extras


While labelled the "Grind Update", there have been so many improvements in this update that it's hard to list them all here. But here's some noteable ones:

• Improved Wallrides
• Improved Fakie Outs
• New pushing animations
• Better transition physics
• 25+ Bug fixes

To see all of the changes, you can view the changelog in Scoot's discord here!

OH, I also added a 7" deck :)



Cheers,
Matt

June 2024 Update - Patches

Hey, all!



A couple of bugs have been discovered since releasing the most recent update. Here's a patch to fix some of them.

Here's the changelog:
• Fixed skin tone not changing when switching gender
• Fixed wrong skin tone being applied when changing clothing
• Fixed male options loading in cosmetics menu despite being a female
• Fixed FOV not resetting when getting on the scooter
• Fixed camera shake bug when entering/exiting scooter
• Re-introduced camera shake at high speeds