
Screenshots

Watch trailer on Steam ↗Session: Skate Sim
crea-ture Studios Inc. · Published by Nacon · Official site ↗
Very Positive — 83% positive (15,875 reviews) · 48 achievements
Last updated 27 Sept 2026
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
£34.99
Lowest price we've ever recorded
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Price history
Indie, Simulation, Strategy, Sports · 2022 · More £30+ games
Experience skateboarding like never before as Session: Skate Sim challenges you to master real-life tricks and customize your gear. Dive into the streets and parks of legendary locations with precise dual stick controls that capture every board movement.
About this game
EDITIONS

Roadmap

About the Game


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!
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 7
- Processor: Intel Core i7-2700K or AMD FX-8370
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 650 Ti, 2 GB or AMD Radeon R7 360, 2 GB
- DirectX: Version 9.0
- Storage: 15 GB available space
- Sound Card: On board
- Additional Notes: Your experience with Session will be best at higher FPS. Lower graphic settings to help if you're getting low FPS.
Recommended
- OS: Windows 10
- Processor: Intel Core i7-4790 or AMD Ryzen 5 2600
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 970, 4 GB or AMD Radeon RX 480, 4 GB
- DirectX: Version 12
- Storage: 15 GB available space
- Sound Card: On board
- Additional Notes: Your experience with Session will be best at higher FPS. Lower graphic settings to help if you're getting low FPS.
Supported Languages
Latest news
AnnouncementsOfficial
Crea-ture Developer Blog #20
COMMENTS FROM THE STUDIOThere’s nothing better than loading into a spot and spending hours battling a trick to get that perfect clip, but what's a video part without some B-roll of running onto the board. One thing that has always been missing in Session was a smooth transition from off board to on board. With this latest update, we’ve added the much anticipated THROWDOWN animations (and yes, we’ve also added a PICK UP animation). Along side the throwdown animations, we’ve added some QOL improvements and bug fixes for more responsive gameplay, smoother landings, improved pedestrian behavior, better grind tracking on kinked rails, and much more to help keep you locked into the flow.Bug Fixes DIY objects no longer share the same name. All DIY object thumbnails now properly match their objects. Fixed directional flip speed when using Front / Back Foot inputs. Fixed a crash when opening an empty replay. Fixed front heel bounce when pushing switch. Fixed crouching that could occur while in Casper. Fixed loss of speed when landing after a boned ollie. Fixed instances where skater orientation could become incorrect in air (landing near rails or pedestrians). Fixed bounce on Manuals. Fixed daily challenges displaying incorrect data in descriptions. Fixed Bone Ollie float away / double jump issue. Fixed huge pop when performing Fakie Hardflips. Fixed FPS being locked to monitor refresh rate when gameplay FPS was set differently while V-Sync was enabled. Fixed players entering grinds unintentionally when landing on ledges at high speed. Gameplay Improvements / Quality of Life“Go LONG! Frontside!” Daily Challenge now requires a 180 instead of a 360. Improved pedestrian behavior with faster movement and better run-away rechecks. Improved overall performance when pedestrians are enabled. Removed the trash pile at the bottom of Dane’s Rail in Philly. Improved grind tracking for 50-50s on kinked rails. Tweaked pop direction on very steep slopes, so players don’t launch too far fro...Read full article on Community Announcements (Ishtu)AnnouncementsOfficial
2026 Roadmap
COMMENTS FROM THE STUDIOHey Folks, We want to share an early look at what’s coming next for Session: Skate Sim in 2026. This roadmap outlines the updates, improvements, and new content currently in development. It reflects the direction we’re heading and the areas we’re actively working on across the game. You’ll notice that this roadmap does not include specific release dates. This is intentional. Based on experience, we want to avoid committing to timelines too early and instead focus on delivering updates at the level of quality you expect from us. As development progresses and features get closer to completion, we’ll share more precise timing. We know many of you are eager for what’s next, and we truly appreciate your patience and continued support as we work through these updates. Take a look at what’s coming below. Peace, The crea-ture team crea-ture Discord Session Instagram Twitter Session WebsiteRead full article on Community Announcements (Ishtu)AnnouncementsOfficial
Crea-ture Developer Blog #19
COMMENTS FROM THE STUDIO Hey Folks,The session team continues to make progress on our core gameplay with some important updates in our Skate Core release! It’s been a busy year for the Session team and we’re excited to be delivering our final release for 2025!What’s been delivered?Skate Core V1.0As part of our push to achieve our skate core V1 we had to address the much overdue “Experimental Menu”. It is important to note that these features strongly influence the main control scheme and overall feel and flow of the game. Therefore, changes in these features were finely balanced between improving the specific feature/trick sets in conjunction with the overall skate experience in Session. It was critical that we integrate these features, to allow players to complete them, but without otherwise interfering with your existing playstyle and our core mechanics. These tricks are not perfect, but they are no longer experimental and have been moved from the “Experimental” menu to the following:Grind Settings:Darkslides – Are a trick set that directly counters the catch mechanic in Session – as this trick requires the player to manually “catch” the board when it is upside down. These tricks are never auto caught and require a full release & re-input of the sticks to catch. The timing is tight, so you must be precise. It’s the same input as a regular grind, but the inputs are required during a small window when the board is grip side down. Lip Tricks – This is a huge addition for us – and finally allows for the flow of a park to be enjoyed. To perform lip tricks, you must enter a powerslide while approaching the coping, manipulate the sticks for the desired “grind”, and then use the appropriate bumper OR pop back into to the transition using the sticks.Flip trick Settings:Late Tricks – Are any tricks performed after the player is in the air from an ollie or when exiting a grind. Once in the air and the board is on the players feet, or “caught”, input a flick or scoop (or comb...Read full article on Community Announcements (Ishtu)AnnouncementsOfficial
Crea-ture Developer Blog #18
COMMENTS FROM THE STUDIO Hey Folks,The session team continues to make progress on our core gameplay with some important updates in our FLOW release! What’s been delivered?Goofy StanceAll tricks and animations have been fully mirrored to the goofy stance, ensuring visual and gameplay parity with regular stanceON & off board transitions have been fixed, and the player will no longer spin in place when getting On / Off board in goofy stanceFlow & Friction PassThis deliverable is the sum of all work in relation to design, functionality, tweaks/balancing, and the debug of many skate featuresIncludes revisions and updates to powerslides, reverts, manuals, wheel grip settings, and the “Pump multiplier” option for examplePowerslide updatesPowerslides are now aligned with player direction upon completion, and the board re-orients to your initial direction upon stick release, assuming you have not come to a stop.Reworked the ability to control the depth of the powerslide, both frontside and backsideImproved the friction gradient & breaking rates in powerslides providing more opportunity to manage player speed in a lineIncluding powerslides with all four wheels AND “tail” or “nose” powerslides, which previously did not influence player speedWe have added the ability to Slalom between frontside and backside powerslides while staying in the powerslide statePerforming a revert by entering a powerslide and completing the rotation with the triggers will allow you to better check your speed while “reverting”Cleaned up the animation transitions in the powerslide states leading to an overall smoother feelReverts PassReverts will no longer over rotate upon completion, ensuring the player is aligned with their initial direction but in their opposite stanceReverts do not impact player speedRevert sensitivity settings have been updatedReverts “ON Bail” have been debuggedRevert animations were cleaned up leading to an overall smoother feel ManualsYou can now land in manuals without all fo...Read full article on Community Announcements (Ishtu)AnnouncementsOfficial
Crea-ture Developer Blog #17
COMMENTS FROM THE STUDIOHey Folks, As mentioned in our last Dev blog, we've been quietly working on core feature updates, focussing on delivering gameplay improvements, and pushing Sessions core to its full potential. Over the last year we have re-established our core team on Session, and we now have the programming base to push on!In light of the much awaited updates, and focus on core gameplay fixes, this Dev Blog will read more like a changelist. Instead of relying on reading though, we recommend you jump in the game and get your hands on your controller to experience the sum of these changes first hand! What has been delivered for this release?Camera OverhaulWe’ve had some core camera issues since launch, making it harder to consistently land your tricks & lines. The focus on this overhaul has been on keeping the player & gameplay options clearly visible & on screen at all times while also ensuring you can see what’s coming so you can adapt accordingly!Camera positioning & realignment speed overhaul while On BoardEnsure the camera provides visibility on what’s ahead to better help prepare for tricks, lines, and landingsRetain player on cam at all times - including on turning & at speedCamera while grinding follows the player around curvesCamera logic & flow on banks, quarter pipes, and liptricks - it helps to see where you’re landing!Provides height on cam to provide improved landing visibilityThe camera has better world avoidance techniques Camera follows the player on bail instead of the boardCamera menu options updated / simplifiedImproved skate feel & fluidity This deliverable is more the sum of many core changes, and not all benefits of this work are clear in the gameplay at this point in time. The bulk of the work done is on the code foundation that will facilitate future fixes in both feel & fluidity of the skater. This will also contribute to the flow and friction of the skater, and board, in relation to the game world! The New Physical Animation update ...Read full article on Community Announcements (Ishtu)






