Files
ReSkate/README.md
T
AyeZeeBBandClaude Opus 5.5 4f92ec0d22 Merge pull request #98 from Vebjorhk: keep the game off EA's online services
Without contrib/ea-watch.ps1, the script for recording what the game connects
to, and without the README line that pointed to it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 21:37:42 -05:00

15 KiB

ReSkate

play it offline, host your own lobbies and dedicated servers, and mod it. the launcher, the runtime that loads into the game, and the dedicated server.

ReSkate is a fan project. It is not affiliated with or endorsed by Electronic Arts or Full Circle. You need your own copy of skate. on Steam.

Features

  • Offline play. No EA servers needed. Your skater, outfits, unlocks and progress are saved on your PC, and the game runs even with Steam closed.
  • Multiplayer.
    • Host a Steam lobby for up to 32 players: public, or joined with a code, with an optional password.
    • Join dedicated servers from the in-game server browser.
    • Proximity voice chat, and text chat with emotes and an optional bad-word filter.
    • Parties in lobbies and on dedicated servers: invite, join, leave, promote.
    • Throwdowns with other players (Jam, Spot Battle and S.K.A.T.E.), and co-op challenges.
  • In-game menu and console.
    • Map and fast travel.
    • World: time of day, population, district levels, rotating parks.
    • The Park Editor: place, move and save objects with freecam, snapping and undo.
    • Skater options: first person, movement, boosts, noclip.
    • Progression, controls, graphics and multiplayer settings.
  • Mods.
    • Drop a mod in Mods/ and it is merged into the game at launch. Mods can add custom maps, loading screens, cosmetics and scripts.
    • Browse and install mods from the Thunderstore community in the launcher.
    • Most mod changes apply in game without a restart.
  • Launcher.
    • Checks that you have the supported game build, and can download exactly that build with your Steam account.
    • Keeps ReSkate itself up to date.

Getting started

  1. Download the latest ReSkate-<version>.zip from Releases.
  2. Extract ReSkateLauncher.exe and ReSkate.dll into either folder:
    • your skate. folder, beside Skate.exe (Steam → skate. → Manage → Browse local files); or
    • an empty folder, where the launcher installs the game for you (about 14 GB).
  3. Run ReSkateLauncher.exe.
    • It checks for ReSkate updates, then checks the game files against the supported build.
    • If the game is missing, or Steam has updated it past the supported build, sign in when asked. You can scan a QR code with the Steam app, or use your username and password with Steam Guard. It then downloads only the files it needs.
  4. Press PLAY.

ReSkate supports one game build at a time (Steam build 25414733).

Linux (Proton)

  1. Install skate. with Steam and put ReSkateLauncher.exe and ReSkate.dll beside Skate.exe (step 2 above, first option).

  2. In Steam → skate. → Properties → Launch Options, enter:

    bash -c 'exec "${@/EAAntiCheat.GameServiceLauncher.exe/ReSkateLauncher.exe}"' -- %command%
    
  3. Press Play on skate. in your Steam library.

Steam starts EA's anti-cheat launcher (EAAntiCheat.GameServiceLauncher.exe), not Skate.exe, and the anti-cheat refuses to run under Proton (E111000B … Wine, Proton, and Steam Deck are not supported). The launch option swaps it for ReSkate's launcher, which starts the game itself. Launching from the game's own Steam entry, rather than adding the launcher as a non-Steam game, keeps skate.'s app ID and its Proton prefix.

Tested with ReSkate 1.1.3 and Proton Experimental on CachyOS: the launcher, the server browser, joining a public server and hosting a lobby. Steam Deck should work the same way but is untested. If you load a custom map and then join a server on another map, the screen can stay black (#31): load the server's map first.

Controls

Key Opens
Insert the ReSkate menu
~ (grave/tilde) the command console (help lists the commands)
T chat, in multiplayer

The menu and console keys can be changed in the launcher's Settings.

In MAP → ROTATING PARKS and the controller-friendly CUSTOM STUFF → PARKS screen, Load Random Parks chooses and loads one random layout for each of San Vansterdam's three slots. Each supported layout has an equal chance; empty lots are excluded and a roll can pick a layout already loaded. Choices save with your profile and are shared when you host. Randomize on Launch is off by default. Turn it on to pick fresh layouts once on each subsequent game launch, when the park controller is ready. Changing maps does not roll again. Guests follow the host's layouts; a dedicated server admin can use the button to randomize the server's parks for everyone. Both menus share the same launch preference. It only affects your own parks, including when you host a lobby. Joining a host cancels any pending startup roll, so leaving the lobby restores your saved layouts without unexpectedly randomizing them.

The console equivalents are park random and park random-on-launch 0|1. A dedicated server also accepts park random from its console or an admin.

Where things are

What Where
Mods Mods\<mod name>\ beside Skate.exe, ordered by Mods\mods.json
Logs logs\ReSkate.log beside Skate.exe
Profile (skater, progress, parks) %LOCALAPPDATA%\ReSkate\profiles\offline\
The game's own settings and saves %LOCALAPPDATA%\ReSkate\Game\ (kept apart from the normal game)
Launcher settings ReSkateLauncher.settings.json beside the launcher

Mods

  • Install mods from the launcher's MODS page: browse Thunderstore, or drag a .zip or folder onto the window.

  • In game, the MODS tab of the ReSkate menu (Insert) turns mods on and off and applies the changes.

  • Mods are checked against the game build they were made for. Outdated mods, or mods that can't be merged cleanly, are left out with a message naming them, and the rest still load.

  • A mod that adds songs can give them their own playlist in the game's music screen with a reskate-music.json in its folder:

    {"schema": 1, "playlists": [{"name": "My Playlist", "songs": ["Artist - Title", "Artist - Other Title"]}]}
    

    Each entry is the song's artist and title exactly as the mod registers them, joined by -. Entries that match no song are ignored, and a playlist with no matching songs is not shown. A file that does not follow this shape is skipped and logged. The songs themselves still have to be added by the mod.

    Optional playlist and track covers are PNG files packaged inside the mod:

    {
      "schema": 1,
      "playlists": [{"name": "My Playlist", "artwork": "artwork/playlist.png", "songs": ["Artist - Title"]}],
      "song_artwork": {"Artist - Title": "artwork/track.png"}
    }
    

    Artwork paths are relative to the mod folder and use forward slashes. Images must be PNGs, at most 2048x2048 and 4 MiB each. Missing or invalid covers are ignored without removing the playlist or song. ReSkate serves registered image bytes through a process-local HTTP endpoint bound only to 127.0.0.1 on an automatically selected port; no internet hosting is needed. The endpoint exposes no filesystem routes and retains at most 64 MiB of artwork. Existing content-cache covers keep their priority.

Only install mods you trust. Mods change game data, and custom scripts can run code.

Dedicated servers

ReSkateServer.exe is a headless lobby that needs neither the game nor Steam installed. It is in the ReSkateServer-<version>.zip of each release. See Server/README.txt for setup, ReSkateServer.json, admin commands, votes and the anti-cheat checks.

Linux servers

Each release also ships ReSkateServer-Linux-<version>.zip: the same headless lobby as a native x86_64 Linux binary (no Wine, no game install). Setup in short:

unzip ReSkateServer-Linux-<version>.zip -d reskate-server && cd reskate-server
./setup-linux-server-libs.sh
./ReSkateServer            # writes ReSkateServer.json on first run; edit name/admins, restart

Details (Steam .so files, world-layers.json, systemd, ports, building from source with cmake --preset linux-x64) are in Server/README-linux.md.

Building from source

Requirements

  • Windows 10 or 11, x64.
  • Visual Studio 2022 with the Desktop development with C++ workload (MSVC v143 and a Windows SDK).
  • CMake 3.24 or newer. Visual Studio's C++ CMake tools for Windows component provides one.

All third-party libraries are in the repository, so the build needs no package manager or network access.

Build

From a Developer PowerShell for VS 2022 in the repository folder:

cmake --preset vs2022-x64
cmake --build --preset release --parallel 4

The files are written to build/vs2022-x64/Release/:

File What it is
ReSkateLauncher.exe the launcher (also hosts crash reporting)
ReSkate.dll the runtime the launcher loads into the game
ReSkateServer.exe the dedicated server
ReSkateEmotePacker.exe builds the chat emote pack in assets/emotes

To work in Visual Studio, open build/vs2022-x64/DingoSDK.sln after configuring and select Release | x64.

Running your build

Close the game. Copy ReSkateLauncher.exe and ReSkate.dll beside Skate.exe, then run the launcher.

Local builds never replace themselves. They only report that an update exists, so a release can't overwrite the DLL you are testing.

Useful launcher flags:

Flag Effect
--no-gui start the game straight away, without the launcher window
--no-update skip the update check
--offline, -offline play offline, without Steam running
--windowed, --width=N, --height=N windowed mode and its size
--log-level=<trace|debug|info|warning|error|critical|off> how much ReSkate.log records (warn works too)
--log-trace the same as --log-level=trace; an explicit --log-level wins
-wconsole also show the log live in a console window while the game runs
--menu-key=0x2D, --console-key=0xC0 menu and console keys (virtual-key codes)
--no-loose-files ignore loose Lua and config files beside the game
--gpu-diagnostics record extra detail when the graphics driver crashes (DRED)

CMake options

Option Default Effect
DINGOSDK_VERSION 0.0.0 version stamped into the binaries
DINGOSDK_LAUNCHER_AUTO_UPDATE OFF let the launcher replace itself and ReSkate.dll, and the server replace itself (release builds)
DINGOSDK_RELEASE_REPO Dingo-Shenanigans/ReSkate public GitHub repository whose latest release carries launcher.json and the files it pins
DINGOSDK_BACKTRACE_URL the project's endpoint Backtrace minidump submission URL; empty turns crash uploads off
DINGOSDK_TEST_GAME_ROOT empty a Skate folder, for the tests that read real game data

Tests

Each module keeps its regression tests in a Test/ folder. Turn them on with any of DINGOSDK_BUILD_MULTIPLAYER_TESTS, DINGOSDK_BUILD_LAUNCHER_TESTS, DINGOSDK_BUILD_PARK_EDITOR_TESTS and DINGOSDK_BUILD_BACKTRACE_TESTS, then run CTest:

cmake --preset vs2022-x64 -DDINGOSDK_BUILD_MULTIPLAYER_TESTS=ON -DDINGOSDK_BUILD_LAUNCHER_TESTS=ON
cmake --build --preset release --parallel 4
ctest --test-dir build/vs2022-x64 -C Release

The project builds with /W4 /WX: warnings are errors.

Project layout

The source tree loosely follows Frostbite's own layout.

Folder Contents
Engine/Core/ logging, console, JSON, storage, platform helpers, Detours hooks, crash reporting (Debug/)
Engine/Resource/ Frostbite data formats: EBX, TOC, CAS, bundles, shader lookup
Engine/Vfs/ InitFS, the Mods folder, mod merging, the content cache
Engine/Scripting/ custom Lua scripts
Engine/Game/ the game's native ABI and data models
Engine/Game/Build/<build>/ every address, fingerprint and patch tied to one Skate.exe build, as addr::<area>::<name>
Extension/ ReSkate's features, the in-game UI and diagnostics
Runtime/ ReSkate.dll: entry point, startup and exports
Launcher/ ReSkateLauncher.exe
Server/ ReSkateServer.exe
EmotePacker/ ReSkateEmotePacker.exe
External/ third-party libraries, pinned and hashed (see External/README.md)
assets/, config/ files built into the binaries: launcher art, emotes, default profile settings
cmake/ the build, split by area

Supporting a new game build

Feature code never contains addresses. Everything tied to one Skate.exe lives in Engine/Game/Build/<build>/ and in the pins of supported_build.h: file hashes, the Steam depot and manifest, and the content cache. A new game build means a new table and new pins. Most hooks and patches check the bytes they expect before touching them, so code from the wrong build is refused rather than patched.

Crash reports and privacy

When the launcher or the game crashes, ReSkate uploads a minidump and that session's log to the project's Backtrace account, so crashes can be fixed. The log never contains your Steam password or login name.

To turn it off, untick Send crash reports in the launcher's Settings (ADVANCED), or set the environment variable RESKATE_CRASH_REPORTING=0.

ReSkate also keeps the game off EA's online services: the game's own crash reports, telemetry and remote configuration requests are turned off and blocked. Fast-travel artwork still comes from EA's image CDN (dingo-dev-assets.akamaized.net), which only downloads images.

Third-party code

ReSkate uses Dear ImGui, Microsoft Detours, RapidJSON, spdlog, SQLite, LZ4, Zstandard, miniz, bcdec and Valve's networking headers, and the Montserrat and Permanent Marker fonts. Versions, licenses and local patches are in External/README.md. Every release ships their license files in licenses/.

License

Copyright © 2026 the ReSkate contributors.

ReSkate's source code is free software: you can redistribute it and modify it under the terms of the GNU General Public License, version 3. If you share a modified ReSkate, share its source code under the same license.

The license covers ReSkate's own code. It does not cover:

  • Third-party libraries and fonts in External/, which keep their own licenses (see External/README.md).
  • The chat emotes in assets/emotes/, which were made by other people.
  • Images of the game (assets/launcher/background.jpg, assets/startup_splash.jpg) and anything else from skate. The game and its content belong to Electronic Arts, and nothing here grants any rights to them.

AI disclosure

Parts of ReSkate, including code, reverse-engineering notes and documentation, were written with the help of AI coding assistants. The maintainers direct and test that work, but AI-written code can contain mistakes like any other. If something looks wrong, please open an issue.