Despite a missed April reveal window, industry insider Nate the Hate continues to insist that a new Star Fox title for the Nintendo Switch 2 is currently in development.

The Credibility of the Star Fox Rumors
Nate the Hate has built a significant reputation within the Nintendo community for accurately predicting the timing of Switch 2 reveals and various Nintendo Direct broadcasts. Last month, the leaker claimed that a remake of The Legend of Zelda: Ocarina of Time is in the works and that a brand-new Star Fox entry was slated for an April reveal, targeting a summer release.
With April passing without any official word from Nintendo, fans have grown skeptical. It has been a decade since the franchise last saw a major release, leading many to wonder if the project was ever authentic or if Nintendo is intentionally planting misinformation to identify internal leakers.
Addressing the Missed Announcement
In response to mounting questions on social media, Nate the Hate stood by his original claims. “I do not doubt the game’s existence. Several outlets/people have spoken on the game beyond me, as well,” he stated. While he acknowledged that his timeline for the reveal was incorrect, he expressed regret regarding the specificity of his predictions. “Sharing specific timing was an error in retrospect and I should have left it simply as the game was coming this year,” he admitted.
Contextualizing Nintendo’s Strategy
Speculation persists that Nintendo may be engaging in damage control to discredit broader rumors—such as the Ocarina of Time remake—by delaying or shifting the status of these projects. However, the leaker’s track record remains mixed but partially validated; he previously suggested summer release windows for Rhythm Heaven Groove and Splatoon Raiders, both of which were recently confirmed for July launches. Only time will reveal if the remaining claims hold weight.
In other industry news, a former programmer for Super Mario 64 and Star Fox recently noted that developers historically were not provided with free copies of their own games. Staff often had to wait until retail supply caught up with consumer demand before they could secure copies of the titles they helped create.















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