Unity's big cross-platform success story can't decide what the game is called
A glowing case study about porting one game to PC, mobile and Switch repeatedly calls it by two different names - which tells you more about the state of corporate blogging than about game development.
Unity has published a case study celebrating Soft Crunch Games’ cross-platform success, with the headline promising the inside story of how “Foxy Dumplings” was built for PC, mobile and Nintendo Switch. The trouble is, the body of the blog post never mentions Foxy Dumplings at all - it’s about a game called “Scritchy Scratchy”. Whether that’s a renamed project, a copy-paste error, or two different titles tangled together, Unity’s own marketing team doesn’t seem entirely sure what they’re writing about.
What Unity is actually claiming
Strip away the branding confusion and the hard numbers are these: the game in question has sold more than 1.25 million units on Steam and 250,000 copies on mobile, with a 94% positive rating on Steam. Soft Crunch Games built and shipped the title from a single Unity project rather than maintaining separate branches for each platform, which let fixes and new content roll out everywhere at once rather than being redone per-platform. The game launched on PC and mobile, and is now being prepared for Nintendo Switch and Nintendo Switch 2.
Those figures, if accurate, are a genuinely solid result for an indie studio. But this is Unity’s own blog, written by Unity’s own senior content marketing manager, promoting Unity’s own engine - there’s no independent sales tracker, platform holder confirmation, or third-party audit attached to any of it. “More than 1.25 million” is also the kind of phrasing companies use when they’d rather not give you the actual number.
What the post leaves out
There’s no release date, no team size, no development budget, and no detail on how long the Switch version has been “in preparation” - which could mean anything from a finished build awaiting certification to an early prototype. There’s also nothing on pricing or whether the game is free-to-play, premium, or supported by in-app purchases on mobile, which matters a lot for interpreting what “250,000 copies” actually represents in revenue terms.
The post frames porting to Switch as mainly a matter of rethinking controller input, haptics and screen-size adaptation - fair enough on its own terms, but it’s also exactly the kind of challenge Unity’s marketing exists to make sound solved by using Unity. No independent developer or reviewer is quoted weighing in on how smooth that process actually was, or what broke along the way.
So who is actually affected by this
Nobody, really, in the sense of anything changing for players today. This isn’t a product launch or a platform update - it’s a promotional case study aimed at other developers who are deciding which engine to build their next game in. If you’re a player waiting on the Switch version of whatever this game turns out to be called, there’s still no date. If you’re a developer evaluating Unity for a multiplatform project, the single-project-across-platforms approach described here is a reasonable, fairly standard strategy - not a revelation unique to this studio.
The takeaway
Take the sales numbers as a plausible but unverified indicator of a successful indie launch, not as independently confirmed fact. The more interesting detail here isn’t the porting story at all - it’s that Unity’s own case study can’t settle on the name of the game it’s championing, which is a small but telling reminder to read vendor blog posts as marketing first and reporting a distant second.