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Game porting · B2BGame Porting Services for PC, Console, Mobile and Web
Game porting services adapt a finished game to a new platform without rebuilding it. Capermint ports Unity and Unreal games to PC, PlayStation, Xbox, Nintendo Switch, mobile and web for US, Canadian and global studios. Typical ranges: $10K–$40K for a casual port, $40K–$120K for 3D, multiplayer or first console ports, $120K+ for multi-platform work. Schedules follow a build audit.
What game porting services include
Porting takes a game that already works on one platform and makes it ship-ready on another. The design, content and most of the code stay. What changes is everything the new platform treats differently: input, UI, performance and memory budgets, platform services, store rules and certification.
This page is for games that already exist. If you are starting a new title, see console game development, PC game development or mobile game development instead.
| Item | Capermint game porting services |
|---|---|
| Who it is for | Game studios, publishers, IP holders and brands with a finished or nearly finished game, and teams moving a live game to a newer engine version |
| Target platforms | PC (Windows and macOS) and Steam, Steam Deck, PlayStation 5, Xbox Series X|S, Nintendo Switch and Switch 2, iOS, Android, and web (Unity Web/WebGL or HTML5). Console ports need developer approval from each platform holder |
| Engines | Unity and Unreal Engine; legacy or in-house engines through engine migration |
| Deliverables | Build audit and porting plan, platform builds, input and UI adaptation, performance and memory work, platform services and submission-ready builds; code and documentation delivered on your contract terms |
| Typical cost (USD) | $10K–$40K casual single-platform port; $40K–$120K 3D, multiplayer or first console port, or a small-to-mid engine migration; $120K+ multi-platform console work, large engine migrations or large content |
| Timeline | Fixed after a build audit; each store or console maker adds its own review time |
| Engagement models | Fixed-scope project, dedicated team (monthly), co-development or staff augmentation |
| Markets | US and Canada first; also the UK and EU, Latin America, Africa, the Middle East, India and APAC |
| Company | Capermint Technologies Pvt Ltd, founded 2014 in Ahmedabad, India; over 200 specialists; Capermint-reported 650+ customers worldwide; Clutch 4.9/5 from 13 reviews |
We schedule calls in US and Canadian business hours. Prices are typical ranges; a final quote follows a scoping call.
Where we can take your game
We group porting work into six routes, each with its own technical risks. The build audit starts by naming the route and the hardest platform on your list.
Mobile to PC, Steam and Steam Deck
Touch controls rebuilt for mouse, keyboard and controller, UI rescaled for large screens, mobile ad and billing SDKs replaced with PC store services, plus Steamworks features and Steam Deck checks.
PC to PlayStation, Xbox and Switch
Controller-first menus, fixed-hardware performance budgets, memory limits, suspend and resume, saves, trophies or achievements, and a build tested against each console's requirements.
Generation and cross-console ports
PS4 to PS5, Xbox One to Xbox Series X|S, Switch to Switch 2, or one console family to another, with higher resolution or frame rate where the hardware allows.
PC and console to iOS and Android
Touch controls, shorter sessions, UI for small screens, asset compression, battery and heat limits, device testing, and current App Store and Google Play build rules.
Web and instant-play builds
Unity Web/WebGL or HTML5 builds with smaller downloads, fast first load and browser memory limits in mind. See WebGL game development.
Engine upgrades and migration
Upgrades to newer Unity or Unreal versions and replacement of deprecated plugins; legacy engines rebuilt in Unity or Unreal Engine, reusing art, audio and design data.
Straight port, enhanced port or engine migration
Porting work falls into four types. Which one fits depends on the engine, the state of the source code and what players on the new platform expect.
| Option | What changes | When it fits | Typical range (USD) | Main risk |
|---|---|---|---|---|
| Straight port | Same engine and content; input, UI, performance and platform services adapted | Finished game in an engine that already supports the target platform | $10K–$40K casual; $40K–$120K 3D or multiplayer | Performance or memory problems found late |
| Enhanced port | Straight port plus higher resolution or frame rate, new control options, platform features such as cross-save, sometimes new content | Console generation upgrades and premium re-releases | $40K–$120K; $120K+ across several platforms | Scope growth from feature requests |
| Engine migration or remaster | Code rebuilt in Unity or Unreal (or a newer engine version), reusing art, audio, design data and game rules | Legacy or in-house engines, or an engine that no longer supports the target | $40K–$120K small and mid-size games; $120K+ large games | Game feel drifting from the original |
| Co-development | Our engineers join your team on porting tasks you assign | You own the port and need extra engine or platform capacity | Dedicated team, priced monthly after scoping | Unclear ownership of tasks and code |
What changes between platforms
| Area | What we adapt | What we check before submission |
|---|---|---|
| Input | Touch, mouse and keyboard, controllers, remapping and on-screen button prompts | Correct prompts and glyphs for each platform's controller |
| UI and text | Safe areas, aspect ratios, TV and handheld legibility, menu navigation without a pointer | Text readable at handheld size; every screen reachable by controller |
| Performance | Frame-rate targets, CPU and GPU budgets, shaders, loading times, heat and battery on mobile | Stable target frame rate in the heaviest scenes |
| Memory and storage | Texture compression, streaming, audio formats and package size | No out-of-memory crashes in long sessions |
| Platform services | Accounts, saves and cloud saves, achievements or trophies, presence, entitlements and in-app purchases | Suspend, resume, sign-out and save behaviour |
| Store and compliance | SDK versions, privacy disclosures, age-rating inputs and store assets | Current SDK and target API levels; rating questionnaires ready for the publisher |
What a game port typically costs
These are typical ranges for porting work, anchored to the bands we publish for game builds. Where a project lands depends on engine, code quality, content size and the number of platforms.
| Scope | Typical range (USD) | Usually covers |
|---|---|---|
| Casual single-platform port | $10K–$40K | A 2D or light 3D game moved to one new platform, such as mobile to PC and Steam, or PC to web |
| 3D, multiplayer or first console port | $40K–$120K | A 3D or online game on one or two new platforms, including controller UI, performance work and certification readiness, or an engine migration of a small or mid-size game |
| Multi-platform or large migration | $120K+ | Several consoles at once, an engine migration of a large game, large content, or cross-play and cross-progression backends |
| Co-development team | Monthly, after scoping | Engineers and QA working inside your production on the tasks you assign |
What sets the schedule
The schedule depends on engine version, source-code quality, the hardware gap and online features such as accounts, multiplayer and cross-play. We fix it after the build audit. Each store or console maker then reviews builds on its own clock:
| Platform review step | Published timing |
|---|---|
| Apple App Store review | Typically at least 50% of submissions reviewed in under 24 hours and 90% in under 48 hours (Apple) |
| Steam store page review | Typically 3–5 business days; submit at least 7 business days before you want the page live (Valve) |
| Steam build review | Typically 3–5 business days; Valve advises planning for at least 7 business days |
| Console certification | Set by Sony, Microsoft and Nintendo under their developer agreements; planned once platform access is confirmed |
Costs outside the porting quote
- Platform developer programs, console dev kits and store fees
- Engine licences for the new platform: Unity states that closed console platforms need an active Unity Pro subscription or a Preferred Platform licence key from the platform holder
- Third-party middleware and SDK licences for each new platform
- Age-rating fees where they apply, localization and marketing for the new store
Typical ranges. A final quote follows a scoping call.
Platform certification readiness
A port is finished when the platform accepts it. We test each build against the target platform's rules, fix what fails and prepare reviewer notes. The table lists the published requirements.
| Platform | What the build must meet | What we prepare |
|---|---|---|
| PlayStation, Xbox, Nintendo | Each console maker's technical requirements. Microsoft publishes its Xbox Requirements (XRs), which say titles must be functionally complete and testable when submitted for certification; Nintendo shares platform documentation after registration and its NDA, and reviews every game before release; Sony's requirements go to approved PlayStation partners | Checklist-based test passes, fixes and submission notes |
| Apple App Store | App Review Guidelines; since April 28, 2026, uploads must be built with Xcode 26 or later using an iOS 26, iPadOS 26, tvOS 26, visionOS 26 or watchOS 26 SDK; age-rating questions answered in App Store Connect | Builds on the current toolchain, privacy details and review notes |
| Google Play | Since August 31, 2026, new apps and app updates must target Android 16 (API level 36) or higher (lower targets apply to Wear OS, Automotive, TV and XR); Google offered extensions to November 1, 2026 | Target API and SDK upgrades and policy declarations |
| Steam and Steam Deck | Valve reviews the store page and build; its Steam Deck review checks input, performance, seamlessness and display, and labels games Verified, Playable or Unsupported | Steamworks integration, controller support and glyphs, Deck testing |
| Age ratings | IARC questionnaires on Google Play, Microsoft Store, Nintendo eShop and PlayStation Store; ESRB ratings in North America; PEGI in 38 European countries; Apple's own questionnaire | A content inventory the publisher can use for each rating submission |
The platform holder decides certification
Console SDKs and dev kits go only to developers approved by Sony, Microsoft or Nintendo, and Unity and Epic share console engine tools only after that approval. We build and test to each platform's requirements, but the platform holder decides whether a build passes, so console plans include time for a resubmission.
Markets, ratings and compliance
Some rules travel with every build. The publisher holds the platform accounts, store listings and ratings; we prepare the build and documentation those submissions need.
United States and Canada
Digital storefronts that use IARC show ESRB ratings in North America. If a game is directed to children under 13, or knowingly collects their personal information, the US COPPA Rule applies to the operator. If the game includes real-money or sweepstakes features, state and provincial gaming law applies: operators are responsible for licensing, and we build to the technical requirements of the target jurisdiction. See real-money game development.
Global markets
Rating bodies and privacy rules differ by region, for example PEGI across 38 European countries. App stores add their own limits on real-money games: Apple requires them to be licensed, geo-restricted and free to download, and Google Play allows them only in select countries for licensed operators it approves. In India, the Promotion and Regulation of Online Gaming Act, 2025 prohibits online money games, so for India we port free-to-play, social and e-sports formats only.
General information, not legal advice. Confirm requirements for each market with counsel.
How a porting project runs
Seven steps from first call to a live build on the new platform, with dates set in the porting plan. See our process.
Build audit
We review your source code, engine version, plugins, assets and current performance, then list the risks for each target platform.
Porting plan and quote
Route, scope, milestones, platform access, test devices and code-ownership terms go into a fixed proposal or a dedicated-team plan.
First playable on target
The game boots and plays on the new platform early, so the hardest technical problems surface in the first milestone.
Input, UI and platform services
Controls, menus, text, saves, accounts, achievements or trophies, and store services are adapted for each platform.
Performance and memory
Profiling on target hardware, then work on draw calls, shaders, textures, streaming and loading until frame-rate and memory targets hold.
Compliance QA and submission prep
Test passes against each platform's requirements, regression testing, and submission notes for the publisher.
Launch and patches
Fixes during review, day-one patches and post-launch updates, with code and documentation handed over on the terms in your contract.
Why studios work with us
Choosing a game porting company? Here is where to check our game work and what clients say.
Published game work
Our published case studies, including End Game Chess, Gamepop, Runner Runner and Wood Nuts & Bolts, show our wider game work. Open the games portfolio
Over 200 specialists
Game designers, 2D and 3D artists, animators, gameplay and backend engineers and QA, working from our delivery studio in Ahmedabad, India.
Clutch 4.9/5 from 13 reviews
Capermint was founded in 2014 and reports 650+ customers worldwide.
Three ways to work
A fixed-scope port, a dedicated monthly team, or co-development with your engineers. We schedule calls in US and Canadian business hours.
Game porting services: FAQ
Answers to the questions studios and publishers ask most before a port.
What are game porting services?
Game porting services adapt an existing game so it runs well on a platform it was not built for, such as a mobile game moving to PC or a PC game moving to PlayStation, Xbox or Nintendo Switch. The work covers engine and code changes, input and UI rework, performance and memory optimization, platform services and certification readiness.
How much does it cost to port a game?
Typical ranges are $10K–$40K for a casual game ported to one new platform, $40K–$120K for a 3D or multiplayer game, a first console port or a small-to-mid engine migration, and $120K+ for multi-platform console work or large migrations. Platform fees, dev kits, engine licences and any age-rating fees sit outside the quote. A final quote follows a scoping call.
How much does it cost to port a game to Nintendo Switch or PS5?
For a 3D or multiplayer game, a single Switch or PS5 port typically falls in our $40K–$120K range, and ports to several consoles at once often go above $120K. The main cost drivers are performance and memory work for the target hardware, controller-first UI, platform services and certification fixes. Dev kits and console engine licences are paid separately, and a final quote follows a scoping call.
How long does it take to port a game?
We set the schedule after a build audit, because engine version, code quality, content size and the number of platforms drive it. Platform review then adds time: Apple typically reviews 90% of submissions in under 48 hours, Valve asks developers to plan at least 7 business days for a Steam build review, and each console maker runs its own certification review.
What do you need from us to start a port?
Source code and project files, source art and audio, third-party SDK and middleware licences, a working build and any design documents. For consoles we also confirm platform access, because Sony, Microsoft and Nintendo approve developers individually, and Unity and Epic release console tools only to approved developers. Without source code, we scope a rebuild instead of a port.
Can you port our game to PlayStation, Xbox and Nintendo Switch?
Yes, for Unity and Unreal projects with approved developer access from each platform holder. Console SDKs and dev kits are released only to approved developers under each platform's agreements, which include NDAs. In scoping we confirm whose platform account the port uses, who holds the dev kits, and which hardware is in scope, such as PS5, Xbox Series X|S or Switch 2.
Is porting a game hard?
It is less work than building a new game but much more than recompiling. The hard parts are performance on different hardware, memory limits, controller and touch input, UI readable on a handheld or TV, platform services and certification rules. Unity and Unreal games are generally easier to port than custom engines, because the engine already supports most targets.
Can you port a game that was not built in Unity or Unreal?
Sometimes. If the original engine supports the target platform, we can port within it after a code review. If it does not, as with many legacy or in-house engines, the usual route is an engine migration: rebuilding the game in Unity or Unreal while reusing art, audio, design data and game rules. The scoping proposal compares both options.
Who handles certification and store submission?
The publisher normally owns the platform accounts, store listings and age ratings, and submits the build. We test the build against the platform's technical requirements, fix failures, write submission notes and turn around fixes if a build is rejected. The platform holder decides certification, so no studio can promise a first-time pass, and we plan time for a resubmission.
Can you port a mobile game to PC, Steam and Steam Deck?
Yes. A mobile-to-PC port replaces touch controls with mouse, keyboard and controller input, rescales UI for large screens, swaps mobile ad and billing SDKs for PC store services and adds Steamworks features. For Steam Deck, Valve checks input, default performance, text legibility and launcher behaviour before labelling a game Verified, Playable or Unsupported.
Do you port real-money or casino games?
Yes, but store rules and local law decide where they can launch. Apple requires real-money gaming apps to be licensed, geo-restricted and free on the App Store; Google Play allows them only in select countries for licensed operators that complete its application process. Operators hold the licences, and we build to the target jurisdiction's technical requirements. India's Promotion and Regulation of Online Gaming Act, 2025 prohibits online money games, so India ports are free-to-play or social. Not legal advice.
Get a scoped plan for your port
Send us your engine and version, current platforms, target platforms, online features and launch window. We reply with the porting route, the main risks, a milestone plan and a price range.
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