Scoot Patch Notes — April 5, 2025
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
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 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.

Jumbo Jump Island Updates
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.

Clothing Shader
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!

New Camera
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.

Grind Physics
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