in an interview with IGN ( https://www.ign.com/article… ), they mention about developing the game with budget limitations:
“Does the game have any side quests?
Toyama: With the limited budget we have, we decided to focus on the main experience rather than expanding the experience with optional content.”
“Slitterhead is set to release for not just current gen consoles and PC, but also PS4. Are there any differences between the PS4 version and other platforms?
Toyama: Slitterhead can be enjoyed in 4K with 60 fps on the other platforms, but it’s 1080p and 30 fps for the PS4 version. We didn’t want Slitterhead to be only playable on high-end PCs, but also on the middle end, which made it possible to make it compatible with PS4 as well. Since Slitterhead is not a AAA title, developing it as a game that would only be playable on the PS5 would have made it too expensive. We decided to develop it on a realistic scale and finish the game on time.”
“I think it’s pretty rare to actually have a game released within three or four years after opening a new studio these days.
Sato: I’m happy to hear that. But indeed, if we had made something that only runs on PS5, we probably would have still been working on it right now.
Toyama: I think that the fact that we didn’t try to make a game that can only be played on the newest hardware played a big role. It was the best thing to do given the size of our studio and it made the game accessible for more players at the same time.”


