Riders Republic Scooter: Tricks, Pack & How to Get It
By Rivan Wi 9 October 2026, 16:00 WIBRiders Republic has kicked off Season 20, its Fall Season, and the thing everyone is talking about is the one new toy on the mountain: the scooter. Added on October 7, 2026, it gives the open-world playground a fresh way to send it, which is exactly why the hook is poking at you, everyone has tried it already, so when is your turn? This GameMarket.gg breakdown covers what the scooter actually is, how it plays, and whether Season 20 genuinely raises the bar or just keeps the lights on. The short answer is that it lands during a big moment for the game, so there is more reason than usual to hop back on.
Meet the new scooter

The scooter is the headline addition of Season 20, and it is a genuinely different ride from anything else in the game. Ubisoft classifies the scooter as a Toy rather than a full sport career, so it does not get the dedicated event ladder and deep progression that the BMX and Skate careers have. What it does get is a feel all its own, built as a hybrid of the gear you already know. Like a skateboard, the deck moves independently under your feet, and like a bike, the handlebars give you a fixed point to steer and control from, so it sits somewhere between the two and plays like neither.
For anyone new to it, Riders Republic is a massive open-world extreme sports game where thousands of players share one mountain and swap between bikes, skis, snowboards, wingsuits, and more in a few seconds. Its whole appeal is variety and chaos, so adding another distinct way to move fits the game perfectly, since the fun has always come from having one more toy to master in an already stuffed playground.
Because scooters are lighter and smaller than a BMX bike, the whole point is agility. The ride is meant to feel nimble and quick, snapping between tricks faster than the heavier gear, which is the fantasy anyone who has watched a skatepark scooter rider will instantly recognize. That contrast matters: where the BMX rewards big, weighty momentum, the scooter is about quick, flicky style, so it carves out its own niche rather than stepping on the gear already in the game.
The tricks and how it plays
A new toy is only as fun as its trick list, and the scooter leans into moves that look distinct rather than generic spins. The set includes signature tricks like the tailwhip, barspin, bri flip, and scooter flip, each designed to read as its own visually different move in the air rather than another blurry rotation. That focus on readable, recognizable tricks is what gives the scooter its personality on the slopes and in the parks.
To get the feel right, Ubisoft worked with two professional scooter champions, studying how real riders steer, shift their weight, and throw tricks. The goal was to keep the movement believable while still fitting the game's over-the-top arcade style, so things like rotation speed, aerial control, and landing tolerance are all tuned specifically for the scooter. In practice that means it should feel loose and playful without being so fast that you cannot tell what trick you just pulled off. It also slots naturally into the terrain already in the game, since the existing skateparks, urban spaces, ramps, and rails all make great scooter playgrounds.
The pro input is a detail worth appreciating, because it is the difference between a toy that feels tacked on and one that feels authentic. Studying how real champions steer and shift their weight is how the scooter earns its distinct handling instead of being a reskinned skateboard, and it is the kind of care that keeps veterans interested rather than shrugging off the addition. For a game that lives and dies on how good its movement feels, getting a new ride's handling right is the whole ballgame.
The bigger Season 20 moment
The scooter would be a nice drop on its own, but it arrives at a milestone that makes the timing feel bigger. Season 20 marks the start of Riders Republic's fifth year of post-launch content, and the game recently celebrated passing 17 million players, so this is less a quiet seasonal patch and more an anniversary victory lap. The developers leaned into that with celebrations, collaborations, and in-game events to mark the occasion.
Hitting 17 million riders five years in is no small thing for a live game, and it explains why this season feels like a party rather than a routine update. Anniversary moments like this usually bring the community back in waves, so the mountain is busier than it has been in a while, which makes the shared, everyone-on-the-slope-at-once chaos the game is built around even better right now. Jumping in during a spike like this is simply more fun than logging in on a quiet week.
Crucially for anyone on the fence, Season 20 also launched alongside a free weekend, which is the game directly answering the hook's challenge. If everyone else has already tried the scooter and you have not, a window to jump in for free is about as clear an invitation as it gets. For a live service this far into its life, a fifth-anniversary season with a new toy and an open door for newcomers is a strong sign the mountain is still very much alive.
Level up, or more of the same?
Here is the honest take the hook is really asking for. If you were hoping Season 20 would add a massive new sport with its own full career, the scooter being a Toy rather than a career might feel like a smaller step than you wanted. It does not come with the deep event ladder that BMX or Skate did, so on paper it is an addition rather than a reinvention.
But in the context of a five-year-old game, a brand-new way to move that feels distinct from everything else is still a real reason to log back in, especially when it is wrapped in an anniversary celebration and a free weekend. The scooter freshens up how you approach the same beloved playground, and for most players that novelty, plus the event and the milestone energy around it, is enough to make Season 20 feel like a genuine step up rather than going through the motions.
It helps to judge it for what it is. Five years in, no single season is going to reinvent the whole game, and expecting a full new career every few months is not realistic for a title this mature. Measured against that, a well-crafted new toy, an anniversary celebration, and an open door for new players is a healthy season, and it keeps the experience evolving without demanding that returning riders relearn everything from scratch.
How to get the scooter and whether to jump in
On the practical side, the scooter is the Season 20 toy delivered through a content pack tied to this season, and Ubisoft has said the pack's pieces can be picked up individually rather than only as a bundle. Because the base season and the free weekend cost nothing, trying the game itself carries no risk, even if the scooter toy sits behind its own pack. That split is worth knowing before you dive in: you can hop on during the free weekend to see whether the game clicks for you first, then decide whether the scooter is worth grabbing once you know you are sticking around. It means nobody has to pay just to find out if Riders Republic is their kind of chaos.
So should you ride? If you already love the chaotic, everything-at-once energy of the game, the scooter is an easy yes and the best excuse in a while to return. If you have never played, launching during an anniversary season with a free weekend is close to the perfect time to start, since the community is active and the barrier to entry is as low as it will get. Either way, Season 20 answers its own question: everyone else is already carving up the mountain on the new scooter, so the only thing left to decide is when you join them.
If you want to hit the slopes with a head start, you can explore trusted Riders Republic Accounts or save time progressing and unlocking gear with reliable Riders Republic Hourly Services.
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