Fixed world streaming bug
• Fixed world streaming bug that caused all chunks and LODs to load in together
• Fixed world streaming bug that caused all chunks and LODs to load in together

• Fixed world streaming bug that caused all chunks and LODs to load in together
• Fixed world streaming bug that caused all chunks and LODs to load in together
Fixed T-bars being invisible 👍
Fixed T-bars being invisible 👍

Hey, everyone! It's been a while 😅 New Game Scoot hasn't been performing too great the past year or so, and since I do this full-time, I need to be able to pay the bills. Therefore, I've been working on a small game called We Need More Humans! that will be releasing fairly soon.
It's been a while 😅
Scoot hasn't been performing too great the past year or so, and since I do this full-time, I need to be able to pay the bills. Therefore, I've been working on a small game called We Need More Humans! that will be releasing fairly soon. You can check the demo out already! It would mean a lot if you could check it out and wishlist 🙏
Inspired by real-world parts, over 50 new parts have been added.

3 new drone options have been added to the customisation menu. There's also a 4th that you can find in the open world 👀

A familiar park has been added into the open world map (If you know, you know 😉). Shredstone Skatepark can be found in the south-west area of the map.

Cheers,
Matt

A short incremental game about abducting humans with a UFO! Travel around the world, unlocking upgrades, abducting humans until there is no one left. Abduct everyone on Earth! Buy Upgrades Take on evolving humans Try the demo , and wishlist now !




Hey, all! The latest map update for Scoot is available now! A new section has been given some love and polish and I've also took some time to try and improve the lighting on the overall map. Check it out! A few other notable changes are: Increased drone's sprint speed Improved bo
Hey, all!
The latest map update for Scoot is available now! A new section has been given some love and polish and I've also took some time to try and improve the lighting on the overall map. Check it out!



A few other notable changes are:
Increased drone's sprint speed
Improved bowl/vert physics to feel more consistent
Improved grind physics and collision (Fixed leaning forward when not hopping at the end of a rail/ledge)
Expanded search range for transition assist
Added "Drone Volume" slider in audio settings
Numerous bug fixes
Hope you all enjoy, and I hope you have a happy new year!
Cheers,
Matt

Hey, everyone! I've just updated Scoot with 2 of probably the most requested features. A drone that let's you get around quicker, and a stats menu that allows players to alter values that affect how the game feels. Drone You can activate the drone using right on the DPAD. Fly aro
I've just updated Scoot with 2 of probably the most requested features. A drone that let's you get around quicker, and a stats menu that allows players to alter values that affect how the game feels.
You can activate the drone using right on the DPAD. Fly around, and press right on the DPAD again to spawn the player right where you are. My favourite thing about the drone is you can actually use it to gain speed as long as you spawn while moving.

The stats menu can be found in the gameplay menu within the settings. There's a ton of options here ranging from gravity, to grind friction, to trick speed. You can make the game as unrealistic, or as realistic as you like. I'll be keeping an eye out on comments so if you feel there's a stat missing, let me know!

Hope you guys enjoy this update!
Cheers,
Matt

Hey, everyone! Last week I released the open world map, and so far the reactions have been insanely positive! I can't thank you all enough and feel so happy to hear you're all having a good time with it. Now, I said that updates will be a lot more frequent now that the main focus
Last week I released the open world map, and so far the reactions have been insanely positive! I can't thank you all enough and feel so happy to hear you're all having a good time with it.
Now, I said that updates will be a lot more frequent now that the main focus is the open world, and therefore here's the first one!

This block you see above has had quite a bit of work done to it to make it a more interesting and replayable area. Before, it was just two simple stairsets and not much else. So, I've tried to spruce it up and bit while also including things noted by the communtiy. I've tried to make this area a little more "curvy". Curved rails, curved ledges, etc.
I'm still keeping this block in it's "blockout" phase with low quality art. But once you guys have played it and given feedback, I'll most likely move forward with finalising it.

My plan is to keep doing small updates like this one. Updating sections of the map one at a time, getting a feel for what you guys enjoy, and then moving onto final art. There's no real order for which section I'll work on next, but definitely let me know in the comments of this post where you think needs the most work.
There's also a couple exciting things I want to implement in the future so you may see those pop up soon...

Hope you guys enjoy this updated section!
Cheers,
Matt
Fixed first person view not working properly Altered flight path calculation to allow mods to change gravity at runtime Fixed bug where scooter was invisible and the rider was glitched out Optimised scooter spring animation to be consistent across frame-rates Polished hip spring
Fixed first person view not working properly
Altered flight path calculation to allow mods to change gravity at runtime
Fixed bug where scooter was invisible and the rider was glitched out
Optimised scooter spring animation to be consistent across frame-rates
Polished hip spring animation to be consistent across frame-rates
Polished head spring animation to be consistent across frame-rates (fixes head randomly looking in different directions)
Fixed player twisting weirdly when boardsliding
Fixed replay editor camera not having same render distance as game camera

Hello, all! Finally the open world map is available to play! It's been released in an early state so that the map can be built out with feedback from players. Why Release It Early and Unfinished? My original plan was to hold back on releasing the open world until the full 1.0 rel
Finally the open world map is available to play! It's been released in an early state so that the map can be built out with feedback from players.

My original plan was to hold back on releasing the open world until the full 1.0 release of Scoot. While working on it, I changed my mind because of 2 reasons;
Because of how much time and focus working on a map like this takes, you guys would go without an update for quite a long time. I didn't like that.
I really want this map to be enjoyable for everyone, and I think the only way to do that is to get constant feedback from the community.
This is the benefit of Scoot being in Early Access and I want to utilise that.

This apartment area is where you'll currently spawn. It's the only area in the map that's been finalised art-wise. I did this so that I could set the tone for what my goal is on the qaulity of the whole map. The fidelity on this area is way higher than the other two maps available in the game, and it even runs much better.

So, what does the future hold right now for Scoot? My current full focus is this map. Now that this map is in your hands, I can get to work on polishing unfinished areas, tweaking them to feel better and be more fun to play. This means that updates are going to be much more frequent as they'll soley be map-focused for some time. And of course I'll work to fix bugs and other issues that may pop up as time goes on. This open world is a huge part of my vision for this game, and I'm determined to get it right.

Don't forget to join the discord here in order to give feedback on the map. We have a wishlist channel that's perfect for posting suggestions.
A lot of work has gone into this, and there's still so much more to do! I really hope you guys enjoy the map and that you're excited for the future of this game.
Cheers,
Matt
• Fixed bug that caused you to fly into the sky from grinds • Fixed "Lipslide" spelling mistake in grind controls menu • Fixed "Lipslide/Boardslide" input showing twice in controls menu • Removed slower on-foot movement when on slopes
• Fixed bug that caused you to fly into the sky from grinds
• Fixed "Lipslide" spelling mistake in grind controls menu
• Fixed "Lipslide/Boardslide" input showing twice in controls menu
• Removed slower on-foot movement when on slopes
• Fixed progressive challenges not working in Jumbo Jump Island • Fixed "Quit Challenge" app not working in Jumbo Jump Island
• Fixed progressive challenges not working in Jumbo Jump Island
• Fixed "Quit Challenge" app not working in Jumbo Jump Island

Hi, everyone! This update brings a brand new pause menu in the style of a mobile phone. With my future plans on how progression will work in Scoot, through gaining followers, I figured a phone styled menu was needed. And as always, there's lots of other changes, fixes, and additi
This update brings a brand new pause menu in the style of a mobile phone. With my future plans on how progression will work in Scoot, through gaining followers, I figured a phone styled menu was needed. And as always, there's lots of other changes, fixes, and additions!
Your phone comes with a number of apps that all represent different features in the game. Things like customisation and the replay editor can now be accessed through this menu. This also leaves the door open for easily adding new apps in the future and having it feel like it naturally fits in the game!

One of the most requested changes are to flips. I've found that people generally like how combining flips and spins worked, but they weren't a fan of how the inputs worked to enter a flip. That's all been changed to now just pushing the left stick up or down while you're in the air! Flips will automatically complete once you let go of the stick. This gives so much more control and allows for easier double flips.

You're now able to hold the right stick down while spinning in order to spin faster!

A couple other notable changes:
Removed the Tool Wheel in favour of the phone menu
Tricks will stop slower the more drastic the animation is (reduces snappiness)
Scooter ragdoll carries momentum from animation
Optimisations made to Jumbo Jump Island
Added "Auto Pump" option
NOTE: Changes were made to the settings saving system, meaning all your settings have been reset this update
I hope you all enjoy the update! Got a big one planned next 👀
Cheers,
Matt

Hello, Everyone! 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! Linking Tricks If you f
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!
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!

Lots more tricks are now loopable. Tricks like briflips, nothing front scoot, or inwards can now be help without catching.

Every single trick animation has been refreshed and improved to look more fluid and natural.

I hope you all enjoy this update! It's been a long time coming for sure. Thank you for the continued support!
- Matt
Changelog: • Fixed mini hops on rails making you speed up • Fixed progressive challenges all being available in Jumbo Jump Island without unlocking them
• Fixed mini hops on rails making you speed up
• Fixed progressive challenges all being available in Jumbo Jump Island without unlocking them
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
• 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

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

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.

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!

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.

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
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 • Fix
• 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

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


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

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


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
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 ho
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