EA’s Skate (2025) has officially rolled out its Early Access period, and the response has been far from small. Rhys Elliott of Alinea Analytics reported that in just a few weeks, the game has surpassed 15 million players across platforms, giving EA’s free-to-play gamble on the series an impressive early boost. It’s a major milestone for a franchise that’s been dormant for over a decade, but as with any live-service launch, the real challenge will be keeping those players around.
Early Access Numbers Paint a Promising Picture
According to EA, the console audience makes up the majority of Skate’s early player base, with more than 12 million players on consoles (around 7.5 million on PlayStation alone) and close to 4 million on Steam. While free-to-play downloads are easier to come by, engagement data suggests real staying power.
Steam data shows an initial peak of roughly 135,000 concurrent players at launch, stabilizing at around 40,000 to 50,000 active users in the weeks that followed. On PC alone, the game has brought in about $3 million in cosmetic sales, showing that EA’s monetization model (while controversial)) has at least found an audience willing to spend.
Still, Skate remains primarily a console-first experience. Multi-platform data suggests millions of daily active users continue to log in, boosted by word-of-mouth, social sharing, and strong visibility on platforms like TikTok.

EA’s Skate Sees 15 Million Players
A Different Kind of Skateboarding Game
Developer Full Circle has made it clear that Skate (2025) isn’t a traditional sequel or reboot, but a new direction for the franchise. Built as a live-service experience, Skate introduces San Vansterdam, an expansive city meant to evolve through updates, events, and community-driven content.
It’s an approach that mirrors EA’s wider strategy for long-term games like Apex Legends and The Sims 4: make entry free, then build engagement through seasonal drops, cosmetics, and social features. Cross-play, cross-progression, and an always-online design form the foundation of that ecosystem.
However, this structure has caused friction among fans of the original Skate trilogy, who associate the series with authenticity and offline play. For them, the shift toward a constantly connected world feels like a major departure from the series’ roots.
The Feel of Skate Remains Intact
Despite the shift in design philosophy, the gameplay itself has been widely praised. The “Flick-It” control system that defined the series is still here, offering the same satisfying precision and flow that set Skate apart from other skating games. The physics feel grounded and expressive, and San Vansterdam’s open layout encourages creativity.
However, the presentation has divided players. Some appreciate the clean look and accessible tone, while others argue that it strips away the raw, street-level energy that gave the older games their charm. The city feels more like a skate park playground than a lived-in urban space, and that difference in tone has become a recurring point of criticism.

EA’s Skate Sees 15 Million Players
Monetization Sparks Familiar Concerns
The biggest talking point surrounding Skate (2025) has been its approach to monetization. Although all paid items are purely cosmetic, players have raised concerns over how the system is structured. Premium currency bundles don’t always align cleanly with item costs, and the inclusion of random loot boxes has led to comparisons with mobile-style economies.
Unskippable animations tied to in-game purchases have also become a sore spot. For some, these design choices make Skate feel less like a celebration of skate culture and more like a storefront built around engagement metrics. That said, compared to other free-to-play models, Skate’s monetization remains fairly moderate, and most players are still enjoying the experience without spending money.
A Split Audience, But Room to Grow
The reaction to Skate shows a clear generational divide. New players, especially those drawn to its social aspects, see it as a laid-back online space to hang out and experiment. Long-time fans, meanwhile, view it as a diluted version of the series they remember - less about authenticity, more about accessibility.
From a business standpoint, EA appears to have established a strong foundation for Skate’s future. The game’s player numbers and revenue potential suggest there’s plenty of room for growth, particularly if future updates address concerns around tone and monetization.
If Full Circle can expand San Vansterdam with more character-rich spaces, refine its communication with players, and balance commercial goals with creative authenticity, Skate (2025) could become a leading example of how to adapt classic franchises to the live-service era.
Source: Rhys Elliott of Alinea Analytics
Here’s the list of all games mentioned:
- Skate (2025)
- Tony Hawk’s Pro Skater 1+2
- Session
- Skater XL
- The Sims 4
- Apex Legends
Frequently Asked Questions (FAQs)
How many players does Skate (2025) have? EA reports that Skate (2025) has surpassed 15 million players across all platforms since its Early Access launch.
Is Skate (2025) free-to-play? Yes. Skate (2025) is a free-to-play title available across consoles and PC. It features optional cosmetic purchases but no pay-to-win mechanics.
Does Skate (2025) have cross-play and cross-progression? Yes. The game supports cross-play and cross-progression, allowing players to skate together and carry their progress between platforms.
Can Skate (2025) be played offline? No. Skate (2025) requires a constant internet connection, as it’s designed around an always-online shared world.
Is Skate (2025) pay-to-win? No. All purchases are cosmetic, affecting only appearance and customization options, not gameplay performance.
Will Skate (2025) receive new content? Yes. EA and Full Circle have confirmed ongoing updates, including new events, areas, and cosmetics as part of the game’s live-service roadmap.



