The Playtonic team continues to work flat-out on the Nintendo Switch version of Yooka-Laylee. We’re aware of the huge demand for more news on this and appreciate your patience as we work out the final issues.
As soon as we’re 100% confident with this version and everything is approved, we will make sure you’re first to know the release date!
I KNOW that it runs great on the Switch, you've no idea how long the testing phase takes ......— Grant Kirkhope (@grantkirkhope) August 4, 2017
I am really interested to see how the game ends up running on Switch, as there was a bit of a complaining about how it ran on PS4/XB1 at first. Let's hope all the time spent testing this version helps it become the best one yet.
Something for the weekend, Nintendo Switch fans? The team continues to work hard and we hope to have more news soon! Thanks for your support pic.twitter.com/kcSup6lodt— Playtonic (@PlaytonicGames) August 4, 2017
It's been some time since we've heard anything. I've been holding off on playing the game in order to enjoy the Switch version, but it sure is slow-going. Let's hope Playtonic does have that news soon.
Playtonic discusses how Yooka-Laylee's constructive criticism will make the Switch version even better
Coming from a Dtoid interview with Playtonic studio head, Gavin Price...
“We’ve always had a great connection with the community – they’re the reason we exist in the first place – and so we want to make sure we’re doing right by them with every decision we make as a studio, both now and going forward. Following Yooka-Laylee’s release there was a lot of very clear, constructive feedback from fans on how they felt we could improve the game, so it made total sense to us to get back to work and bring it all to life.
There’s a mountain-load of improvement we’ve added based directly on player feedback. This benefits not just existing players, but new ones who decide to purchase Yooka-Laylee in the on-going Summer sales, and of course future players on Nintendo Switch, who’ll hopefully appreciate these changes and additions, available for them on day one.
The team is really proud of what we’ve accomplished in such a short amount of time with a tiny (but experienced) team, especially considering we had to build a company at the same time. Not long ago we were sat in an office the size of a gents toilet, and now we’ve more than tripled in size and have a debut game (and our own IP) on the shelves.”
For those asking, with this game update complete we're now entering console & Switch specific testing & should have final date shortly after— Playtonic (@PlaytonicGames) June 27, 2017
Let's hope all goes smoothly and we end up with a release date soon. I'm doing my best to hold out for the Switch release to play!
We know a lot of Nintendo fans have been waiting patiently for news on the Nintendo Switch version of Yooka-Laylee. To thank you for your support, here’s a glimpse at what a Lizard and Bat look like between a pair of Joy-Cons:
Making the Switch
As our first significant game update nears completion, we will soon be entering the Nintendo Switch-specific testing phase. And hopefully, if our test team doesn’t break it too badly, we’ll be in a position to deliver you a final release date shortly after.
We’re also pleased to confirm that all of the important additions and changes contained in our upcoming game update will be included on day one in the Nintendo Switch version of Yooka-Laylee, in addition to the ability to play on the go!
Thanks again for your patience. We're looking forward to putting Yooka-Laylee for Nintendo Switch in your hands!
A portion of a Game Informer interview with Playtonic's Andy Robinson...
Game Informer: Looking at the final product of Yooka-Laylee, how do you feel about what you set out to accomplish versus what you did accomplish?
Andy Robinson: The team is really proud of what we've accomplished in such a short amount of time with a tiny (but experienced) team, especially considering we had to build a company at the same time! Not long ago we sat in a tiny office the size of a gent's toilet, and now we have an incredible group of creators and our debut game on the shelves – made possible 100 percent thanks to our Kickstarter budget.
Yooka-Laylee is the type of game that we wanted to make and it's gratifying to see the positive response from Kickstarter backers. Thanks to them we're now in a really strong position to make even better games that appeal to them in the future (which of course means lots of colors and fart noises).
Game Informer: What has the feedback looked like from your end?
Andy Robinson: It seems to confirm that we delivered what we promised to our fans and backers. It's difficult to please everybody all the time of course, but the comments we've seen – good and bad, and there were a lot of really positive reviews – suggest that fans of golden age 3D platformers will enjoy Yooka-Laylee a lot. Of course, we take all constructive criticism on board, which is why we've already released a patch to further improve things like performance and polish, and we're continuing to do that behind the scenes.
Game Informer: Did you expect it to be as critically divisive as it was? Why do you think it ended up like that?
Andy Robinson: We did – but perhaps not quite as broad as it ended up! We set out to make a '90s- inspired platformer for fans who missed the experience those games offered; an open-world style of platforming where the adventure is just as important as the jumping about. We had a clear mandate for Yooka-Laylee via our Kickstarter and while that wasn't a blueprint that would necessarily appeal to everyone, it's pleasing to see so many people enjoying Yooka-Laylee as much as we did making it. It's been a big maiden success for us and we're excited for the future.
In the days since launch – and as we work with speed towards the Nintendo Switch – the dev team has been frogmarched back down into the development mines to uncover our next big game update, which will add significant improvements and introduce some of the most requested features.
That means stuff like the optional ability to skip dialogue faster, bypass cutscenes or reduce those pesky gibberish voices, which should please the speedrunners among us. We’ll also be adding a sprinkling of design polish throughout the adventure and by popular request, changes to how the camera operates (gif the image on this page a look).
You can expect a more detailed breakdown of the game update in the coming weeks, as we continue to tinker around with the coding furnace. Until then, here’s a bit more of what we’ve been up to…