Capcom revealed more Pragmata during The Game Awards 2025, featuring the developing teamwork and bond between Hugh and Diana. The third-person puzzle shooter is still currently confirmed to release on April 24, 2026, for PlayStation 5, Xbox Series X, and Steam, but also be available on Nintendo Switch 2. The game will release on every modern gaming platform on the same date, which shocked the developers with the game’s high quality and polish on the Nintendo Switch 2.
The behind-the-scenes development of Pragmata on Nintendo Switch 2 was discussed with the game’s director, Cho Yong-hee, and producer, Naoto Oyama, during Famitsu’s interview. Pragmata utilizes the RE Engine, which became reliable for Capcom games like Street Fighter 6 and Resident Evil Village. Naoto Oyama praised how the Nintendo Switch 2 specs work well with the in-game engine, making development smooth enough for a day-and-date release for every platform. The developers were even shocked to see the console’s early performance during the game’s testing, exclaiming, “Wow, it runs with this quality!”
“There is a high degree of compatibility between Switch 2 and the RE Engine used in the production of this game, and development is progressing quite smoothly.”
The developers emphasized the importance of maintaining the game’s quality and consistency. This decision forced the director to make significant choices for the ideal game release, like sacrificing performance or raising processing workload. Optimizing Pragmata enough to satisfy fan expectations was the main reason for previous delays, though the game is committed to launch on April 24, 2026.
“If we focused on the game’s graphics, the image quality would be beautiful, but it would also make processing heavier. As a team, we had a strong desire to “show people something better,” but we decided to push that desire aside for the time being and first focus on optimizing the game so that it could be played on a wide range of PCs; During the optimization period, we had to make a series of decisions like, ‘If we do this, the frame rate will drop,’ or ‘We have no choice but to give up on this.’ As a director, there were a lot of things that were hard to discard, and it was tough, but I thought that the most important thing was the game’s frame rate and optimization, so by making that my top priority, it feels like things are now stabilizing.”






