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The ecosystem of Steam isn't really like how it was when SPAZ1 arrived.
Early on we looked at the Shield with Nvidia which has similar specs to the Switch but in the end that contact dried up since SPAZ 2 just wasn't going to run on that machine without a serious decrease to the PC version, which is not something we would ever look at. Maintaining two unique versions also wasn't going to happen. Having the Mac, Linux, and VR builds has taught us the amount of time overhead with that. An entirely new game branch with different core gameplay would be even more crazy.
Another issue is that we are using Unity 5.4.5, but Switch support came online in 5.6. Between 5.4.5 and 5.6 a non trivial amount of changes were also made to Unity which make porting to the newer version a major undertaking as well. Usually from one version of Unity to another there is about a day's worth of fixing to deal with old systems becoming deprecated, but since 5.4.5 there has been a major acceleration of changes under the hood that makes engine upgrading problematic. SPAZ 2 started development on Unity 4, and the upgrade from Unity 4 to 5 was less of a headache than from 5.4 to 5.5 so that should give you an idea of how much things are changing behind the scenes. Now Unity is on version 2017.3 which has tonnes of new cool features, but going from 5.4.5 to 2017.3 will never ever happen. Luckily 5.4.5 seems like a very stable Unity version and works for just about everyone so we are happy with it.
Audience wise, who knows. SPAZ 2 in my mind isn't a typical switch game, which could be good or bad, but who knows. It would be a big roll of the dice in the end which is just too dangerous.
We have to be as smart as we can with the time we have because MinMax doesn't have a publisher or kickstarter or any of that. We just pay for development out of our own pocket so the risk is all on us. It's stressful, but also keeps us from being beholden to anyone.
The Switch isn't a powerhouse by a mile, but its portability is its big selling point. Many AAA games I've seen that have been ported to the Switch had to be downgraded like DOOM did.
I would've asked for the original SPAZ to be on the Switch as it shouldn't be such a huge problem spec wise, but then I noticed that it runs on an outdated engine, which also isn't supported at all.
For comparison, you can take two other games on the Unity engine - Besiege and Kerbal Space Program(KSP for short). Both allow to build things where each part is destroyable and physical calculated. And they both load the CPU less, in spite of more details.
For example, my wooden PC in KSP can support ships up to 200 parts without lags, even 500 parts ships with little lags. And this is for single ship, not considering docking manipulations with
other ships, which brings additional calculations. While in SPAZ 2 lags appear at the full battlefield + strikecraft.
I know that physical calculations hits the CPU, but why so hard?
Of course in these games there is no combat system as in SPAZ 2, so they can use these resources. A very long time ago with the help of "Cheat engine" I made 50?(do not remember exactly) cores ship, start 1vs3 battle and had no performance problems until my ship battlewagon began to aim enemies. When switching to manual mode - lags are gone. This can explain additional requirements of SPAZ 2.
I still hope that someday there will be some max cores, max ship number, expanded strikecraft command points(to make less strikecraft number) sliders. For example more ships, though smaller size and with fewer strikecraft number.