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How I learned to Skate

How I learned to Skate Steam news

Taavi Teemaa | Jun 23, 2022 | game

Released

0players observed · 24 September 2026 - 13:30:58 UTC

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  • Latest observed playersNot available
  • SteamPulse tracked peak5
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score93% positive

How I learned to Skate news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak5
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score93% positive
  • Total reviews30
  • Release dateJun 23, 2022
  • DeveloperTaavi Teemaa
  • PublisherTaavi Teemaa

Genres: Action, Indie

Company pages: Developer: Taavi TeemaaPublisher: Taavi Teemaa

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How I learned to Skate Steam news

How I learned to Skate news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Small patch Oct 13 - 13 October 2022

    - Fixed a small localization error

  • Small patch - 16 September 2022

    - Practice mode collision boundaries are now visible also in checkpoint 5-3 after the player has completed the whole game. It's the one where the path is hidden under the snow. - Modified the trigger zone of the second boat at the end of the last checkpoint. The boat is triggered a tiny bit later now and it doesn't depend so much on the direction you are coming from. - Added menu missing localizations from the previous updates

  • Collision boundary view for Practice Mode + Bug fixes - 26 August 2022

    Collision boundary view for Practice Mode Added an option to show the collision boundaries of the game in Practice Mode. I decided to add this as it is not always clear where the collision boundaries are in the game and what can you actually collide against. Doing a complete graphics overhaul would be too time-consuming, but I think this is a great way to learn where the actual collision boundaries are in some confusing places. Map changes: Decreased the chase time of one of the birds in the final section that could often land on the ice exactly on your way. It can still reach the ice but should always be passable from below. Bug fixes: Fixed a couple of blocker obstacles under the bridges of part 6. It was possible to skate under some of the bridges that were supposed to be blocked. Fixed a bug where in the Permafall mode the timer showed double the time once you fell.

  • New game mode: Permafall - 19 August 2022

    Added a new game mode, Permafall Changed the requirement for the zero fall achievement to complete the game using the new game mode instead Added two new achievements. Managing to complete 33% and 66% of the map in the new game mode. Permafall has a separate high score for how much of the map you have completed, or the completion time if you manage to do 100% I added the mode so that the zero fall run would need to be done without checkpoint reset abuse and because of the same reason, the Permafall run needs to be completed in one go, there are no saves. The game can be paused to the menu though. The previous game version is available in the Steam beta branch "v1.1.0" if you face game-breaking bugs with the new patch. Thank you Challenge Enthusiasts for feedback on the game.

  • Practice mode + bug fix - 15 August 2022

    Practice Mode Added separate practice mode where you can jump to any checkpoint you have reached so far. This can be used to help train for better speedrun tactics or to overcome the (maybe even too) unforgiving + 1 - 2 sections. The mode includes a simple timer that resets with every reset so that you can time your individual checkpoint times. I will look into saving local high scores of each checkpoint and time trials/leaderboards for the checkpoints. This can be a bit problematic though because of the continuous nature of the track, the time can be from a standstill start or with velocity acquired when coming from the previous checkpoint. I will see how much work this will be. Localizations will come in future patches. Bug Fixes Fixed an issue where the player could crash to a dock even when he should have clearly hit the ladder. Especially annoying at the end of the final checkpoint.

  • Small balance patch (ver 1.0.1) - 26 June 2022

    I think the game ended up even a bit too hard, especially in the first half. I added couple of checkpoints and tuned some sections a bit easier. - Add two more checkpoints to Part 2(Tuul) - Tune the first duo section a bit easier - Small tuning to some obstacle parameters in different places

  • Finally live! And future plans! - 24 June 2022

    After over two years of working on this project, I'm thrilled to say it is now finally released and I'm really looking forward to the first play-throughs. This was my first game, I made it as a solo developer, with my own engine, and even made half of the assets myself. Not the fastest way to make a game and especially for this type of game, which focuses heavily on the movement mechanic and speedrun potential, maybe even a bit stupid way of doing it :D But I'm very proud of myself that I managed and from time to time I even feel very amazed by what I have created. I really love hard games and games that focus on you as a person learning something to get through the game, be it finger dexterity or solving a logic puzzle. Games that rely more on the skill of the player than luck or just time. I hope this game catches some of that. Future plans Fix any bugs that appear Add a separate prac…

Patch notes and updates

S.noRelease datePatch nameGID number
113 October 2022Small patch Oct 136402455182504500188
216 September 2022Small patch6258337460547818267
326 June 2022Small balance patch (ver 1.0.1)4474904295740726494

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