The team behind Splatoon Raiders has finally explained the question that's been sitting in the back of every Splatoon fan's mind: why a spin-off instead of Splatoon 4?
The short answer is that they simply wanted to make something different. After more than 11 years of developing and updating three mainline multiplayer titles, producer Seita Inoue and director Yoshihiko Ito wanted to build something players could experience entirely on their own terms.

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Eleven years of multiplayer and a need for something new
"We've been going full speed ahead for over 11 years since the series' launch, developing and updating three titles along the way," Inoue said in a Nintendo developer interview. "We thought it might be interesting to create something with a slightly different approach to gameplay, where you can really savor the action on your own."
That's a pretty direct answer. No grand strategic pivot, no platform mandate. The team had spent over a decade in the competitive multiplayer space and wanted to stretch into solo territory. The key here is that this was a creative choice, not a sign that Nintendo is abandoning what made Splatoon great.
From Salmon Run to a full standalone experience
The origins of Splatoon Raiders trace back specifically to Splatoon 3's Salmon Run mode. Ito, who worked primarily on single-player and Salmon Run content during his time on the mainline games, wanted to take that chaotic, wave-based energy and expand it into something players could fully sink into.
"Originally, around the time our work on updates to Splatoon 3 was winding down, we were exploring whether we could develop a single-player experience that players could dive into to their heart's content," Ito explained.
The frantic pace of Salmon Run, where you're constantly managing swarms of Salmonids from every direction, turned out to be the perfect foundation for a standalone game built around Nintendo Switch 2's increased hardware performance. The team ran experiments ramping up Salmonid counts dramatically, chasing what Ito described as an "ultimate multitasker" experience where a single player battles enormous waves alone.
A new entry point, not a replacement
Inoue was clear that Splatoon Raiders isn't meant to replace the competitive side of the franchise. The goal was to create a new entry point into the series, one built around non-competitive elements that can stand on their own rather than serving as a side mode tacked onto a multiplayer game.
"One of our motivations for developing this game was our desire to create a new entry point into the series by releasing these non-competitive elements not just as a secondary feature, but as a standalone spin-off," he said. "That said, we will continue to develop competitive gameplay going forward."
That last line matters. Splatoon 4 isn't cancelled or shelved. The team has effectively confirmed it's the next step after Raiders, with the spin-off serving as a creative detour rather than a series redirect.
What this means for the franchise going forward
For fans of shooter games who've been playing since the original Splatoon, this is actually reassuring news. Nintendo isn't walking away from Turf War or ranked modes. The team just needed a breather from 11 consecutive years of live service multiplayer development, and they used that time to build something that expands the universe rather than retreading familiar ground.
Splatoon Raiders is out now on Nintendo Switch 2. If you're jumping in for the first time or want to get more out of the experience, the Splatoon Raiders strategy guides on our site have you covered.








