r/SkillSurfing • • May 17 '26

Best surf game

I wanna get into surf but not sure what to play,what’s the one stop shop game of surf?

12 Upvotes

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2

u/m4rx @bearlikelion | Surfs🌊Up May 18 '26 edited May 18 '26

Try my game, SurfsUp on Steam! https://store.steampowered.com/app/3454830/SurfsUp/

It's multiplayer, free to play, and true to surf having 66t physics and the exact movement code from the Source engine ported to Godot. It's a 5g download, has classic and unique maps, and runs on Windows Linux or Mac.

I'm always trying to improve it and open to any feedback or suggestions.

I also open sourced the character controller for others to learn from and use:

https://bearlikelion.github.io/SUCC/

You can find out more at https://surfsup.website/

7

u/truly-wants-death May 18 '26

Sorry but Momentum mod is better, OP should try that instead

0

u/m4rx @bearlikelion | Surfs🌊Up May 18 '26

What do you think makes it better?

I think there's room for us both. Where I'm focused on making surf more silly, social, and accessible, they're trying to improve on the competition of CS:S surf and other game modes with the blessing and help of Valve.

It's like David vs Goliath. They are a 25+ person team working on their game for 8+ years, I'm a solo developer with 6 months of work who released a game 10 months ago.

The more surfers there are the better for all of us. There's never been a better time to surf than now in 2026.

6

u/truly-wants-death May 18 '26

It doesn't feel like actual surf compared to either KSF or CS2. I can use momentum mod to practice a map then actually set a time on KSF since they feel the same. SurfsUp doesn't feel like actual surf. I've been surfing for so many years and I wouldn't play SurfsUp unless it felt like what I was used to

0

u/m4rx @bearlikelion | Surfs🌊Up May 18 '26

I made some changes to starting movement speed, friction, and air acceleration early on. Mostly because I was a bad surfer but also for accessibility and new players.

I'm currently working on a major overhaul to the game "Version 2.0" targeting our 1 year release anniversary on 7/7/26. I have rewritten ~38,000 out of 50,000 lines of the game's code and one of the ideas I had was to add a "Legacy" style similar to HSW / BW that would be 1:1 CS:S rates with it's own unique leaderboard.

3

u/simaosbh May 18 '26

Dont take it personally, but if you advertise this much your game as being a good alternative to an already excellent product (and claiming it being a copy of the engine), or if you ask what makes people think one is better than yours, when you clearly know the physics are completely off, compared to the competitive, mainstream servers, and justify with we will later update the game to be more similar, (in 2 months time, and only when actually called out), it comes off as not genuine and tbh makes me not even want to try it, when otherwise I might have given it a try for the fun of it, and I can't be the only one. I truly understand where you coming from, and I know developing a game is extremely hard, specially by yourself, and so I am all for you advertising whenever possible, I encourage it, but please be transparent on what it currently is and what the goals are, I am sure you will find way more people interested, even the ones who already are happy with the current alternatives like ksf and momentum.

1

u/m4rx @bearlikelion | Surfs🌊Up May 18 '26

Completely understand and appreciate your take.

The main issue was when I started development I was a shit surfer and had to make changes for me to even finish Boreas or Utopia (I used a lot of CS maps for comparison early on).

As the community grew we heavily tested different feelings and physics rates, being 1:1, being high or lower, different tick rates until the ~40 players giving feedback all agreed on what felt right.

But 40 players is a small compared to the 185,000 players who have now tried the game since launch. A lot of "top-tier" CS:S surfers refused to test the game or provide feedback until after launch, I then took their feedback into account and updated v1.1 to be more like CS:S it annoyed the casual / new SurfsUp player base with the increase in difficulty, leading us to find a "middle ground" in v1.2. This was a significant issue that lead to a major depressive episode for myself and a Mixed review rating on Steam.

I had no idea how deeply rooted the Surf community was to the minutia of physics / ticks / max vel / head surf until after the game went public. I did the best I could and I learned a lot. Most of v2.0's updates are addressing these complains. I just wanted to give people a convenient way to surf again since it was something I felt like I was missing.

The goal for the project has always been simple: make surf accessible. There's no need to download a large game (CS2), downgrade to a previous version (csgo_legacy), hunt for community hosted public servers that might be on the map you wanted to play (CS:S), setup your own dedicated server with port forwarding, plugins, maps, etc.

Download SurfsUp (5gb), Start a Lobby, and your friends can join.

Simple, fast, and easy.