Source: Steam Community (opens in a new tab)
New
- Mid-grind trick switching — press any two trick buttons together while grinding to swap into a different grind
in place, without jumping. Grind+Flip = Noseslide, Grind+Grab = Nosegrind, Flip+Grab = 5-0, Flip+Grind = Tailslide,
Grab+Grind = Boardslide, Grab+Flip = 50-50. The old grind banks into your combo as a completed trick and the new one
starts — but the balance meter takes a jolt, and the difficulty ramp carries over.
- Total score on the HUD - your running total is now shown on screen.
- Aerial mode no longer requires a double tap — entering aerials is a single input now.
- Queue a manual while holding a grab - you can buffer a manual mid-grab, and releasing the grab no longer wipes
it.
Fixed
- Leaderboards - legitimate runs were being flagged as tampering, which silently blocked every leaderboard
submission for the rest of your session. Score validation is far more forgiving now, submissions are retried on failure,
and a single bad read no longer takes the whole session offline.
- Flips gave you free lift - spinning a flip trick in the air applied a hidden upward force, worse with turbo and
stacked flip-speed upgrades. Aerials now fall at the correct rate.
- Aerials are no longer counted as flip tricks for scoring and upgrade purposes.
- Dropped flips — entering a flip combo just before an ollie left the ground would silently eat the trick.
Trick-button releases now only cancel abilities that button was actually holding.
- Stuck board pose - a latched trick could leave the character frozen in a half-finished varial pose every time
you went airborne.
- Re-triggering a trick during a bail now restarts it from the beginning instead of resuming it mid-animation and
completing instantly.
- Flipapalooza notice - the trick notice now stacks per installed copy (xN) instead of firing only once no matter
how many you had.
- Music dropping out - the audio watchdog now detects music that has gone silent while still reporting itself as
playing, and restarts it.
- Booster rings only apply their boost within their actual radius, and the enclosure collider is back.
- Dash now cancels your existing velocity and correctly targets the object you're aiming at.
- Restarting a run now produces a completely fresh game.
- Quitting now works from the pause menu even if a level hasn't finished loading - including during a stalled
load.
- Grinds - rails and other grindable objects are now correctly told when a grind ends, fixing lingering grind
effects.
- Challenge prompts no longer talk over success messages; they wait their turn. Challenges can also be configured
to just pulse in the list instead of prompting.
- Stability - fixed a class of physics-thread crashes and removed per-collision allocations that could cause
hitching in the shipped build.