Shadow Tactics: Blades of the Shogun

Shadow Tactics: Blades of the Shogun

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Drewji Jan 2, 2018 @ 9:16am
Port to Nintendo Switch
I think this game would be perfect on the console, any plans to port it? Could be a smash hit all over again!!
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Showing 1-13 of 13 comments
coru  [developer] Jan 3, 2018 @ 1:37am 
Sadly it wouldnt work properly on the hardware.
Masterpeing Jan 3, 2018 @ 5:55pm 
haha
Drewji Jan 8, 2018 @ 3:54pm 
Damn... that sucks
Originally posted by coru:
Sadly it wouldnt work properly on the hardware.
Care to elaborate?
coru  [developer] Feb 22, 2018 @ 5:31am 
Originally posted by BetaLeaf:
Originally posted by coru:
Sadly it wouldnt work properly on the hardware.
Care to elaborate?
Well, the hardware is too weak. The game wouldnt run with adequate performance.
Originally posted by coru:
Originally posted by BetaLeaf:
Care to elaborate?
Well, the hardware is too weak. The game wouldnt run with adequate performance.
Dang, that's a shame. I was hoping it would run. We have rocket league on the switch and how that game works is to keep the game at 60fps, it will reduce the game resolution on the fly. I'm assuming you already tried to do this with your game? I guess the only thing we can hope for is the game is optimized so it runs smoother on lower end devices and try porting in a couple of years.
coru  [developer] Feb 23, 2018 @ 1:05am 
Originally posted by BetaLeaf:
Originally posted by coru:
Well, the hardware is too weak. The game wouldnt run with adequate performance.
Dang, that's a shame. I was hoping it would run. We have rocket league on the switch and how that game works is to keep the game at 60fps, it will reduce the game resolution on the fly. I'm assuming you already tried to do this with your game? I guess the only thing we can hope for is the game is optimized so it runs smoother on lower end devices and try porting in a couple of years.
Well, there is a lot more going on in ST than in Rocket League, sadly :D
I'm not a programmer... but porting it to PS4 and Xbox One already was a HUGE nightmare. They spent several months in almost full crunch mode to get it to work the way it does now. Which is pretty impressive.
The game runs with 30 fps on Xbox one/PS4, 60FPS for Switch would be almost unachievable i think.

It's an extremely complex process to do these ports and takes lots of time and resources, even for stronger hardware than the switch.
Last edited by coru; Feb 23, 2018 @ 1:06am
Originally posted by coru:
Originally posted by BetaLeaf:
Dang, that's a shame. I was hoping it would run. We have rocket league on the switch and how that game works is to keep the game at 60fps, it will reduce the game resolution on the fly. I'm assuming you already tried to do this with your game? I guess the only thing we can hope for is the game is optimized so it runs smoother on lower end devices and try porting in a couple of years.
Well, there is a lot more going on in ST than in Rocket League, sadly :D
I'm not a programmer... but porting it to PS4 and Xbox One already was a HUGE nightmare. They spent several months in almost full crunch mode to get it to work the way it does now. Which is pretty impressive.
The game runs with 30 fps on Xbox one/PS4, 60FPS for Switch would be almost unachievable i think.

It's an extremely complex process to do these ports and takes lots of time and resources, even for stronger hardware than the switch.
As someone who is a programmer, I understand your plight. I'm just being hopeful. I understand ST is made with Unity. Some of the best sellers on Nintendo are made with the Unity SDK for Nintendo Switch. I guess I was hoping that porting would be easier than porting to Xbox or PlayStation.
Matsudo Moto Apr 25, 2019 @ 5:06am 
Originally posted by coru:
Originally posted by BetaLeaf:
Care to elaborate?
Well, the hardware is too weak. The game wouldnt run with adequate performance.

Soo.. have you seen the 'Hellblade: Senua's Sacrifice' port? :steammocking:
MAN-biker Apr 19, 2020 @ 9:32am 
Witcher 3, Doom, Skyrim, Wolfenstein... - a huge amount of SERIOUS games works fine on Nintendo Switch! Im'SURE it's possible to port your game to that platform!
Unity3D and UE4 - the main engines for NSW games as we can see.
Space Junkie Apr 24, 2020 @ 9:09am 
I'd love to see this on the switch. Such a great game. Would be amazing to play this on the go.
RexDeMita May 26, 2023 @ 6:45pm 
Originally posted by coru:
Originally posted by BetaLeaf:
Dang, that's a shame. I was hoping it would run. We have rocket league on the switch and how that game works is to keep the game at 60fps, it will reduce the game resolution on the fly. I'm assuming you already tried to do this with your game? I guess the only thing we can hope for is the game is optimized so it runs smoother on lower end devices and try porting in a couple of years.
Well, there is a lot more going on in ST than in Rocket League, sadly :D
I'm not a programmer... but porting it to PS4 and Xbox One already was a HUGE nightmare. They spent several months in almost full crunch mode to get it to work the way it does now. Which is pretty impressive.
The game runs with 30 fps on Xbox one/PS4, 60FPS for Switch would be almost unachievable i think.

It's an extremely complex process to do these ports and takes lots of time and resources, even for stronger hardware than the switch.

I know this is an old thread, but I just found it and it is extremely interesting. I'm trying to make games myself and don't have much experience with console porting. Was the bottleneck the CPU or GPU? whichever it was, was it the case for all consoles and really just a performance issue or was it different for the switch specifically? if it was the CPU, was it the scripting for the AI that required more performance? if it was the GPU, was it the rendered models and the necessity for the camera to rotate? Could the game have worked without the camera movement and used pre rendered models?
Will Jun 27, 2023 @ 12:51pm 
Originally posted by RexDeMita:
Originally posted by coru:
Well, there is a lot more going on in ST than in Rocket League, sadly :D
I'm not a programmer... but porting it to PS4 and Xbox One already was a HUGE nightmare. They spent several months in almost full crunch mode to get it to work the way it does now. Which is pretty impressive.
The game runs with 30 fps on Xbox one/PS4, 60FPS for Switch would be almost unachievable i think.

It's an extremely complex process to do these ports and takes lots of time and resources, even for stronger hardware than the switch.

I know this is an old thread, but I just found it and it is extremely interesting. I'm trying to make games myself and don't have much experience with console porting. Was the bottleneck the CPU or GPU? whichever it was, was it the case for all consoles and really just a performance issue or was it different for the switch specifically? if it was the CPU, was it the scripting for the AI that required more performance? if it was the GPU, was it the rendered models and the necessity for the camera to rotate? Could the game have worked without the camera movement and used pre rendered models?
almost certainly CPU, they probably have all the AI running on one CPU core, which is standard practice for a low budget game on Unity.
Problem is last-gen console have like half the single thread performance of a modern CPU, and switch is almost half of that again.
Last edited by Will; Jun 27, 2023 @ 12:51pm
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