The future of skate., Electronic Arts’ free-to-play skateboarding game, is undergoing a shift as developer Full Circle announced a restructuring that includes staff layoffs. The move comes less than six months after the game launched in early access on September 16, 2025, and signals a recalibration of the project’s long-term strategy. The news highlights the challenges inherent in the live-service game model, where sustained player engagement and monetization are crucial for success.
Full Circle stated that the restructuring is intended to “better support skate.’s long-term future.” In a statement, the studio acknowledged that the changes would impact its team, expressing gratitude for the contributions of those affected. “These shifts mean making changes to our team structure, and some roles will be impacted. The teammates affected are talented colleagues and friends who helped build the foundation of skate. Their creativity and dedication are deeply ingrained in what players experience today. This decision is not a reflection of their impact and we’re committed to supporting them through this transition,” the company said.
Electronic Arts (EA), the parent company of Full Circle, formed the studio in 2021, bringing together key developers from previous Skate titles. The reboot aimed to recapture the spirit of the beloved franchise, often positioned as a more realistic alternative to the Tony Hawk’s Pro Skater series. Although, skate. departed from the traditional paid model of its predecessors, adopting a free-to-play structure supported by in-game microtransactions. This shift reflects a broader trend in the gaming industry, but also introduces new pressures to maintain a consistent revenue stream.
Challenges of the Live-Service Model
The timing of the restructuring comes amid a difficult landscape for live-service games. Recent failures, such as Concord and the ongoing struggles of Highguard, demonstrate the difficulty of launching and sustaining these types of titles. Maintaining a consistent player base and encouraging ongoing spending are significant hurdles. Full Circle reported that “tens of millions” of players have tried skate., but converting those initial downloads into a thriving, engaged community remains a key challenge.
skate. launched on PlayStation 5, Xbox Series X|S, PlayStation 4, Xbox One, and PC via Steam, Epic Games Store, and the EA App, offering cross-platform play and progression. The game is set in the fictional city of San Vansterdam, a blend of San Francisco and Amsterdam, and features four distinct neighborhoods with unique skate spots. It utilizes the EA Frostbite engine and the signature Flick-It control system, a defining feature of the Skate franchise.
EA’s Response and Industry Context
Engadget reached out to EA for further details regarding the layoffs and is awaiting a response. The company has not yet disclosed the number of employees affected by the restructuring. The move underscores the financial pressures facing game developers, particularly those operating in the competitive free-to-play market. The success of skate. is crucial for EA as it seeks to expand its portfolio of live-service titles and compete with other major players in the gaming industry.
The original Skate 3, released in 2010, sold nearly 5 million copies across Xbox 360 and PlayStation 3, according to GizNewsdaily. The return of the franchise with a free-to-play model represents a significant gamble for EA, and the current restructuring suggests that the initial results have not fully met expectations.
What comes next for skate. remains to be seen. Full Circle has committed to ongoing updates and community engagement, but the restructuring raises questions about the pace and scope of future content releases. The studio’s ability to adapt to player feedback and address the challenges of the live-service model will be critical to the long-term success of the game.
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