cheapskate
cheapskate (pre-alpha, in development, early access) is a third person action sports sandbox featuring offliine singleplayer, peer to peer multiplayer, easy mod support, Steam Deck compatibility, and one low price forever.
Where to buy
Media
Details
About this game
READ BEFORE YOU BUY:
DO NOT BUY THIS GAME IF YOU EXPECT AAA
this is a pre-alpha software development experiment
this is a solo / indie developer sharing pre-alpha early progress
this isn't a AAA studio using "early access" for fomo publicity 2 weeks before release
DO NOT BUY THIS GAME IF YOU EXPECT A COMPLETE FINISHED PRODUCT
this is a pre-alpha software development experiment
it's on early access to streamline sharing and testing
it's public strictly for the morbidly curious interested in seeing early steps
it's a collection of unfinished gameplay mechanics, gameplay systems, and menus made for development and testing, with no handholding, and no consideration for a player
DO NOT BUY THIS GAME IF YOU EXPECT ANALOG STICK SIM: THIS IS NOT A SIM SKATING GAME
this game uses "classic", "arcade" action sports inputs with snappy digital trick triggering
there is an attempt to keep the world semi-realistic in dimension, speed, and jump height but still arcade-like
IF YOU BOUGHT THIS GAME AND THOUGH IT WAS GOING TO BE FINISHED OR AAA OR SIM AND YOU'RE ANGRY
feel free to contact me so I can work out some kind of refund if it's past the refund period
again, don't want to confuse real early access for 'commercial product', this is for curious people who want to see early steps and support a solo-dev. There are AAA games on sale for under 5 dollars, money can go far on Steam so not trying to rip anyone off here.
let me know if there's a more clear way to communicate all this
TLDR; DO NOT BUY THIS GAME
IF YOU ARE STILL INTERESTED, THEN CARRY ON. OTHERWISE, THIS GAME IS PROBABLY NOT FOR YOU AND YOU SHOULD NOT SPEND MONEY ON IT. THANK YOU FOR LOOKING.
WHERE IS DEVELOPMENT AT:
PRE-ALPHA:
prototyping and developing core features
all existing features are still in development and subject to change
all remaining core features are in design and prototyping and subject to change
when all core features are defined, prototyped, and refined then:
the project will enter Alpha
during Alpha, actual content will be defined, prototyped, and refined
until then, all current content is subject to change
WHAT IS THIS GAME PITCH:
THIRD PERSON ACTION SPORTS SANDBOX
primarily skateboarding (bmx, mtb, ski, snowboard, speedfly to come)
off board walking controls, with extended controls to come (climb, shimmy, wallrun, melee combat)
simple story mode with mission progression through levels, simple session mode with basic challenges
mod support so people can create their own content (levels, characters, challenges, missions, stories)
WHAT IS CURRENTLY PLAYABLE:
CORE GAMEPLAY MECHANICS
Character
first pass blockout character with separated static mesh components for future player customization
first pass blockout animation poses for all actions and tricks
Skateboard
first pass blockout skateboard with separated static mesh components for future player customization
Offboard 3rd person controller
walk, run, jump, double jump, climb
caveman into fliptrick, grab trick, manual, grind, or slide
Onboard 3rd person controller
supports player selected default stance and recognizes switch
skate, crouch, ollie, spin
manual and nose manual
with balance meter
8 fliptricks triggered with d-pad direction & button
kickflip, heelflip, pop-shov, treflip, hardflip, inward heel, varial flip, varial heel,
8 grinds/slides triggered with d-pad & button
with balance meter
with separate detection and scoring support for frontside and backside
grinds:
50-50, 5 oh, nosegrind, feeble, smith, crook, over crook
slides:
nose slide, tail slide
boardslides triggered by landing on rail sideways (and button)
separate detection and scoring support for boardslides and lipslides
Natas spins
3 variations
middle of board, nose, and tail
8 grab tricks triggered with d-pad & button
nose, tail, melon, indy, japan, stalefish, madonna, benihanna
first pass transition skating and vert air
wallrides (frontside & backside) triggered by landing on wall with button
slappies and wallies into wallrides from ground with button
wallplants to jump off walls and change direction (frontside & backside)
reverts to switch stance or scuff speed (frontside & backside + manual / nose manual support)
powerslides for style (hold both revert direction buttons mid revert, frontside & backside + manual / nose manual support)
Scoring
complete combo tracking
complete trick detection and scoring with score degradation for repeat tricks within combo
rail monitoring during combo for balance degradation for repeat rails and balance healing for fresh rails within combo
separate grind trick and slide trick balance degradation and healing
separate manual and nose manual balance degradation and healing
heal manual / nose manual balance with offboard run during combo
per level session and all time high combo and high bail score tracking in game save
Levels
there are 4 work in progress development levels meant to support testing for all the gameplay mechanics
a tight skatepark by a beach, a slower more open skatepark on a rooftop, a mellow plaza spot under trees, and a downhill city level
there is also a gap test level for developing and testing the gap systems, it's included just for something extra to skate
Time of Day & Weather
each level supports 4 different times of the day for different lighting and feel
each level also supports 4 different types of weather for different environment set dressing and feel
Gaps
complete gap system supporting detection for air, air tricks, manuals, grinds, slides, running, and wallrides
Story Mode and Session Mode
early separation of base game modes
a story progression framework with NPC style objectives
a free skate mode with player selected configurable challenges
Story Mode Challenges
Objective system has been created to manage Story Missions and Level Sidequests
4 test Photographer sidequests exist in the beach skatepark level to test the system
Session Mode Challenges
player configurable challenges that can be activated from the pause menu and are fully supported in the beach skatepark level
optional timer, and optional challenges: high score, high combo, collect skateboard parts, collect skulls from risky spots, smash 5 billboards, find and grind our mascot cheapass
high score, high combo, and smash billboards available in all levels (except gap test, which just supports high score and high combo)
Multiplayer
host or join a game with a host code (peer to peer, no account needed), skate with friends (no gameplay modes yet, but high scores and high bails get notified to everyone in the lobby while everyone is skating so you have some context at least for now)
WHAT IS CURRENTLY CUSTOMIZABLE:
SKATEBOARD
HOW TO ACCESS SKATEBOARD CUSTOMIZATION:
switch to walking (L1 + R1 / LB + RB)
then sit (Circle / B)
WHAT'S CUSTOMIZABLE:
Deck: top, middle, and bottom ply color
Deck: bottom graphic
Deck: grip tape
Trucks:
toggle and color risers
color:
base plate, base cups, hanger pivot, hanger bar, king pin, bottom bushing, top bushing, pivot bushing, washers, nuts
Bearings:
toggle and color bearing shields
color:
bearing casings, bearing rings, bearing balls
Wheels:
color:
wheel core, outer wheel
WHAT IS CURRENTLY MODABLE:
LEVELS
there is an unsupported experimental pre-alpha end-to-end level modding pipeline allowing geometry import to Godot, adding gap triggers, surface tags, and rail splines, and export to a format the game will read by putting the level in the game's "Levels" folder
level modding is unsupported and will remain experimental until the game is complete, it should be treated as disposable experimental testing as the pipeline and underlying game change during development
WHAT IS CURRENTLY IN DEVELOPMENT FOR UPCOMING UPDATES:
CORE CUSTOMIZATION SYSTEMS
skater customization (body, clothing, accessories)
CORE GAMEPLAY MECHANICS
second pass vert air (refine speed, camera, and add transfers)
CORE GAMEPLAY SYSTEMS
multiplayer support for session mode challenges
multiplayer support for host to configure and start challenges
WHAT IS ON THE ROADMAP FOR FUTURE DEVELOPMENT:
CORE GAMEPLAY SYSTEMS
set of story based missions with NPCs and cutscenes
filmer side quest system with filmer NPC and cutscenes
NBD (gaps) side quest system with 'epic spot' buddy NPC and cutscenes
level interactions that change skateable level geometry
character customization (hair, clothing, accessories)
progression system through objectives and levels
mod support for custom characters, missions, and progressions
Steam Workshop support so people can sell their mods
SOLO-DEV PROCESS
This is an experimental software development project by someone in their limited spare time (approx. < 1% of life)
This is not a studio, or team, or 'The Developer'
Game updates happen frequently sometimes and infrequently others
There have been over 50 updates since Early Access began
NO GENERATIVE AI WAS USED TO CREATE THIS GAME BECAUSE I HATE THAT CRAP
No gen ai "art"
No gen ai "music"
No gen ai "writing"
No gen ai "vibe coding"
No gen ai "coding helpers"
No gen ai "repository / deployment management"
