Nintendo Unveils Splatoon Raiders, Story-Driven Switch 2 Game Launching July 23

You keep everything you collect even if you die
Splatoon Raiders removes the sting of failure by letting players retain all weapons and items gathered during raids, regardless of outcome.

For over a decade, Splatoon has defined itself through the chaos of competition — strangers flinging ink at one another in timed bursts of color. With Splatoon Raiders, arriving July 23 on Switch 2, Nintendo turns inward, offering players a solitary treasure hunt across the Spirhalite Islands alongside a trio of musician-pirates. It is a quiet but meaningful wager: that the world they have built is rich enough to carry a story, and that players are ready to explore it alone.

  • Nintendo is making its boldest structural bet on the Splatoon franchise yet — abandoning competitive multiplayer as the centerpiece in favor of a story-driven solo adventure.
  • The Spirhalite Islands introduce layered threats, from swarming Lesser Salmonids to the fearsome Seasoned variants, creating a tension that escalates the deeper players venture.
  • Over 100 weapons, three distinct ink tank types, and a modular gadget crafting system give players genuine build diversity — but also demand they learn and adapt rather than rely on a single strategy.
  • A forgiving progression system — where players keep all loot even after death — lowers the stakes of failure and keeps momentum alive, turning setbacks into fuel rather than frustration.
  • Co-op for up to four players and an asynchronous help system thread a social thread through what is otherwise a solitary experience, launching in under three weeks.

Nintendo has given Splatoon something it has never quite had before: a proper story. Splatoon Raiders launches July 23 on Switch 2, and it marks a genuine departure for the franchise. Instead of competitive matches, players take on the role of a mechanic partnered with Deep Cut — the swashbuckling trio of Shiver, Frye, and Big Man — on a treasure hunt across the mysterious Spirhalite Islands.

The islands are layered with challenge. Crystal-rich zones, creature-infested dens, equipment-restricted facilities, and deepening underground dungeons form the terrain. Salmonids stand in the way, organized into a clear hierarchy: Lesser Salmonids overwhelm through numbers, Boss Salmonids carry distinct weaknesses and drop Mega Power Eggs for your Exploration Bot companion, and Seasoned Salmonids sit at the top — so heavily salted, Nintendo says, they're almost a different species.

Ink remains the core tool, with over 100 weapon variations available — many dropped by defeated enemies, some carrying rare powers. Players also choose from three ink tank types: the Speed Tank for mobility, the Power Tank for crowd control, and the Tactical Tank for methodical play. Each tank holds gadgets that further shape combat, from Blast Boots to Bombloons, and can be upgraded through parts gathered during raids. Shiver runs a Gadget Workshop where crafting happens between expeditions.

Progression is generous by design. Players keep everything they collect even after dying, meaning failure simply means returning better equipped. Attack and HP scale with gear, and the difficulty curve is meant to reward persistence rather than punish it.

The game accommodates different kinds of players. Solo is the default, but co-op supports up to four. An asynchronous online system lets stuck players call for temporary help from others — and answering those calls earns rewards in return. It's a light social layer that keeps the experience from feeling entirely isolated.

Whether Splatoon Raiders succeeds depends on whether its islands feel genuinely worth exploring and whether its story earns the setup. The framework, at least, is in place — and it arrives in less than three weeks.

Nintendo has made its first real attempt at giving Splatoon a proper story. The new game, called Splatoon Raiders, arrives on Switch 2 on July 23, and it marks a significant departure from the competitive multiplayer focus that has defined the franchise since its debut. This time, you're not fighting other players in timed matches. You're a mechanic working alongside Deep Cut—a trio of swashbuckling musicians named Shiver, Frye, and Big Man—hunting for treasure across the mysterious Spirhalite Islands.

The core loop is exploration and combat. You'll venture into areas dotted with Spirhalite crystals to mine, creature-infested dens, strange facilities with equipment restrictions, and underground dungeons that go deeper the further you push. The islands aren't empty, though. Salmonids—aggressive creatures that have appeared in Splatoon games before—stand between you and the treasure. Nintendo has structured them into a clear hierarchy. Lesser Salmonids swarm in groups and can overwhelm you through sheer numbers. Boss Salmonids are individual threats with distinct strengths and weaknesses; defeating them drops Mega Power Eggs, which fuel your Exploration Bot companion. At the top sit Seasoned Salmonids, the toughest variants, described as so heavily salted they're almost a different species entirely.

Your primary tool is ink. Like every Splatoon game, weapons fire refillable ink tanks, and Nintendo is offering over 100 weapon variations. When Salmonids die, they drop new weapons—some rare, some with special powers you won't find elsewhere. Beyond weapon choice, you select from three ink tank types, each shaping how you approach combat. The Speed Tank lets you move faster and dodge more easily. The Power Tank excels against hordes. The Tactical Tank rewards careful positioning and strategy. Each tank can hold two gadgets initially, and gadgets range from the Blast Boot to Bombloons, each modifying your playstyle in concrete ways.

Progression happens through collection and crafting. As you raid islands, you gather gadget parts that can be slotted into your equipment to upgrade damage, fire rate, duration, or add effects like ink explosions or knockback gas. Shiver, one of Deep Cut's members, runs a Gadget Workshop where you can craft new gadgets from parts you've found. Your character levels up as you play, and crucially, you keep everything you collect even if you die during a raid. This means failure isn't punishing—it's just another chance to gather resources and come back stronger. Your character's attack and HP improve as you equip better gear, letting you tackle progressively harder encounters.

Nintendo has built in flexibility for how you experience the game. Solo play is the default, but you can tackle raids with up to three other players in cooperative mode. There's also an asynchronous online system: when you're stuck, you can request temporary help from other players. Once you finish that raid, you'll need to wait before requesting again, but you can also answer other players' calls for help and earn rewards for doing so. It's a way to keep the game feeling connected without forcing constant multiplayer.

The game represents Nintendo's clearest signal yet that Splatoon can sustain a narrative-driven experience. The treasure hunt gives the combat context. The character progression gives you reasons to keep playing. The gadget system and weapon variety create genuine build diversity. Whether it lands depends on execution—whether the islands feel worth exploring, whether the story justifies the setup, whether the difficulty curve keeps you engaged rather than frustrated. But the framework is there, and it launches in less than three weeks.

Areas include Spirhalite crystals to mine, dens swarming with Salmonids, strange facilities with equipment restrictions, and dungeons where you dig deeper underground
— Nintendo
The Hearth Conversation Another angle on the story
Inventor

Why does a competitive multiplayer franchise suddenly need a single-player story?

Model

Because Splatoon has always had a world underneath the matches. The lore was there—the Salmonids, the factions, the characters. This game just finally lets you live in that world instead of just reading about it between ranked matches.

Inventor

The gadget system sounds complex. Is that going to overwhelm casual players?

Model

Probably not. You start with basic gadgets and unlock more as you play. The game seems designed so you can succeed with simple loadouts, but players who want to optimize can spend time crafting and upgrading. It's depth without a wall.

Inventor

What's the actual story here? Who is the player character?

Model

You're a mechanic working with Deep Cut. That's the frame. The treasure hunt is the plot. It's not clear yet how much character development happens, but at least there's a reason you're on these islands instead than just "go shoot things."

Inventor

The asynchronous multiplayer—is that a gimmick or actually useful?

Model

It's useful if you get stuck. You call for help, someone joins your raid, you finish it together, then you both move on. It's not intrusive. You're not waiting for friends or coordinating schedules. It's just there if you need it.

Inventor

Will this cannibalize the competitive multiplayer playerbase?

Model

Probably not much. These are different games for different moods. Splatoon 3 will still exist. This is for people who want progression and story, not ranked matches.

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