Sophie Sensible: Not options per se, nonetheless, I do really feel that we’d must see a Swap 2.5 or a ‘Professional’ model sooner somewhat than later. I can think about an OLED model or a model which is barely extra highly effective or holds an extended battery life could be one thing folks would need!
James Montagna: Nintendo lined a ton of floor already, so nothing main jumps out. However the game-maker in me is all the time desirous to dive deeper into these smaller technical particulars and refined options that don’t all the time get headline area. Largely, I’m simply excited to maintain exploring every part the Swap 2 has to supply. (Though, with all new social options, I admit I can’t assist however secretly hope for a contemporary tackle Swapnote [Nintendo Letter Box] — I miss the connection that comes with exchanging enjoyable artwork and messages with pals.)
Do you may have plans to assist Swap 2? Is a Swap 2 launch extra essential than a ‘Swap 1’ launch in 2025?
Andy Pearson: We’ll completely be supporting the Swap 2 with our upcoming titles. Slightly than viewing it as “extra essential” than the unique Swap, we see it as a optimistic evolution. The Swap 2’s launch represents an thrilling alternative to succeed in new audiences whereas persevering with to assist the intensive present participant base.
Sophie Sensible: I’d say a Swap 2 launch could be tremendous essential to anybody proper now! Primarily as a result of there gained’t be that many Swap 2 titles round launch, so it’ll permit your recreation to face out and reap the benefits of the ability. A number of video games not get a Swap port on launch due to the low specs of the Swap, so it will open much more doorways for video games at present in growth.
Gavin Value: We do have plans, however when and the way they manifest is just too early to share. I’m by no means good sufficient to reply the second a part of that query. Swap 1 has an enormous following, and I’m positive early Swap 2 purchasers can be ravenous for brand new, distinctive experiences too.
Anon: I do suppose this can be just like the PS4>PS5 improve the place folks on day one can have entry to new video games and an enormous again catalogue, so not the “gold rush” that existed when Swap got here out, and there was a contemporary new retailer.
Manfred Linzner: Swap 1 was crucial for us. On launch day we had Quick RMX obtainable, and later we launched (amongst different video games) The Touryst for it, which was certainly one of our best video games to this point in line with press and gamers. So Nintendo Swap was tremendous essential to us. And the identical is true for Nintendo Swap 2. We’ll assist it on launch day with Quick Fusion and already [have] two extra tasks [planned] for it.
Adam Tierney: There’s no data we will present proper now, however suffice to say, WayForward loves working with Nintendo to develop new and authentic video games for all its techniques, and we’re very excited to develop video games for the Swap 2!
Do you may have Swap 2 dev kits, and in that case, how lengthy have you ever had them?
Manfred Linzner: As we had been creating a launch title, we had dev kits, however we won’t reveal any particulars.
Sophie Sensible: We’re at present in discussions with Nintendo about securing a dev package.
[it’s] exhausting to really feel excited after we don’t have any perception into timing for [dev kits] both. We will not plan.
Anon: We’re one of many many devs who don’t have entry to dev kits. Despite the fact that [we’re] engaged on a big title now which we really feel could be worthy of a dev package, now we have zero data. Even post-reveal, we’ve been given zero data, as have many different devs (even bigger and extra prestigious than us). So, [it’s] exhausting to really feel excited after we don’t have any perception into timing for them both. We will not plan.
How a lot influence does Swap 2’s elevated energy have in your strategy to recreation growth?
James Montagna: It’s big for us. Extra highly effective {hardware} doesn’t simply imply prettier graphics; it dramatically expands the probabilities for revolutionary and sophisticated gameplay concepts that beforehand had been simply out of attain. Having fewer constraints on efficiency means we will experiment extra boldly, push boundaries, and convey bold ideas to life. As a creator, that freedom is extremely thrilling… and it actually appears like we’re moving into contemporary territory creatively.
Sophie Sensible: On the finish of the day, the ability upgrades usually are not massively rivalling different opponents. Nonetheless, it can assist us to make higher variations of our present video games on Swap for Swap 2 and have variations of our much less intensive video games on Swap 2, which can not have been in a position to run on Swap.

Manfred Linzner: For Quick RMX on Nintendo Swap, there have been only some technical choices for us on the way to make an in depth but high-performance recreation. On Nintendo Swap 2, we now have broader technical prospects and rather more energy. We already realized loads by creating Quick Fusion for Nintendo Swap 2, however we’re trying ahead to discovering new untapped potential that’s solely potential with the brand new {hardware}.
Andy Pearson: The elevated energy of the Swap 2 has a considerable influence on our growth strategy. It permits us to extra faithfully protect creators’ authentic visions for his or her video games, which is tremendously thrilling for our group. The unique Swap, whereas revolutionary in some ways, introduced sure technical challenges after we aimed for simultaneous multi-platform releases.
Gavin Value: For our final launch, Yooka-Laylee & The Unimaginable Lair, we set targets for Nintendo Swap early and different platforms adopted on from it. We’ll in all probability take the identical strategy once more transferring ahead for our multiplatform releases.
Harris Foster: Any achieve in energy is a win for builders — whether or not or not it’s the chance to throttle up visuals or enhance efficiency beneath the hood. Whereas we don’t have any particular Swap 2 anecdotes to share presently, we’re feeling very optimistic in regards to the spec bump the system is promising.
Tomm Hulett: I would not say it adjustments my strategy to design in any respect as a result of I are likely to observe attention-grabbing concepts or compelling gameplay, however it can definitely be extra nice asking my lead programmer to implement a few of my wilder concepts! Something that retains the lead programmer completely satisfied is a plus in my e book.
Do you propose to assist bodily releases on Swap 2, and has your strategy to this modified for the reason that final console era?
Andy Pearson: Sure, bodily releases stay a core speciality for our firm, and we intend to proceed supporting this format with as a lot of our Swap 2 titles as potential. We recognise the significance of bodily media to collectors and lots of Nintendo followers, and this dedication hasn’t modified from the earlier console era.
I do really feel that we’d must see a Swap 2.5 or a ‘Professional’ model sooner somewhat than later
Sophie Sensible: The bodily panorama for video games has tumbled over latest years. In our expertise, it doesn’t all the time result in revenue. Nonetheless, we nonetheless love to do it for some video games as a result of it’s actually cool to have a bodily field with artwork which you’ll be able to maintain in your palms of the factor you’ve labored on! We’ll seemingly find yourself taking the identical strategy with Swap 2.

Adam Tierney: WayForward loves creating content material that customers can get pleasure from each digitally and bodily. It’s our intention to proceed that custom with the Swap 2 and all future consoles.
Gavin Value: We love bodily, so I’m positive we are going to think about it when now we have the prospect. Our strategy hasn’t modified, I feel the bodily market remains to be the way it has been the previous 5 or so years, with robust urge for food amongst a really passionate fanbase plus a broader gaming viewers who wish to buy and have one thing tangible for themselves or to present others with.
Manfred Linzner: We love bodily releases. As an illustration, Nintendo revealed our FAST Racing NEO on Wii U disc, and we had a few particular releases with Tremendous Uncommon Video games for Nintendo Swap. Nonetheless, as an indie developer with low-priced video games, it isn’t simple to assist bodily releases, however we are going to hold attempting the place it is smart.
These responses have been edited for brevity and readability. Thanks to everybody who took the time to speak to us.