ReviewPulse

Porting a PC indie game to Switch, PlayStation and Xbox: how to pick the game and the porting studio

By Abhishek Rathi · · 6 min read

Port PC games that have already proven demand on Steam, are fully playable on a controller, run well on Steam Deck and use an engine with a console path such as Unity, Unreal, GameMaker or Godot via a third party. Choose a porting studio that has recently shipped ports in your engine on your target consoles, get a fixed-price proposal after a code review, and plan for roughly four to six months for a typical port. Decide early who publishes and patches the game on each store.

Is a console port worth it for an indie game?

Often, yes, if the game has already proven itself on PC. Consoles are less crowded than Steam. GameDiscoverCo counted the new games released on each platform in 2024 and estimated how many sold over 100,000 copies in their first year (via GameDev Reports):

PlatformNew releases in 2024Sold 100,000+ in year one
Steam19,003233 (1.23%)
Nintendo Switch2,89836 (1.24%)
PlayStation1,29263 (4.88%)
Xbox1,11529 (2.6%)

The Switch figures exclude physical copies. The audience is also growing on Nintendo's side: Switch 2 sold 19.86 million units by the end of Nintendo's financial year in March 2026, according to Shacknews' report on Nintendo's results.

Successful indies usually stagger their console launches. Vampire Survivors went from Steam to Xbox in November 2022, then Switch in August 2023 and PlayStation in August 2024. Others plan console from the start: Hades launched on Switch alongside its PC 1.0 release in 2020.

A port is a new launch with its own costs, certification and marketing, so it needs a real audience behind it. A game that sold poorly on Steam rarely becomes a hit on console.

Which PC games port well to console?

Whether you are a developer deciding what to port or a publisher looking for port opportunities, the same signals predict how hard and how worthwhile a port will be:

SignalWhy it mattersWhere to check
Proven demandA large, positive review count shows there is an audience to bring across.Steam review count and score
Controller supportGames already fully playable on a gamepad avoid a full input and UI redesign."Full controller support" on the Steam page
Steam Deck statusA Verified or Playable rating suggests the game runs on modest handheld hardware with readable text.Steam Deck compatibility on the store page
EngineEngines with console export paths are cheaper to port than custom engines.Credits, files, developer statements
Genre fitAction, platformers, roguelikes and cozy games have a history on console; mouse-heavy strategy and point-and-click games are harder.Steam tags
Online featuresMultiplayer, crossplay and user-generated content add platform services and certification work.Store page features
Not on console yetThe opportunity only exists if nobody has ported it.Platform stores, publisher announcements

ReviewPulse's port check runs these checks for any Steam game, including whether it is already on console and which porting studios work in its engine. For publishers scouting deals, the port radar lists Steam indie hits with no console version, scored on these factors.

How does the game engine affect a console port?

Console SDKs are under non-disclosure agreements, so every route starts with being approved by Nintendo, Sony or Microsoft (or working with a partner who is). After that, the engine decides most of the effort:

How do you choose a porting studio?

A porting studio does the technical work: getting the game running, optimising it for each console, passing certification and often handling QA and patches. Use this process to pick one:

  1. Shortlist studios with shipped ports in your engine. Ask for titles, not claims. The ReviewPulse porting studios directory lists 40+ studios that port to Switch, PlayStation and Xbox, with the engines they work in.
  2. Check they have shipped on your target platforms recently. Experience on Switch 2, PS5 and Xbox Series X|S matters more than older generations.
  3. Play their ports. Frame rate, load times and text size on handheld tell you more than a portfolio page.
  4. Call two or three of their clients. Ask about communication, missed milestones and how certification failures were handled.
  5. Send your build for a code review and ask for a written proposal with milestones, performance targets and a QA plan.
  6. Agree who publishes on each store. Someone has to hold the platform accounts, set prices, handle age ratings and push patches. That can be you, the porting studio or a publisher.
  7. Agree post-launch support. Content updates and bug fixes need to reach console players too, so price them in from the start.

Some reference points on what to expect: Sickhead Games says on its FAQ that most ports take four to six months, and that it quotes a firm fixed price with a milestone schedule after reviewing the code rather than billing hourly. At the high end of the market, Panic Button ported Doom and Wolfenstein II to Switch (Gaming Trend), and Virtuos ported Dark Souls Remastered to Switch (Siliconera). Indie ports are usually handled by smaller specialist studios.

What drives the cost of a port?

Porting studios rarely publish prices, because quotes depend on the game. Sickhead Games, for example, says it quotes every project individually based on the engine, the target platforms, how much optimisation is needed and whether the game has online features. In practice, these factors push a quote up:

Get at least two quotes on the same build so you can compare scope, not just price.

What deal structures do porting partners offer?

Whatever the structure, make sure the contract says who owns the port's code, what happens if certification slips, and whether the partner gets rights to future platforms or sequels.

How do you get access to the consoles?

Each platform has its own certification requirements, age rating process and dev kit costs, so check current terms with each one before you budget.

How should publishers spot port opportunities?

  1. Filter Steam for proven indie games with no console version, strong review scores and a review count that suggests real sales.
  2. Check portability: engine, controller support and Steam Deck status.
  3. Look at the developer. Small self-published teams with no console partner are the likeliest to want a port-and-publish deal.
  4. Check genre history on console by looking at how comparable games performed on Switch and PlayStation.
  5. Approach with a specific offer: platforms, timeline, who pays, revenue split and term.

Frequently asked questions

How long does it take to port an indie game to Switch?

It depends on the engine and the game, but porting studio Sickhead Games says most of its ports take four to six months of work, with complex or staggered launches taking longer.

Can a Godot game be ported to consoles?

Yes, but not with official Godot exports. Godot's documentation points to third parties instead, such as W4 Games middleware and porting companies including Lone Wolf Technology, Pineapple Works and Sickhead Games.

How much revenue do console porting partners take?

It varies by deal type. In Voyer Law's analysis of publishing contracts, developers kept an average of 63.1% and a median of 60% of revenue in console porting deals. Work-for-hire ports charge a fee instead and leave all revenue with the developer.

Which console should an indie game port to first?

Many indies start with Switch because of its large handheld audience and indie-friendly eShop, but the right choice depends on genre and engine. Check how comparable games performed on each platform and whether your game runs well on Steam Deck, which is a good proxy for handheld performance.

Try it on a real game

Paste any Steam link, app ID or game name and get rivals, review themes, pricing by country and a store page teardown in minutes. Free to start.

Keep reading