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Fboard

Written 2026-10-27 from the project's own docs.

Fboard is a third-person action fingerboarding game. A fingerboard is a skateboard about 10 cm long that you ride with two fingers standing in for feet. In Fboard the rider is a sentient hand, and the game plays in the spirit of classic arcade skate games such as Tony Hawk's Pro Skater (THPS): push, ollie, flip, grind and chain tricks into combos around small household-scale levels.

It is written in Rust on the Bevy game engine (version 0.19, used as an ordinary dependency, not a fork).

Current state

Unreleased and largely unplaytested

Fboard has no public build. The game was built between 2026-10-24 and 2026-10-25, and the project's handoff notes say plainly that most of it has been checked by automated tests and scripted runs, not by a person with a controller. Treat everything on these pages as a description of work in progress.

What exists, per the project's README and handoff notes:

  • The core game: skating, tricks, combos, a two-minute career mode with goals, free skate, 52 customization items, menus, settings, key rebinding, local profiles and saves. Two levels, Kitchen and Workbench.
  • A "feel" pass: real-scale physics by default (an "Arcade" option keeps the original slower tuning), a real-size hand, extra finger tricks, and an optional gamepad "finger mode" where each stick is one finger.
  • Replays and a TAS tool: deterministic replays and an offline tool-assisted-run search that produced a showcase run of the Kitchen level.
  • Adaptive music: a code-written pattern engine whose section, intensity and tempo follow the ride.
  • A research base on real-world fingerboarding, written to inform the design.

What is not done or still open:

  • Networking is planned and designed but not built.
  • Art and sound are placeholders. The hand and board are simple procedural shapes, and the curated sound folder is empty by design.
  • Scoring is shelved. The TAS run exposed that scoring is unbounded (see The TAS tool); fixing it is deferred while the work focuses on how play feels.
  • Music direction is undecided. The engine is built; the current score is a placeholder and has been judged not good enough.
  • Nobody has listened to the music or played the finger mode yet. Levels and timing were measured, not judged by ear or hand.
  • Other open questions recorded in the project: the primary audience (adults or families), audio direction (authentic tiny clicks or skateboard-style sound), wall rides and lip tricks, and distribution.

Pages in this section

The game

  • Gameplay: tricks, combos, career goals, customization and controls.
  • Feel and physics: real-scale physics, the hand, finger mode, and how the simulation is built.
  • The TAS tool and showcase run: replays, the bot, the showcase run and what it revealed about scoring.
  • Adaptive music: the fboard_music pattern engine and how gameplay drives the score.

The real hobby (condensed from the project's research base)

How it is built, in brief

The code is a Rust workspace of four crates (packages):

Crate Role
fboard_sim The skate simulation and game rules. No engine; uses only Bevy's standalone math crate.
fboard_music The adaptive music engine. No engine and no audio device.
fboard_game The Bevy client: rendering, the hand, menus, HUD, input, audio, saves.
fboard_tas The offline tool-assisted run search.

Keeping the rules out of the engine is what lets the same simulation drive the game, the headless TAS tool, and a future server. The Bevy section covers the engine side in more detail. Related: Rust, Game design, and Music as code.