Welcome back to The Weekly Grind, San Vanners!
Let’s roll!What’s going on?Week 5 of Season 5 is here! That means new Weekly and Monthly Bounties! Don’t forget, the Season 5 blog has the details for this season. The mid-season blog drops on Oct 8th, to get you ready for update 0.32.5 on Oct 13th (patch notes drop on Oct 12th), and the team is preparing to reveal the mid-season event next week. Reminder: Isle of Grom will be unavailable from Oct 13 - 20, 2026 to prepare for the mid-season event.The team is working on the bugs you’ve reported, so keep sharing your bugs/issues so we can squash ‘em flat. Let’s dive right into the calendar.
The Weekly Grind returns (that’s today!)
New Weekly and Monthly Bounties (also today!)
Mid-Season Blog 0.32.5 - Oct 8
REMINDER: Year 1 Drop* - login before Oct 23 for your free Year 1 Bundle (deck, hat, and hoodie)
Primitive Realistic Video Contest is live until Oct 12, 11:59PM PT
Brand Partner Realistic Video Contests (more details soon)
Welcome Realistic Video Contest starts Oct 13
Baker Realistic Video Contest starts in November
Update 0.32.5 Patch Notes - Oct 12
Update 0.32.5 - Oct 13
Mid-Season Event UGC Contest starting Oct 20
The Weekly Grind Interviews
We sat down with Lance (Sr. Gameplay Software Engineer) and Alex (Sr. Technical Gameplay Animator) to ask them a few questions about the technical hurdles, creative breakthroughs, and pure skater passion that went into the improvements of No Complies to feel buttery-smooth, ultra-responsive, and ready for your next sesh. The changes are hitting San Van with 0.32.5 on Oct 13, 2026. The No Comply is a unique trick because you have to plant a foot on the ground. How did you get the input timing to feel snappy and responsive without making it too easy for newcomers or too frustrating for OG players?
Lance: We like to think about what it feels like to learn a trick on a real skateboard, meaning the practice, the initial misses, and the final satisfaction. The No Comply input is unusual; your right thumb has to move quickly from a front-foot push on a face button to the right stick. We stuck to our control metaphors: pushing to take a foot off, then hopping and flicking the stick for an ollie motion. We also upgraded the right stick so players can pick their No Comply direction (frontside or backside) using the same input as a board scoop or shove.
Alex: In terms of timing, as long as your foot is still on the ground after the push, you can trigger the No Comply. We expanded the window from what is currently in the live build to give players more time.
Lance: Specifically, the input window is just under half a second (about 30 frames or less) to get your thumb from the face button to the right stick. It makes the trick feel much more reliable and fixes previous issues where the input wouldn't trigger correctly.
In real-life skating, everything builds off the ollie. When you were improving No-Complies, were there existing game mechanics you were able to "hijack" to make the movement smoother?
Alex: Yes, this was heavily based on the footplant mechanics.
Lance: Exactly. We leveraged the foundational work we did earlier this year on footplants, bonelesses, and fastplants. Even though a No Comply isn't exactly the same as a fastplant, the physics of taking one foot off the board to hop over slopes, terrain, and ramps are very similar. Building on that foundation made this evolution much easier, and we even added improvements that will feed back into fastplants.
Alex: It’s a very similar interaction with the ground and environment rather than just the skateboard.
We know you can’t normally push on vert ramps, but a No Comply requires a push to start. How did you get No-Complies to work on quarter pipes and bowls?
Lance: We knew we wanted them to work in vert because doing a No Comply to coping or into a vert air is incredibly fun. We created an exception rule: if the game detects the full No Comply input, it bypasses the "no-pushing-on-vert" restriction, opens the gate, and queues the entire push-to-No Comply sequence smoothly.
The community is going crazy over the No Comply-to-Dark Catch combination. How did that physics combination come together?
Alex: It started with one of our animators, Percy, who was working on No Comply animations and thought a transition to a Dark Catch would look cool. He built a prototype animation, it looked great, and we put it in the game. From a physics perspective, the No Comply pops you up, moves you into a Dark Catch state, and from there, the existing regular dark-slide physics systems take over naturally.
What are your thoughts on expanding this further? Could we see a No Comply Laser Flip or a No Comply Underflip?
Alex: We are always open to adding new stuff, but this requires a lot of effort on the animation side, and we have to evaluate what makes the most sense.
Lance: To clarify, when you go into the No Comply Dark Catch, you can do four variations of dark flips out of it (kickflips, heelflips, and body shoves). So, in a way, you get a "light" version of a No Comply flip trick if you are quick with your inputs. While we love No Comply flips, we aren't currently targeting them. We hope the massive expansions we just added give players plenty of room to get creative.
With standard tricks, players manually spin with their bodies. With No-Complies, the 180-degree spin is baked into the animation itself, landing you in fakie. How did you stop this animation-driven spin from clashing with player control autonomy?
Alex: You can still add spin to it, allowing you to do 360s, but the base 180 is fully animated.
Lance: We track your skater's spin in the air as a persistent value, modified by the left stick. Even though the No Comply spin is baked in, we feed that momentum into our air-spin mechanics. If you spin with the momentum, you spin further (like a 360). If you spin against it, you experience a slower momentum reversal.
Alex: This is the first trick of its kind in the game where the animation itself does the spin and puts you into fakie for you. It was a unicorn of a mechanic and quite tricky to program, but we are incredibly happy with how consistent it feels.
Can you tell us more about the new Straight No Comply?
Lance: For a long time, we had a very buried, accidental version of a straight No Comply that players discovered via curb hops. We wanted to properly support it. Now we have three distinct variations (Frontside, Backside, and Straight) that you can easily select with the right stick, topped off by the Dark Catch functionality.
We’re stoked to bring the No Comply improvements to everyone on Oct 13th with Update 0.32.5. See you there!
It’s been a year since skate. has been in Early Access, and to celebrate and thank everyone for rolling with us, we’re giving everyone a 1 Year Anniversary pack. Log in before Oct 23, 2026, for your free Year 1 Bundle (the Year 6 deck, Skate or Die hat, and black hoodie).