About the Game
Helskate is a skateboarding action roguelite. Grind, perform tricks, and chain combos to power up your attacks and slay the monsters of Vertheim. Combine and upgrade different weapons and gear to suit your playstyle, as you fight, die and come back to this hellish labyrinth over and over again!
Skate Your Way Through Vertheim
Traverse Vertheim as you grind, wall ride and manual your way through this hellscape with classic arcade-style skating.Fight, Die, Upgrade, Repeat
Combine different weapons, gear and tapes to create powerful and unique builds for each run. Get inked up with sick tattoos to permanently upgrade your abilities for a much needed edge over your foes.Slash your sword with a chance to electrocute? Release a burst of fire that ignites enemies when you jump? Throw deadly shurikens with a chance to poison while you dash through enemies to plant explosive charges on them? The choice is yours!
Skateboarding Combat
Chain huge combos, do ollies, kickflips, and other awesome tricks to power up your attacks and gain unique abilities and buffs to slay the monsters that await you in this fast-paced skateboarding action roguelite!Take On the Gods of Skating
Use everything in your arsenal to battle the Gods of Skating. Take on the God of Vert Ramps’ score challenge and grind your way up the Ancient God of Skating to strike at his weak points.Screenshots
14 images
Version Information
Steam Patch Notes
Official update history
Hey folks! Thanks for your patience. We had a bit of an issue switching Git servers but are now back up and running.
Fix for World 1 final boss sometimes not appearing
Fix for Shawn walking off the edge of the world
Shawn now always jumps back into the center of the map if he would have jumped out of bounds
Fix for Speed Demon, Lucky Locust, Slappy the Clown, and Bruised Banana stickers not displaying % in the pause menu
Fix for Softlock if you buy lots and lots of stickers
Fixed Competition crowd sfx
NPC friends now correctly appear at the Mall Entrance for big story events
Shop / Hot Dog / Crafting choice door selection radius fixed
Fixed Ginny softlock (should now properly default to a single dialog if her dialog bucket is empty - more dialogs coming soon)
Blocked off the top of Choice Doors with a collider to prevent getting stuck
Fixed Shoe enemy being broken in certain instances
Fixed broken goal in Weezeparadise tile
Fixed Hammer hitting multiple times in one frame
Fixed The Swarm manual tape missing insect model
Fixed softlock in Buses&Wallrides Skyhawk goal
Reduced ‘paint can shake’ SFX on combo landed - both volume and frequency
Added new Shawn attacks and started rebalancing
Improved Shawn’s hitboxes
Reworked Tape and Magazine replace GUI (and magazine slots are now limited to 3)
Crowhead can no longer spawn as the first miniboss in a run
Fixed fence grind drops in first tile (Hex Underpass)
Fixed an instance where the miniboss would always spawn inside a wall (Paradise Tile)
Fixed lots of collision holes in the Mall
Fixed missing collision on roof in Bridge tile
Fixed floating Tengu in courthouse
Added Anton’s Dreams to the hub
Added a little polish to landing in grind/manual
Ginny opens the shop automatically after talking to her
Crowhead can no longer spawn as the first miniboss
Added Runout --> Grind transition
QOP:
“I can't wait to wake up and try something new. I can't sleep at night because I want to try something new.”
View on Steam
Bug Fixes:
Fix for World 1 final boss sometimes not appearing
Fix for Shawn walking off the edge of the world
Shawn now always jumps back into the center of the map if he would have jumped out of bounds
Fix for Speed Demon, Lucky Locust, Slappy the Clown, and Bruised Banana stickers not displaying % in the pause menu
Fix for Softlock if you buy lots and lots of stickers
Fixed Competition crowd sfx
NPC friends now correctly appear at the Mall Entrance for big story events
Shop / Hot Dog / Crafting choice door selection radius fixed
Fixed Ginny softlock (should now properly default to a single dialog if her dialog bucket is empty - more dialogs coming soon)
Blocked off the top of Choice Doors with a collider to prevent getting stuck
Fixed Shoe enemy being broken in certain instances
Fixed broken goal in Weezeparadise tile
Fixed Hammer hitting multiple times in one frame
Fixed The Swarm manual tape missing insect model
Fixed softlock in Buses&Wallrides Skyhawk goal
Reduced ‘paint can shake’ SFX on combo landed - both volume and frequency
Game Design & Tuning:
Added new Shawn attacks and started rebalancing
Improved Shawn’s hitboxes
Reworked Tape and Magazine replace GUI (and magazine slots are now limited to 3)
Crowhead can no longer spawn as the first miniboss in a run
Level Design:
Fixed fence grind drops in first tile (Hex Underpass)
Fixed an instance where the miniboss would always spawn inside a wall (Paradise Tile)
Fixed lots of collision holes in the Mall
Fixed missing collision on roof in Bridge tile
Fixed floating Tengu in courthouse
Content:
Added Anton’s Dreams to the hub
Added a little polish to landing in grind/manual
Ginny opens the shop automatically after talking to her
Crowhead can no longer spawn as the first miniboss
Added Runout --> Grind transition
QOP:
“I can't wait to wake up and try something new. I can't sleep at night because I want to try something new.”
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Hey all!
There is a HUGE patch up on the beta branch. We’ve reworked the core loop of the game completely. The focus is now on points. Skating/combos, killing enemies, doing goals: everything now feeds into score. And score is now the way to progress. We like it a lot. To us, it feels much closer to what the game wants to be.
You have ~2 weeks to get your feedback in before we push this update live to the main branch. We’re particularly interested in thoughts on / ideas for getting the tuning of the score requirements right for both new and experienced players. (Discord)
Thanks again for playing,
<3 The Phantom Coast Team
View on Steam
Hey all!
There is a HUGE patch up on the beta branch. We’ve reworked the core loop of the game completely. The focus is now on points. Skating/combos, killing enemies, doing goals: everything now feeds into score. And score is now the way to progress. We like it a lot. To us, it feels much closer to what the game wants to be.
You have ~2 weeks to get your feedback in before we push this update live to the main branch. We’re particularly interested in thoughts on / ideas for getting the tuning of the score requirements right for both new and experienced players. (Discord)
Thanks again for playing,
<3 The Phantom Coast Team
CHANGELOG
New Stuff!
- New story intro (V1 - more improvements + final VO coming soon)
- Score Attack mode is now the core game mode → Score X points and defeat the miniboss to unlock the next level
- Added ‘Challenge Timeline’ that advances challenge (enemies and score requirements) over time
- Added “Mallkoplin Supervisor” Miniboss
- Added “Constellation” Miniboss
- Added “Crowgre XL” Miniboss
- Tuned down base score for tricks to simpler numbers (Kickflip = 1point, Barrel Roll = 5points etc…)
- Added visualization and juice to combo scoring after a combo is landed
- Added Magazine system for upgrading trick scores, trick types, and increasing score potential dynamically per run
- Added goals to every level
- Added Skyhawk portraits
- Lots of additional juice and polish to dialogs
- Added new songs from Enola Gay
- Shades can now show up in the hub after their goals are completed
Improvements
- Revised existing goals + added lots of new goals to levels
- Revised competition to work with new format
- Added dialog indicators for all NPCs
- Improved collider and line issues in all levels
Bug Fixes
- Fix for some stickers showing up infrequently
- Fix for some animation state issues
- Fix for some cases when player goes through walls while wallriding
- Fix for sword secondary attack not hitting after state change
Hey all!
We’ve been working to improve the feel of combat. The goal is to keep the flow of skating as you fight enemies. Or, put another way, to make enemies another useful tool for getting big combos. Let us know what you think of the changes on Discord or in the comments.
Thanks so much!
Improvements
Combat changes
Bugfixes
Thanks for playing!
Phantom Coast
View on Steam
We’ve been working to improve the feel of combat. The goal is to keep the flow of skating as you fight enemies. Or, put another way, to make enemies another useful tool for getting big combos. Let us know what you think of the changes on Discord or in the comments.
Thanks so much!
CHANGELOG
Improvements
- Added option for character relative controls
- Added “Classic” camera mode
- “Triangular” level is arted-up
- “Donut” level is arted-up
- “Garbage” level arted-up
- Improved hit detection
- Improved usability of the “Combo Shield”
Combat changes
- Carry force (ground) - enemies inherit player velocity when hit to improve flow and feel
- Juggle force (air) - player will reorient to hit nearby enemies in the air and stay in the air for a bit after a hit
- Knock-back’d Enemies now take damage (and bounce!) when hitting walls and each other
- Increased enemy health to balance against new movement and damage options
- Improved speed and feel of magnetting to enemies
Bugfixes
- Fixed tattooshop disappearing
Thanks for playing!
Phantom Coast
Hello everyone,
A relatively small update today as we continue working towards some of the bigger features planned in our roadmap.
Please feel free to join our Discord to share your feedback and experiences; your input is very important to us!
Below is a list of the changes made in this build:
Improvements
Level Fixes
Bug fixes
Thanks for playing!
Phantom Coast
View on Steam
A relatively small update today as we continue working towards some of the bigger features planned in our roadmap.
Please feel free to join our Discord to share your feedback and experiences; your input is very important to us!
Below is a list of the changes made in this build:
CHANGELOG
Improvements
- Added Free Skate mode
- Changed menu exit button assignment to Circle (Playstation) / B (XBox)
- Combo break clarity (Player flashes red and plays an animation)
- Added new vault
- Miniboss Grindwyrm VFX pass
- Hub visual update
- Changed competition score calculations so that it does not get out of hand
Level Fixes
- Various collision fixes
Bug fixes
- Total playtime should no longer randomly be reset
- Fixed a bug where re-entering a wallride would break
Thanks for playing!
Phantom Coast
Day 1 Patch is here! It includes:
Bug fixes and tweaks
Thanks for playing!
Phantom Coast
View on Steam
Bug fixes and tweaks
- Improved UI scaling for different aspect ratios (Tested 16:9, 16:10 and 32:9)
- Multiple small collision Improvements
- Pause the game when the steam overlay is opened
- Fix for lag spike whenever a new sticker is acquired
- Tattooshop show correct tattoo on Anton now
- Tattooshop tweaks
- Status effects apply correctly to all enemies
- Removed ScoreVault/ Re-Baked HolyWoodHighTile
- Fixed VO in footage dialog
Thanks for playing!
Phantom Coast
Hi, skaters! Seeing how many of you have been enjoying the demo has warmed our hearts, and we couldn’t be happier about all the immensely positive and constructive feedback you’ve been giving us. Please keep doing so, as every Early Access release stands or falls on the quality of the feedback from the community.
Here are the changes we’ve made to the demo with our latest patch, including a plethora of much requested fixes. Naturally, all these improvements will carry over to the full Early Access release 🙂
Improvements
Bug Fixes
Keep playing the demo! 🙂 We have a little competition to announce this week, so it’ll be rewarding in more ways than one… Thank you so much and keep the feedback coming! Join our Discord: https://discord.gg/TjwtSvvP2w
And remember: when you’re going through hell… KEEP SKATING!
Phantom Coast
View on Steam
Here are the changes we’ve made to the demo with our latest patch, including a plethora of much requested fixes. Naturally, all these improvements will carry over to the full Early Access release 🙂
Improvements
- Updated goal visuals
- Turret cooldown time doubled
- Start first tile with a Gear instead of a tape
- Temporarily removed Sløsa bort dagarna by Svart Katt
Bug Fixes
- Fixed broken enemies soft lock (caused by falling into reset trigger in a vault)
- Fixed infinite respawn / softlock death in the wallride vault
- Fixed under-the-level activation of room doors without clearing the tile (sorry nolew! ;))
- Fixed Collider gaps in the competition tile
- Collider improvements combat tiles
- Fix for some graphics settings not being applied.
- Fix for the Deep Cuts gear (legs)
- Fix for Lightning Mallkoplin not hitting the player.
Keep playing the demo! 🙂 We have a little competition to announce this week, so it’ll be rewarding in more ways than one… Thank you so much and keep the feedback coming! Join our Discord: https://discord.gg/TjwtSvvP2w
And remember: when you’re going through hell… KEEP SKATING!
Phantom Coast
Current Release
Not available
System Requirements
OS
N/A
CPU
2.8GHz Quad Core CPU
RAM
8 GB RAM
GPU
NVIDIA GeForce GTX 1050
How to Install
1
Download all files
2
Extract the .RAR file to a folder (use WinRAR or 7-Zip)
3
Run Helskate.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
4.6 GB
Password: cracked-games.org or 123
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View AllDownload Helskate for PC with a direct link or via torrent. Get the full version of Helskate for free. Helskate is a Action released by Phantom Coast.