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  • Outer Wilds and the completion of the game of 22 years ago-all announcements of Nintendo Indie World
August 17, 2026

Outer Wilds and the completion of the game of 22 years ago-all announcements of Nintendo Indie World

Outer Wilds and the completion of the game of 22 years ago-all announcements of Nintendo Indie World

by root / Thursday, 23 January 2025 / Published in blog-477

Nintendo I conducted the show Indie World dedicated to the Indo Switch indie game. As we predicted, Hollow Knight: Silksong there was no, but the port Outer Wilds I showed up.

Collected all the announcements of the show:

Outer Wilds finally starts at Switch – along with the addition Echoes of the Eye. The port is released on December 7, 2023, pre-orders are opened today, in 2024 they will release a version on physical media.

Studio WayForward announced Shantae Advance: Risky Revolution – A game with an unusual story. In 2001, the company began to develop a sequel to the original Shantae for Game Boy Advance, but in the end she paused, hoping to return to the game in the future. Two decades later, the project team really gathered again and now brings Shantae Advance to the release.

Gameplay is a platformer in the spirit of a series with the ability to turn into animals and cross between the screen layers. Plus for the first time in history Shantae a local PVP-multiplayer appeared on four.

Reit in 2024 (including in the form of a cartridge for the real Game Boy Advance!).

Core Keeper – Simulator of a farmer with dungeons, monsters and a cooperative in eight. Goes to Switch in the summer of 2024.

On your Tail – Life simulator with elements of the detective. In the lead roles – Furry, the entourage is inspired by the summer holidays in Italy. Switch temporary console exclusive (that is, it will appear on a PC, but not on other consoles), starts in 2024.

Howl – Step -by -step tactics about gloomy fairy tales with a picture in the spirit of “living ink”. Goes to Switch today with demo.

The Star Named Eos – The plot game on how to explore landscapes and memories through photos. The main character is a young man who is looking for a disappeared mother. It turns out in the spring of 2024.

Death Trick: Double Blind -Indie version Ace Attorney, only with your visual style and in the circus. It turns out in 2024, today will appear.

Backpack Hero – “Rogalik” with the compilation of decks, the main feature of which is a backpack. It is necessary to lay objects in it in a certain way to squeeze the maximum from them. In addition to the study of dungeons, there are also elements of construction – you need to restore your native settlement. It turns out today.

Blade Chimera -Cyberpank-platformer, similar to the structure, similar to Castlevania: Symphony of the Night. It comes out in the spring of 2024 as a console exclusive Switch.

Moonstone Island – as https://spicy-jackpots.uk/ a “Pokemon”, only on fully procedurally generated islands, with the compilation of decks and a simulator of life. It comes out in the spring of 2024 as a temporary console exclusive Switch.

A Highland Song – New game from the creators Heaven’s vault. The main goal is to convey the feeling as if you are studying the highlands of Scotland. Complex sloping routes, quick runs for the rhythm of music, different ways to the goal and the plot, which changes depending on what route you have gone. It comes out on December 5, 2023.

Also go to Nintendo Switch:

November 14, 2023 Blood Lord Tremer – the second playable clan VTM: Bloodlines 2

November 14, 2023 Owen Wilson voiced the trailer for the console version of Teardown

Outer Wilds

Core Keeper

Backpack Hero

The Star Named Eos

Moonstone Island

Death Trick: Double Blind

A Highland Song

Shantae Advance: Risky Revolution

On your Tail

Blade Chimera

The best comments

Apparently, Outer Wilds tried to optimize for a long time and either surrendered, or it was simply impossible to cut it out further. The trailer is noticeable moments with a very low frame rate, in the region of 20 or even below. The sane frequency was visible only in space, and even there the loads of the boats were noticeable there.

UPD: there will also be on other Shantae platforms if anyone is interested. Without xbox … just don’t say that again Sony paid, so that the billboys were sitting without games.

Confirmed that Shantae Advance will be on the Sich, but I don’t need more. OK, Blade Chimera from the developments of Touhou Luna Nights can be looked. Annexias showed by the Urban Myth Dissolution Center. In general, we take off wigs, Silksong did not show.

Well, let’s see.
* A huge number of custom physics, which affects literally everything.
* A large amount of dynamic lighting, because literally everything in the game moves.
* Caste shaders, for example, for distortion around a black/white hole that usually work on a video card (which is not an option for a sweater, by the way).
* The need to calculate events and physics in the area around the ship and probe (for the latter it is also necessary to renders the environment), including if they are not at all near the player.
* The ability to instantly transfer without visible loadings literally after half of the local solar system.

This is what comes in mind for a vapid. So, probably yes, quite demanding. Requirements – not only visual.

Well, if you allow the developers to lie, then it can be so. But according to them, all planets are real physical objects. The same applies, for example, gravity, which is calculated on the basis of the size of the planet and the location of the player on it (that is, in the starting planet there is a “cave of zero gravity”, and it works really due to computing gravity).

I rely on the words of developers. They describe many other technical aspects that they had to fight during the development of the game. Of course, they do not say anywhere that it was precisely these problems that influenced the port on the sweatshirt (it may not have been in the plans then), but if they had to fight these pieces for the version of the PC, it is not difficult to imagine that they made up an even greater problem for the switch. I will add vidos with a documentary below. They begin to talk about technical nuances somewhere from 26 minutes. You can draw your own conclusions from their words.

OW is such a demanding game, lol.

There are planets there is some kind of complex physics? Balls fly along a given path and all the same

Caste shaders, for example, for distortion around a black/white hole that usually work on a video card (which is not an option for a sweatshirt, by the way).

I am surprising you, but we left the fixed Pylane back in the 2000s, what are “custom” shaders, I do not imagine

The ability to instantly transfer without visible loadings literally after half of the local solar system.

Provided that the contents of the planets are shipped (by the way there are not so many on the planets), this, I think, will pull the switch

Well, if you allow the developers to lie, then it can be so. But according to them, all planets are real physical objects

Just a flying round conflict should not consume any special system resources, especially when it does not encounter anything

One mathematical formula is done

(That is, in the starting planet there is a “cave of zero gravity”, and it works really due to gravity calculations)

As far as I remember, this cave is not in some particularly remote place from the planet, so I suspect that the “trigger” or another version of the region with a special effect, which establishes a gravity of 0, which is also quite simple for a computer (and I don’t think that a difficult for the programmer) is simply

Like yes, the game is playing with might and main with a cartoon analogue of real physics, but there is still no difficult physics there

I just understood that the game was made on unity, which means that they said that all the planets are rigidbody, it is likely that it is only the joke that Rigidbody can be in Kinematic mode, which makes him ignore all physics and is designed to move the collider along with the object (otherwise it remains in place even if you are in place)

I think that the developers have a problem in another-unity * drum fraction * does not know how to multiplier at all, all of at least user logic is performed in one stream, and standard Sisharpovic multi-circuit means are incompatible with the functions of the engine (there are like some plugins that let this do, but I doubt that the expanses used them), which leads to the fact that there is no way to make it there. Really cunning things of John Karmak level, a rather complicated game that actively uses the functionality of the engine (t.e. almost any 3D game) will lag almost guaranteed

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