Ninety-four percent positive. That’s the headline number on ScooterFlow’s Steam page — 1,354 green thumbs up against 89 red ones, good enough for a “Very Positive” badge on the day of its 1.0 launch. Read the actual reviews and you’d think these people are talking about two completely different games.

One camp has moved in permanently. The top positive review on the store page comes from someone with 160.4 hours played who declares it “the best game ever better than scoot better than scootx.” Another at 10.5 hours calls it “so good and smooth.” These are not casual endorsements. These are testimonials from people who have found their digital home.

Then there’s the other side. The top negative review, from a player with just 1.1 hours, calls the gameplay “very cheap and janky” and compares it to “a mobile game version of ScootX.” They also flag that Washington Way Skatepark — a real-world park in Christchurch, New Zealand that the game advertises as a 1:1 replica — feels closer to 75% scale, with the player model standing taller than ramps that measure nine feet in real life. For a game that built its marketing around “the world’s most realistic freestyle scooter game,” that’s a rough look.

The concurrent player count tells you everything about the audience size: 41 people online at time of writing. This is not a blockbuster. This is a niche sports sim from Auckland-based UncannyKiwi Limited that spent over four years in Early Access — long enough to accumulate 3,769 total reviews on Steambase and see its rating slip from Overwhelmingly Positive to Very Positive back in December 2025.

At $19.99, it’s priced like a serious sports sim. It features real pro riders like Ryan Williams and Kai Saunders, licensed parts from over 20 scooter brands, and an Xbox Series X|S version with up to 8-player online multiplayer. The bones are there.

Whether those bones hold up depends entirely on which reviewer you ask. The 160-hour loyalist or the one-hour skeptic. That gap is the whole story.

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