Switch 2 Version of Stellar Blade: "We Couldn't Give Up on 60fps"

Shift Up CEO Hyung-Tae Kim: "I Didn't Want to Give a Downgraded Experience"

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Shift Up's 'Stellar Blade,' which expanded its reach from PS5 in 2024 to PC, is now heading to Nintendo Switch 2. Launching on November 6, the Switch 2 version is a "Complete Edition" that bundles all content released to date, developed with the goal of maintaining as much of the action and visual quality felt on existing consoles and PC as possible, even in handheld mode.

In this port, what Shift Up valued most was not leaving the impression of a "downgrade that must be accepted because it's the Switch 2 version." Aiming for 60fps in most situations for both docked and handheld modes, the studio balanced performance and visual quality by utilizing both NVIDIA DLSS and AMD FSR. New platform-tailored attempts were also added, including side content utilizing Joy-Con 2 motion and mouse features, physical packaged editions with game cartridges, and a 'Bayonetta' collaboration.

However, the interview with Shift Up CEO Hyung-Tae Kim at TGS 2026 did not end with just talk of the Switch 2 port. The conversation naturally flowed into Shift Up's next steps, covering lessons learned from platform expansion, self-publishing strategies, reflection on recently unveiled AI content and future usage principles, thoughts on rising hardware prices and DLSS 5, and how playing 'Crimson Desert' reshaped his game development philosophy.

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Shift Up CEO Hyung-Tae Kim ©INVEN

When porting 'Stellar Blade' to Nintendo Switch 2, what did you focus on most, and what were the biggest challenges?

" When Switch 2 came out, I felt 'we can pull this off with specs like this,' so we began development. However, the performance and hardware architecture were definitely different from traditional consoles.

The most important thing to us was preserving the original gameplay experience. We didn't want to offer a downgraded experience simply because it's Switch 2; we wanted to make sure players could enjoy it smoothly enough even when compared to other platforms.

We also paid close attention to ensuring that frame rate and resolution transitions felt seamless when switching between docked and handheld modes. We designed it so that no matter where you play, you get an experience that doesn't feel much different from the existing 'Stellar Blade.' Now, players can enjoy 'Stellar Blade' lying in bed or on the go.

Was there any element you refused to compromise on during the Switch 2 optimization process?

" The one thing I didn't want to give up on until the end was 60fps. By adjusting resolution and upscaling for both docked and handheld modes, we ensured gameplay at 60fps in most situations. While there are instances where it drops to around 50fps, we tried to keep the actual play feel as close as possible to playing on console or PC.

Since it's an action game, controller responsiveness and feedback were also crucial. To achieve this, we utilized both NVIDIA DLSS and AMD FSR. Although Switch 2 uses an NVIDIA chipset, FSR can be implemented at the software level, so we ported it and leveraged both technologies to secure both frame rate and resolution.

Our engineers worked extremely hard. When you actually play it, you'll feel that you can enjoy it without feeling a noticeable drop in graphic quality. In particular, we preserved the character's charm, movement, and the feel of the action as identical as possible.

I didn't want players to feel like they were playing a downgraded game just because they were playing on Switch 2.
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'Stellar Blade Complete Edition' demo station set up at the Sega booth during TGS 2026 ©INVEN

The DualSense's adaptive triggers and haptic feedback were also signature features of 'Stellar Blade.' Are there any features unique to Joy-Con 2?

" Looking at other games, I felt that Joy-Con features weren't being utilized as actively as they could be. So we made a few unique attempts in our game.

We adjusted haptic feedback to match the controller's characteristics, and players can use the Joy-Con's motion controls for fishing. We also prepared minigames that utilize mouse mode.

Since drastically changing core gameplay controls would make the experience different from other platforms, we mainly utilized these features in side content. These elements should add a unique layer of fun exclusive to the Switch 2 version.

Starting with PS5, the game expanded to PC and now Switch 2. What was your biggest takeaway from this process?

" I realized that platforms aren't as accessible to all players as one might think. There are people who want to play a game on a certain platform but can't, and as you expand platforms, you realize anew that new players who couldn't be reached before get to experience the game.

In that sense, I see the Switch 2 version as an opportunity to connect with new players. Furthermore, we will likely consider a multiplatform approach favorably in our future development strategy.

When considering multiplatform, is there a chance that creative freedom might be reduced due to platform-specific restrictions?

" I don't think creative freedom is significantly impacted by platforms. We aren't a company that limits creation itself due to the atmosphere or constraints of a specific platform. Unless we restrict ourselves, we don't alter artistic expression for those reasons.

However, in the Switch 2 version, due to concerns regarding certain dismemberment depictions, we slightly enhanced the mechanical feel of some severed cross-sections. This was not forcibly requested by anyone. Also, because (the changes in dismemberment depictions) present no narrative issues, I don't consider it a change that affects the game as a whole.
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Some players might be concerned about censorship or changes in depiction compared to existing versions.

" It's hard to go into detail as it could be a spoiler, but it's only that the blood depiction on the severed arm cross-section of a specific character has been slightly darkened. Other than that, nothing has changed. There are no modifications to outfits either. You can play without worry.

I'm curious if your perspective on the character Eve has changed over the two years since release.

" When we first made 'Stellar Blade,' we pondered how strong of a personality we should give Eve for players to become immersed.

We thought that if a character's personality was too strong and she acted in ways players didn't expect, it might break immersion. That's why we initially designed her as a somewhat blank slate. Because of that, even minor growth could feel significant, but personally, I felt her characterization was a bit lacking.

However, players actually told us that they liked Eve for who she was—that they appreciated how pure, honest, and kind she was in responding to events. Hearing that made me realize, 'Being kind is definitely a personality trait in itself, and I had forgotten that.' For a person, kindness can be a massive charm.

I felt that players were the ones who truly discovered Eve's charm. It made me realize deeply that a character truly gains life only after passing from the developer's hands to the players.

There were negative reactions from players regarding the recently released 'Blood Rain' AI music video. Did you anticipate this, and could you share more details about the intent behind showing that music video?

" I think this is the first time I'm speaking about this. In fact, I'm grateful for the opportunity to address it.

We were conducting experiments and research on various AI applications through AI Labs. In that process, we thought the result turned out decent, and we ended up releasing what should have remained in the realm of experimentation as if it were official content.

With the game not even out yet, having such experimental elements disclosed first through official channels seems to have left players disappointed. Regarding that, I feel truly sorry for failing to properly distinguish between main content and internal experiments.

In the future, we will likely not publish experimental outputs of this nature through main content. However, as for whether we will refrain from using AI forever, realistically, I think that's difficult. It will be utilized in one form or another.

If so, what's important is explaining to players how we intend to use it and in what manner we will utilize it properly. That is also a key responsibility of a developer. While we will continue AI-related research, we plan to strictly separate what goes into main content from experimental research.

Above all, I apologize to those who had an uncomfortable experience with that content. Moving forward, I want to present high-quality game content. Ultimately, we believe showing pure gameplay is our most important core value, so we will re-engage players through gameplay.
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You mentioned that your thoughts as a developer have shifted recently. Could you speak more specifically about that?

" Lately, I think a lot about how times are changing. The North American gaming industry is also going through severe hardship with massive layoffs, and it feels like the success formulas of the past no longer work as they used to.

Because of this, we strongly feel that we, too, must show players truly new games through fresh challenges.

Has there been a change in your actual development philosophy as well?

" Fundamentally, I deeply respect current blockbuster titles and works from various studios. However, recently, my former line of thinking has shifted somewhat. In particular, playing 'Crimson Desert' gave me an epiphany: 'Players can be truly passionate about games they love.'

It sounds obvious, but when players love a game, they actively throw all their passion into playing it. And players are extremely smart.

In my case, when I come home after using my brain all day, I want to relax when playing games, so part of me used to think, 'Shouldn't games be made a bit easier?'

But I reflected on how obsessed I was when playing games I loved in the past. When players play a game they love, they become smarter than usual, actively finding efficient ways or fun methods to enjoy it on their own.

If so, rather than games constantly holding the player's hand gently, I realized that presenting a degree of challenge to the player is also necessary. That's how a game becomes something players can dig deep into.

My game creation philosophy has broadened significantly in that direction. Of course, I haven't finished 'Crimson Desert' all the way through yet. (laughs)

Rising hardware prices are also becoming a major issue in the gaming industry. How do you view this from a developer's perspective?

" Personally, I sometimes feel like it's akin to a natural disaster. While I am very proactive regarding AI adoption, it's very unfortunate that the boom in the AI industry is forcing players to pay higher hardware prices just to enjoy games.

The gaming industry, above all, relies on hardware. As prices for memory, storage, GPUs, and other components rise, driving hardware inflation across the entire games industry, I find it quite upsetting.

In such a climate, I've taken interest in software-based technologies like DLSS 5, though I'd like to preface that this is a personal thought, not an official company position.

DLSS 5 was recently shown operating in various environments, and I find it interesting that it's a software-driven approach rather than being tied solely to specific hardware. If software can play a greater role in processing the same pixels, enhancing graphical quality might no longer strictly require hardware upgrades.

If such technology advances and becomes more developer-friendly, I hold hope that graphics can evolve independently from hardware progression.

We aren't applying it to our games yet. It's at a stage where I am personally studying its potential.

Speaking of DLSS 5, is there a chance that AI enhancing graphics might compromise the artists' intent or originality? What are your thoughts on this?

" DLSS 5 is not a technology that 'draws new things from scratch,' but rather falls into the domain of post-processing, refining existing graphics and lighting to look more natural. What matters is how much control developers have over that process.

While there are tunable parameters even now, if we become able to individually adjust training models or control styles in the future, I believe it can be used in line with artists' intent.

However, as a developer, I also have concerns. On PC, when you play a game with such technology enabled and then turn it off, there are moments where the graphics suddenly feel like they've plummeted.

If so, how to craft graphics beyond what players have already grown accustomed to in next-generation games could become a new hurdle for developers. In a way, it might be both a blessing and a curse. Still, I don't believe this technology can replace the fundamental core of gaming.

The physical cartridge and package edition for 'Stellar Blade' on Switch 2 have been generating buzz. What was the reason for preparing physical media in a digital age?

" I know that game digitization and digital ownership issues are huge topics among players.

While I can't speak for the company's official stance, personally, I have always believed that games belong to the players. As a fellow gamer, I used to collect physical game packages one by one, stack them against the wall and look at them, pull them out occasionally to play, and lend them to friends. Those experiences are truly precious.

So, while we can still offer such experiences, I wanted to share this story with players, which is why we prepared a physical Switch 2 package that includes a real cartridge. On the back of the cover art, there's also an analog illustration drawn by artist Junho Jeong. Believing that physical media itself can serve as a cherished memory at this point in time, we prepared it with great care.

To commemorate the Switch 2 release, a collaboration with 'Bayonetta' was announced. How did this crossover come together?

" 'Bayonetta' is a top 3 action game in my life. Since it's one of my all-time favorite action games, I always held the thought that I definitely wanted to do something with 'Bayonetta' someday.

Then, contact was established with PlatinumGames and CEO Inaba. While it wasn't at a scale where we could blend deep lore or gameplay systems, we decided to first do a costume collaboration. A total of four outfits are added, including Bayonetta's original outfit from the first 'Bayonetta' and Jeanne's outfit.

Another is the white nun outfit that appeared early in the first 'Bayonetta.' It's the outfit from that intense intro where Bayonetta prays in a nun habit before throwing it off as combat begins. I think it's an outfit rarely seen in other game crossovers.

The last one is an original collaboration costume designed by myself and the Shift Up staff. Imagining 'what would Eve wear if she appeared in Bayonetta's world,' we designed it with a raven motif.

Personally, I especially recommend this original costume. The hairstyle is unique, and the various ornaments attached to her body really make Eve's combat motions stand out.
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Eve's original Bayonetta costume unveiled for the first time today ©INVEN
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CEO Hyung-Tae Kim added, "I paid special attention to the rear view." ©INVEN

When implementing Bayonetta's signature costumes, were there specific details you focused on to faithfully recreate the original?

" I wanted to show the scene where her hair covers her body when changing costumes, but we couldn't go quite that far. We lacked a bit of courage. (laughs)

Rather than arbitrarily reinterpreting materials, we aimed to recreate the original appearance—as implemented on hardware at the time—as faithfully as possible using modern technology. On the black outfit, there are sections that look like ornamentation, but they are actually all lettering.

To accurately replicate even that text, we worked closely with PlatinumGames to align every detail. We made it with deep respect for the original work, and I believe it's a level of quality that will satisfy fans. Furthermore, while the Bayonetta collaboration is an update celebrating the Switch 2 launch, existing owners of 'Stellar Blade' across all platforms can receive it for free.

I met briefly with CEO Inaba earlier, and after the interview, I plan to meet him again and say, 'Let's do something together again.' (laughs) Since it's a title I love so much, I want to try working toward something deeper than just this outfit collaboration.

You are also actively preparing for self-publishing. How far along is that process currently?

" It has been a little over a year since we began full preparations. However, that doesn't mean Shift Up will handle everything directly moving forward. We are a company that started as a developer, and we intend to handle domains directly where we can best distribute our games. Conversely, if there are partners who perform better than us in certain areas, we will continue to collaborate with them.

For the time being, it is highly likely that we will directly manage online distribution for packaged/console games made by Shift Up or our subsidiary Unbound. While we will handle physical distribution as well, we may partner with external publishers or agencies for certain limited editions or specific regions.

Because publishing live-service games takes considerable time to build up the necessary business capabilities, it's hard to say we will handle that directly in the immediate future.

As we build our business capabilities, we plan to gradually expand, starting from domains where we feel we understand the market thoroughly and can execute well.

We heard you talked with Shinji Mikami about Unbound's new title currently in development. Did you receive any advice from him while preparing the Switch 2 version of 'Stellar Blade'?

" Shinji Mikami always tells me it looks great whenever I show him something. (laughs) But when we meet in person to talk, he gives more specific advice.

I didn't receive separate advice regarding the Switch 2 version, but we talk a lot about the game currently being developed at Unbound.

However, because I believe it's best for Mr. Mikami to talk about that game himself, I can't offer specific details right now. I can only say they are developing something truly amazing and intriguing.

What I felt while talking with him is that he is not only an incredible developer but also someone who puts immense effort into helping junior developers grow.

Is there a possibility that future Shift Up titles will launch simultaneously across multiple platforms?

" Currently, nothing has been decided regarding the release platforms for our next title.

However, in business, I believe it's better not to draw boundaries from the start saying 'we won't go here.' Our stance is that wherever technical capability allows and players exist, we will go.

That said, if we have to sacrifice the game itself to support a specific platform, we will prioritize the game. We will strive to reach as many players as possible, and we plan to actively utilize the technical know-how gained while building this Switch 2 version.

Because of the name "Complete Edition," some wonder if post-launch support for 'Stellar Blade' will end after this version.

" Although 'Stellar Blade' has come a long way over a two-year journey since its launch, we plan to continue post-launch support moving forward.

While I can't promise specific update contents right now, I can say that even when our next game comes out, some updates might still be made to the first 'Stellar Blade.'

For those who purchase and play our game, we will continue working almost obsessively to deliver content to you.
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Will Photo Mode in the Switch 2 version support the same features as existing platforms?

" Since entering Photo Mode lowers the frame rate, you can use the same features as existing versions.

However, due to hardware characteristics, entering Photo Mode won't dramatically jump in resolution. The captured image resolution will match the Switch 2 screen level. Aside from that, you don't need to worry about feature differences.

Do you plan to center future game announcements around specific events like TGS?

" For game announcements, I think 'when you do it' is more important than 'where you do it.' Depending on timing, it could be Gamescom, Summer Game Fest, TGA, State of Play, or an Xbox Showcase. We are keeping all possibilities open.

When a game is ready at an appropriate time, if there is a stage best suited for it, we will do our best to present it there.

Lastly, is there anything you would like to say to the players who have supported 'Stellar Blade'?

" While developing 'Stellar Blade,' there was a time when the company was in a situation where it could only pay salaries for about 3 months.

We visited many places seeking investment, but many investors and major publishers told us that 'Stellar Blade' was a risk, not value, for the company. We heard many comments like, 'Why make a game that obviously won't break even?' Some investors even said they would value the company higher if we abandoned this game and worked on another project.

Back then, I lacked confidence as well. There were times when I wondered if making a game like this in Korea was truly the right choice. But we pushed through development to the end, and what proved our chosen path wasn't wrong was the players' choice.

Thanks to you, we were able to continue making 'Stellar Blade' and strive to create even better games. And as games targeting the global market emerge from Korea as well, I firmly believe the gaming market is changing. What drives that change, ultimately, is the players who choose our games.

We cannot do everything perfectly. We will surely make mistakes. However, through this Switch 2 version and our upcoming games, we will do our best to deliver great games so we can continually repay the support we've received.

The development team worked incredibly hard on the Switch 2 version as well. I can confidently say it is a title well worth playing yourself. We will continue to repay the grace we've received from all our players.
This article was originally written in Korean and translated with the help of AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom. [Read Original]