A Hat In Time devs on porting the game to Switch.
https://gonintendo.com/stories/3162...ew-gears-for-breakfast-talks-about-bringing-a
They genuinely believed it would be impossible for them to port the game to Switch when they originally said it wouldn't come to Switch, but some time after that, they were able to get a lot of help and advice from other devs that led to them overcoming the hurdles that were preventing them from making the game work well on Switch. They wanted to put the game on Switch since they held one in their hands, but decided it would be best to give a definitive "no" so that people wouldn't spread rumours that a port was in development. That way, in the off chance they get a miracle and the port can happen, at least it would be a pleasant surprise to people.
The main hurdle was the fact that AHiT is a CPU intensive game on the PC, rather than a GPU intensive game. And the Switch didn't have near good enough a CPU to play the game at an acceptable performance level. Porting to Xbox One and PS4 was a challenge on it's own but those systems at least had good enough CPUs so that they didn't have to change too much of how the game ran certain things, but for the Switch, a ton of key processing tasks had to be redone to make the Switch's GPU handle them instead of the CPU. The Switch's GPU isn't exactly a powerhouse either so really the whole job wasn't realistically in the cards for them. On top of that, UE3 isn't natively supported on Switch and there are certain features of the engine that weren't built with the current gen consoles in mind. It's primarily designed for PC games.
But all of the chips fell in the right places over time and that led to them being able to make the port happen.
As for the port itself, it will run at 720p 30FPS in docked mode, with a slightly lower resolution undocked. The game will retain all post-processing effects like Depth of Field and Anti-Aliasing.