The following comments come from the RiME dev team, and pertain to the work being done on the Switch version.
We think the Switch is fantastic. It comes very close to being a dedicated console that you can take with you on the go, which is what many of us immediately started daydreaming about when we first heard about the Wii U.
There are certainly some concessions to be made for the hardware, but the mobility that you get in exchange is nothing to scoff at. Keep in mind that RiME is a very personal experience. Being able to move from room to room to allow yourself to get lost in its beauty comes in handy.
There also seem to be more companies supporting the Switch than its predecessors. That made it much easier for us to get started on development. If this support continues, we're optimistic for what the future of the Switch might hold.
We're currently reworking a lot of the content in the game to make it more appropriate for the Switch SKU. So far, we've managed to keep the visual impact to a minimum. RiME's unique art style has made it easier to make this possible, but it's still a big challenge for any development team.
Our goal is quality, and we have to walk the tight rope between performance and visuals. We think we have a path forward from here, and we're optimistic that players will love being able to take RiME with them when they're on the go.
The most challenging aspect of working with the Switch was simply learning what the correct approach would be. It was brand new hardware to all of us (as with most developers). We had to try a few things, learn what did and didn't work, then chart a path forward based on our findings.
Now that we've answered those questions, development is moving along splendidly. Once we make a little bit more progress, we should be comfortable projecting a release date and sharing that with you (and everyone else)! Thanks for your patience, and we hope to have more soon.