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This is the devs going out of their way to ruin ultrawide, for... reasons?
Here's the thing.
This is the Unity Engine. Unity is programmed to accommodate weird resolutions out of the box, since it started out as an engine for making android games.
Unity is the only engine where you can manually stretch the game window to whatever you want and the engine won't stretch, but instead adjust itself and start rendering at that new resolution.
I've done this for tens of Unity Engine games and the only real "glitching" you see doing this is either the 2d UI scales incorrectly or you're now able to see the shortcuts they've taken with animating things off-screen (Stationary/T posing NPCs that should be running or fighting, NPCs appearing/disappearing out of/into thin air, etc.).
This is not a technical issue, this is a conscious choice.
They are not gonna spend extra resources on something only 10 people will complain about.
Not saying that this is the right thing to do, but such a bandaid solution is an expected one, especially from a small Japanese studio.
no, unity does not do any of that at all
and no, unity wasn't made for android, it was made for MACbook before OSX, so I don't know where you got any of that information from, but it's 100% not correct
10 people? i see this complaint on nearly every port of a japanese made game