Console Publishing Status
Summer Engine is based on Godot 4.5, which has full console export support. However, console publishing is more complex than PC/mobile and requires official approval from platform holders.Supported Consoles (via Godot)
Nintendo Switch
- ✅ Engine support: Available in Godot 4.5+
- 💼 Requirements: Nintendo Developer Portal approval
- 🎮 Dev kit: ~$450 USD
- 📄 NDA: Required before access to Switch SDK
PlayStation 4/5
- ✅ Engine support: Available in Godot 4.5+
- 💼 Requirements: PlayStation Partners approval
- 🎮 Dev kit: PS4 (~2,500)
- 📄 NDA: Required before SDK access
Xbox One/Series S/X
- ✅ Engine support: Available in Godot 4.5+
- 💼 Requirements: ID@Xbox program approval
- 🎮 Dev kit: Can use retail console for ID@Xbox (or ~$500 dev kit)
- 📄 NDA: Required for advanced features
Summer Engine uses the same console export code as Godot. Once you have platform approval, our team can help with the export configuration.
How to Get Console Approval
Step 1: Build a Compelling Demo
Platform holders want to see:- ✅ Vertical slice - 5-15 minutes of polished gameplay
- ✅ Visual quality - Professional-looking art and UI
- ✅ Unique hook - What makes your game special?
- ✅ Market potential - Why would console players buy this?
Step 2: Apply to Developer Programs
Nintendo Switch - Nintendo Developer Portal
Nintendo Switch - Nintendo Developer Portal
Apply at: developer.nintendo.comRequirements:
- Registered company (LLC, sole proprietorship, etc.)
- Business plan outlining your game
- Development team credentials
- Previous released games (helpful but not required)
- Access to Switch SDK
- Dev kit purchase option
- Publishing documentation
- Nintendo developer support
PlayStation - PlayStation Partners
PlayStation - PlayStation Partners
Apply at: partners.playstation.netRequirements:
- Registered company
- Game pitch with screenshots/trailer
- Team experience
- Business and marketing plan
- Access to PS4/PS5 SDK
- Dev kit pricing
- PlayStation Store publishing rights
- Sony developer support
Xbox - ID@Xbox Program
Xbox - ID@Xbox Program
Apply at: xbox.com/developers/idRequirements:
- Concept pitch (game description, screenshots)
- Publishing plan
- Previous game development experience preferred
- Use retail Xbox for development (dev kit optional)
- Xbox publishing rights
- Microsoft developer support
- Access to Game Pass opportunities
Alternative: Work with a Porting Studio
Don’t want to deal with console bureaucracy? Hire specialists who already have approval and dev kits.Recommended Godot Porting Partners
Pineapple Works
Specialty: Nintendo Switch
- Extensive Godot experience
- Published multiple Godot games on Switch
- Handles porting, QA, and publishing
- Revenue share or flat fee options
Lone Wolf Technology
Specialty: Multi-platform porting
- Switch, PlayStation, Xbox experience
- Godot engine expertise
- Technical optimization for consoles
- Full-service porting and publishing
Broken Rules
Specialty: Publishing + Porting
- Switch, PlayStation experience
- Published their own Godot titles
- Can handle publishing negotiations
- European studio (good for EU developers)
Contact Summer Team
We can connect you with other trusted partners
- Godot-specific porting studios
- Console-specific specialists
- Publishing consultants
How Porting Studios Work
Typical process:- You provide: PC build (Windows/Mac) of your game
- They handle: Console export, optimization, compliance, publishing
- Revenue split: Usually 20-40% to porting studio, or flat fee (50k range)
- Timeline: 2-6 months depending on game complexity
- ✅ No dev kit purchase needed
- ✅ No NDA paperwork for you
- ✅ They handle platform compliance (age ratings, content policies)
- ✅ Optimization for console performance
- ✅ Ongoing patch support
DIY Console Porting (Advanced)
If you do get platform approval and want to port yourself:General Requirements
- Dev kit hardware (per platform)
- Platform SDK access
- Summer Engine source with console modules enabled
- Compliance testing (age ratings, content guidelines)
- Performance optimization (consoles have fixed specs)
Summer Engine Console Export
Once you have SDK access:1
Contact Summer Team
Email [email protected] with:
- Proof of platform approval
- Which console(s) you’re targeting
- Your game’s name and genre
2
We'll Provide
- Console-specific build instructions
- Export configuration help
- Engine modifications if needed (console-specific optimizations)
3
Build and Test
Follow platform-specific build processTest on actual dev kit hardware (not emulators)
4
Submit to Platform
Submit build through platform’s publishing portalWait for certification (2-6 weeks)
Console Certification Process
Each platform has strict requirements:Technical Requirements
- Performance: Maintain 30 or 60 FPS (platform-dependent)
- Memory limits: Stay within console RAM constraints
- Controller support: Full gamepad support required (no keyboard/mouse)
- Save data: Follow platform save system guidelines
- Suspend/resume: Handle sleep mode correctly
Content Requirements
- Age rating: ESRB, PEGI ratings required before publishing
- Content policy: No prohibited content per platform rules
- Localization: May require multiple language support
- Accessibility: Some platforms require accessibility features
Compliance Testing
- Submit build to platform’s QA team
- Wait for certification results
- Fix any failed tests
- Re-submit until approved
Cost Breakdown
Nintendo Switch (Example)
| Item | Cost |
|---|---|
| Nintendo Developer Portal application | Free |
| Dev kit hardware | ~$450 USD |
| Age ratings (ESRB/PEGI) | 4,000 |
| Localization (optional) | 20,000 |
| Total minimum | ~$3,500 |
PlayStation 4/5 (Example)
| Item | Cost |
|---|---|
| PlayStation Partners application | Free |
| PS4 dev kit | ~$2,500 |
| PS5 dev kit | ~$2,500 |
| Age ratings | 4,000 |
| Total minimum | ~$6,000 (one console) |
Xbox (Example)
| Item | Cost |
|---|---|
| ID@Xbox application | Free |
| Retail Xbox (dev mode) | ~$500 |
| Age ratings | 4,000 |
| Total minimum | ~$3,500 |
Xbox is the cheapest to start with via ID@Xbox (use retail console). Switch is next. PlayStation is most expensive (requires dedicated dev kit).
Age Ratings (Required for Console)
All console games need official age ratings: ESRB (North America):- Application fee: ~4,000 depending on revenue tier
- Fill out content questionnaire
- Provide gameplay footage
- Rating assigned: E, E10+, T, M, AO
- Similar process and cost to ESRB
- Ratings: 3, 7, 12, 16, 18
- Free digital rating system
- Used by some platforms
- Questionnaire-based (no footage required)
Realistic Timeline for Console Release
From PC version complete → console release:Fast Track (Experienced Team)
- Month 1: Apply to platforms, build demo
- Month 2: Get approval, purchase dev kits
- Month 3: Port game, optimize for console
- Month 4: QA testing, submit for certification
- Month 5: Fix certification issues, re-submit
- Month 6: Approved and published ✅
Realistic Timeline (First Console Game)
- Months 1-2: Applications and approval process
- Months 3-4: Learning platform SDKs, initial port
- Months 5-7: Optimization, fixing console-specific bugs
- Months 8-9: QA, age ratings, certification submission
- Months 10-12: Certification fixes, re-submissions, launch ✅
Should You Release on Consoles?
Good Reasons to Target Consoles
- ✅ Game is well-suited for controllers
- ✅ You have budget for dev kits and ratings (15k)
- ✅ You have time for 6-12 month process
- ✅ Game has already succeeded on PC/mobile (proven concept)
- ✅ Genre fits console market (platformers, roguelikes, cozy games)
Reasons to Wait
- ❌ First game ever - release on PC/itch.io first
- ❌ Limited budget - dev kits and ratings are expensive
- ❌ PC-focused genre (RTS, complex strategy)
- ❌ Game requires keyboard/mouse
- ❌ Still in early development - validate on PC first
Getting Help with Console Ports
Email Summer Team
We can connect you with:
- Trusted porting studios
- Platform application help
- Summer Engine console export support (post-approval)
Porting Studios
Contact these Godot specialists:
- Pineapple Works (Switch focus)
- Lone Wolf Technology (multi-platform)
- Broken Rules (EU publishing)
Join Console Dev Communities
After platform approval, join:
- Nintendo Developer Portal forums
- PlayStation Partners community
- ID@Xbox Discord
Start with PC/Mobile
Not ready for consoles? Focus on PC and mobile first - easier path to release!
Alternative: Console-First Publishers
Some publishers specialize in bringing indie games to console: How it works:- You release your game on PC/Steam first
- Publisher sees your game’s success
- Publisher approaches you (or you pitch to them)
- They fund console ports in exchange for revenue share
- ✅ They pay for everything (dev kits, ratings, marketing)
- ✅ You keep working on the game
- ✅ Professional QA and optimization
- ✅ Marketing and PR support
- 📉 Lower revenue share (30-50% to publisher)
- 📅 You don’t control timeline
- 🎯 They’re selective (need proven PC success first)
Realistic Advice
For Your First Game
Focus on PC (Windows/Mac/Linux) and itch.io or Steam:- Much faster to market (weeks vs months)
- Cheaper (100 for Steam vs $5k+ for consoles)
- Easier to iterate based on player feedback
- Build your audience and credibility
Once You Have a Hit
Then consider consoles:- You’ll have revenue to fund dev kits and ratings
- You’ll have proven the game concept works
- You can hire porting studio or get publisher interest
- Platform holders are more likely to approve (proven track record)

