What actually happens when your co-op crew’s helicopter goes down on an island nobody asked to visit? That’s the question Splatoon Raiders opens with, stranding Shiver, Frye, and Big Man alongside a customizable new playable character known only as the Mechanic on the fog-covered Spirhalite Islands. The trio didn’t come here to fight; they came for treasure, and the game turns that greedy detour into a full looter-shooter built entirely around ink.
| Genre | Third-person looter shooter, co-op PvE |
| Platform | Nintendo Switch 2 |
| Playable character | The Mechanic |
| Companions | Deep Cut (Shiver, Frye, Big Man) |
| Setting | Spirhalite Islands |
The setup is simple and gets out of the way fast. Deep Cut are flying to the islands when a beam of light erupts from the water and forces an emergency crash landing, and from that point on Splatoon Raiders stops being about getting home and starts being about how much loot you can drag out before you try. The Mechanic becomes the playable anchor, kitted out with ink weapons and mechanical Gadgets, while Shiver, Frye, and Big Man round out the crew as companions rather than background lore.
Early stretches of the game are deliberately gentle, letting new players get comfortable splatting waves of Salmonids before the islands start throwing real resistance at them. Once you clear the first few zones, though, the difficulty options you picked at the start begin to matter in ways that weren’t obvious during the tutorial.
Players jumping in expecting the competitive Turf War loop from the mainline series should recalibrate immediately. This is not that game, and it doesn’t pretend to be.
One of the more debated design choices is how difficulty is selected up front rather than adjusted dynamically. You choose your challenge level at the very beginning, and Splatoon Raiders commits to that choice hard, scaling enemy pressure and loot value together rather than letting you soften things mid-run. Speedrunners and streamers gravitate toward the higher settings specifically because the harder tiers reward fast, clean play with better drops.
By the time you reach the game’s testing grounds, a set of optional arenas meant for experimenting with weapons and Gadgets you’d otherwise ignore, the difficulty scaling has usually revealed which of your loadouts actually hold up under pressure. These zones have become a favorite among players who like to time-attack objectives just to see how quickly a run can be broken.
The core mechanic is straightforward once it clicks: go to a location, splat everything hostile, grab the loot, and get out before the situation escalates past what your build can handle. What complicates it is the sheer number of Gadgets available, mechanical tools that layer onto your ink weapons and change how encounters play out. Combining ingredients like Rev-Up Moonshine with something like a Hob-Lobber produces results that aren’t always obvious from the item descriptions alone, and a good chunk of the community’s early discussion has centered on figuring out which combinations actually work.
Beginners tend to make the same mistake here: sticking with the starting loadout for too long instead of testing Gadget combinations against different Salmonid types. The game rewards experimentation far more than caution, and players who treat every zone like a blank slate for trying new builds tend to progress faster than those playing it safe.
The one piece of interface criticism that comes up constantly involves the in-game compasses used to locate hidden zones. They’re not unreadable, exactly, but they ask for more squinting than a modern game probably should, and it’s one of the few rough edges reviewers agree on even when they otherwise love the game.
Splatoon Raiders tracks progress across several overlapping systems rather than a single completion bar. The Briny Scrolls compendium fills in through story beats and bonding with each member of Deep Cut, Salmonid Research tracks how many times you’ve beaten each enemy type, the Gadget Guide fills out as you build every available Gadget, and the Weapon Guide does the same for weapons. Hitting milestones across these rewards Spirhalite Shards and Gems, and full completion unlocks a distinct illustration tied to defeating the game’s final boss, Lord Saltimatum, with every relic collected.
Completionists chasing that final illustration end up engaging with nearly every system the game offers, not just the combat loop, and that layered structure is part of why the completion time varies so wildly between players who rush the story and players who chase every compendium.
Yes. The game is single-player-focused by design, with the Mechanic accompanied by Deep Cut as AI-driven companions, though co-op multiplayer is also supported for players who want to raid the Spirhalite Islands with friends.
Whatever difficulty tier you land on, Splatoon Raiders keeps circling back to the same idea: Deep Cut didn’t crash on the Spirhalite Islands to be heroes, and neither did you, so grab the loot and worry about Lord Saltimatum later.