Lahtinen, who spent 13 years at Housemarque contributing to titles such as Resogun and Dead Nation, shipped Sektori after a multi‑year solo development cycle that began in April 2021.
The release brings the fast‑paced arcade experience to Nintendo’s latest hardware and the broader console landscape.
Background and development
Lahtinen—who notes that his brother typically handles music for his projects—left Housemarque to pursue independent development after Resogun, saying that completing that project felt like the right moment to try creating his own games.
He documented Sektori’s development with a weekly devlog and includes a “making of” credit in the finished title.
Lahtinen has previously published indie titles on mobile platforms and was covered by outlets such as TouchArcade during his iOS-focused period.
Porting to Nintendo Switch 2
Work on the Nintendo Switch 2 port began in late January, Lahtinen said, and the technical conversion took a couple of months.
He described the platform as straightforward to develop for, noting only routine optimization was necessary to maintain a solid 60 frames per second.
The Switch 2 build runs at 1920×1080, 60Hz in both handheld and docked modes; Lahtinen confirmed there are no current plans to change that resolution.
He also highlighted the system’s HD Rumble support as a positive for the portable experience.
Design, difficulty and systems
Sektori ships with a tiered difficulty structure and a card‑based upgrade system that Lahtinen iterated on extensively.
He said the default development difficulty, “Challenge,” was tuned to be enjoyable to him as the designer, while additional modes were added later as modifiers: “Revolution” for expert players and “Experience” as the more approachable option once players learn game systems.
Lahtinen acknowledged the card system (later refined into a deck mechanic) was the project’s most difficult design element to balance, citing trade‑offs between complexity and in‑run pacing.
Platforms and future plans
Lahtinen remains open to additional ports but is cautious about mobile due to the game’s high speed and on‑screen control constraints; he said he is “considering” iOS but cannot promise a release.
There are no announced plans for a physical edition or vinyl soundtrack, though he called those ideas “super fun” to consider.
Sektori’s Switch 2 launch marks a notable entry for an indie, arcade‑style twin‑stick shooter on Nintendo’s latest hardware and underscores Lahtinen’s transition from a long career at Housemarque to independent development.