Board Foxes
seven skateboarding foxes, one coastal island, and seven full games hiding inside it. nobody here is trying very hard. everybody here is extremely good.
the premise
the world is the resort
there is no separate overworld. the island is the game. terracotta villas climb the hillside, a resort drive winds down to the marketplace plaza, and past that: the lagoon pool, the pier, the beach ring, open ocean. out back a pine national park climbs toward a summit nobody talks about directly.
every fox skates, so skating is how you get anywhere — rails are public transit. seven legendary foxes host the seven attractions, and each attraction is a complete game in its own genre, not a mode. the menus are resort signage. the save file is the activity board by the plaza.
the loop is plain: explore, find a fox's venue, beat their challenge, unlock the fox. each one plays differently, and Tab switches between them anywhere in the world.
an island day is twenty real minutes. the moon runs its own fourteen-hour arc on an eight-day phase cycle, the ocean has a real mixed-semidiurnal tide, and both of them persist — you cannot quit out and reroll the sky.
in motion
the island, and a lap of it
camera moves rendered from the live scenes. the orbit flies the whole island above the summit line; the lap follows the racers' own waypoint ring through the start arch at sunset.
the roster
seven foxes, seven powers
each fox owns a venue, a hub ability and a power-up anyone can pick up. the ability is not a stat — it changes where you can go.
Paolo Fox
the one who cannot stop landing things. hosts the score attack that opens the game.
trick bonus — every trick scores more, forever
Dash Fox
four courses, item boxes, three rivals who do not intend to be polite about it.
super speed — and the cola boost anyone can grab
Boulder Fox
percent knockback, stocks, blast zones. he does not flinch and he knows it.
stun resist — shrugs off what stops everyone else
Skye Fox
sky islands above the summit, and the creature frontier that follows the national park.
glide — hold space on the way down
Spring Fox
a side-scroller with an overworld map, secret exits and a boss at the end of every world.
mega ollie — reaches what nothing else reaches
Umbra Fox
seven boards, forty minigames, a star that moves and a rival who counts cards.
shadow dash — and a clock that freezes hazards
Rollo Fox
a hundred levels up the mountain. showed up one winter, said nothing, never left.
marble form — hold c and become momentum
the seven venues
each one a real game
not stubs, not modes. the fighter has knockback percentages and its own frames. the racer has item weighting and drift charge. the campaign has fade platforms, anti-gravity and par times derived from the level itself.
Trick Park
score attack
two minutes in a floating bowl. the combo system pays for variety, not repetition, and airtime scores on its own.
Grand Prix
kart racing
four spline-road courses, boost pads, item boxes and shortcuts that cost risk. top three unlocks Dash.
The Rumble Ring
platform fighter
percent knockback, three stocks, blast zones, and a roster drawn from every population on the island.
Creature Skies
the sky frontier
islands above the summit, crossed by updraft chains. the ring is your first six species; the shelf above it is endgame.
The Classic
2d platformer
an overworld map, secret exits, and power-ups that turn you into other foxes — Skye flies, Boulder breaks walls, Rollo rolls.
Shadow Board
party board game
seven boards with seven mechanics, forty minigames between turns, and a star that relocates somewhere genuinely far away.
Summit Trials
marble platformer
a hundred levels in ten worlds. four medal tiers, and pearl needs the gold time and every gem in the same run.
the national park
a hundred and fifty species, eight biomes, one summit
the park is the game's second-largest system and it is a full creature rpg — dual typing across fifteen types, evolution lines, abilities and hidden abilities, seven status conditions, held items, and a hundred and forty-six moves that each animate differently.
eight biome tiers climb toward the summit, each gated by one of the seven power-ups. creatures roam visibly: skittish ones flee, aggressive ones charge, and a rare one is a sighting rather than an encounter. seven fox gym leaders hold a badge chain, the gyms are enterable puzzle dungeons rather than arenas, and about two hundred route trainers sit between them — each of whom fights you exactly once.
the field guide: all 150 species, the type matrix, every move →
the rest of it
the island keeps running when you stop
the resort is not a lobby. residents work shifts and go home, weather rolls through, the tide walks ten metres up and down the beach over a day, and the whole thing is still there in the same state when you come back.
the world
the hub, the mountain range and the ridge trail, the gondola, the helicopter lap, three animal enclaves, the coyote trade seats behind the peaks and the rams who are almost never home.
read on →the story
eleven chapters. it opens cold, with Paolo unable to land a line he has landed ten thousand times. five tiers of lore, thirty-four private theories, and not one of them ever confirmed.
read on →fishing
fifty-five species keyed to water, hour, weather, tide and rarity. a shadow swims in under the surface before the bite. eight rods, six baits, seven named spots.
read on →the allotment
thirteen crops across seventeen rows in four places. nothing wilts, nothing dies, nothing goes backwards — a crop that punished you for going skating would be the wrong game.
read on →the systems
how skating actually works, the combo rules, three currencies that buy three different things, and the hundred and forty-one achievements hung off them.
read on →the forty minigames
one idea and one input each, twelve to twenty-five seconds, four foxes who can all honestly win. the rivals play by personality, so the same fox is not the same opponent twice.
read on →story mode
the slow wake
forty years after a stranger set a marble on the water and skated the resulting mountain into a resort, the island finishes growing along that line — and starts quietly looking for a new direction.
chapters one and two are linear. the middle six are order-free across every venue and all three enclaves. it ends with seven foxes giving up the only things that make them special in order to draw the island a new line, and then the world stays open forever.
the eleven chapters, and the five tiers of lore underneath them →
the list
tell me when it ships
one email, when there is something to play. no newsletter, no schedule, nothing else, ever.