I've gotten six different people so far that have pinged me of this port's existence today, and based on some old tweets from one of the Ghostlight community managers, I'm not shocked that this was indeed the game they were porting. That said, I'm extremely skeptical after the second game's PC release, and Ghostlight's consistently mediocre track record with PC releases (Setting aside the 10 minute minigame that can be completely avoided, and sadly was the only point of contention that Steam forum users had).
From my time looking at the game screenshots, and comparing them between the PS4 and Switch versions, It's safe to assume that the Switch version is being used as a base for the PC version, which is unfortunate, and especially baffling as this game actually had a western PS4 release, unlike the second game. I would have viewed the second game's port more favorably if it wasn't the Switch version with more game breaking bugs and a busted framelimiter that runs the game faster than intended. I'd actually more closely compare that game's PC release with the treatment Resident Evil 4 got on PC back in 2005
(being ported from the worse PS2 release of the game rather than the GameCube original).
For context, all of Compile Heart's PS4 and PC versions were using Orochi 4 with the Mizuchi rendering engine
(Which essentially gives the engine a deferred rendering + PBR pipeline to work with). However, all of their Switch ports use Orochi 4 without the rendering engine, and can look drastically different as a result. Here's an example from Mary Skelter 2 that should highlight the visual difference perfectly:
While I'm glad that IFI is handling the beta testing and publishing themselves this time around, I have my doubts that they can make the game's lighting on par with the PS4 version again in time for an August release
(Based on the three month period between the end of beta testing and the game release of their past few games). I was able to improve one of their ports by a bit
(through an unofficial mod) in the span of 2-3 weeks, but that was compromised of stuff that wasn't low level, and as I personally have never worked with the actual engine tools or seen actual engine source code for the engine used
(Although I have investigated things using a disassembler and a debugger), I probably couldn't tell you how feasible of a task it would be, as I'm also unsure about the setup process of using it, or what modifications Ghostlight has made to certain things
(I can already say that they handled resolutions and pillarboxing in a pretty jank way with the second game, and they've used a similar cursor system to the first game's port). While I think I am totally powerless to do anything about it, I can at least bring awareness to this.
Since JuxtaposeJS
(Which would simplify the comparison process) doesn't seem to want to work for me, here's some comparison shots between the PC screenshots on Steam and PS4 gameplay footage
(PC on the left, PS4 on the right):
As a note for those who have already played the game:
The Salvation Tower is a notable example of the Switch version completely lacking SSAO, as it makes the white nooses on the wall almost invisible in most cases.
EDIT: As someone pointed out to me elsewhere, the Switch and PC versions of Mary Skelter 2 and Finale also have a problem with 2D Background elements being rendered with the incorrect gamma. I also wanted to clarify
(to complement this point) that from my time investigating and datamining both 2 and Finale's PS4 and Switch ports, that the texture data looks identical, so it's likely a rendering problem with those elements.