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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.
Console publishing is not available to everyone. You need:
  • Registered company or legal entity
  • Platform holder approval (Nintendo/Sony/Microsoft)
  • Official dev kit hardware (500500-10,000+ per platform)
  • NDAs and publisher agreements

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),PS5( 2,500), PS5 (~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?
Build your demo in Summer Engine for PC first, then apply to console programs.

Step 2: Apply to Developer Programs

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)
Approval time: 2-6 weeksWhat you get:
  • Access to Switch SDK
  • Dev kit purchase option
  • Publishing documentation
  • Nintendo developer support
Apply at: partners.playstation.netRequirements:
  • Registered company
  • Game pitch with screenshots/trailer
  • Team experience
  • Business and marketing plan
Approval time: 4-8 weeks (more selective than Nintendo)What you get:
  • Access to PS4/PS5 SDK
  • Dev kit pricing
  • PlayStation Store publishing rights
  • Sony developer support
Apply at: xbox.com/developers/idRequirements:
  • Concept pitch (game description, screenshots)
  • Publishing plan
  • Previous game development experience preferred
Approval time: 2-4 weeks (most accessible of the three)What you get:
  • Use retail Xbox for development (dev kit optional)
  • Xbox publishing rights
  • Microsoft developer support
  • Access to Game Pass opportunities
Advantage: ID@Xbox is the most indie-friendly program - easiest to get approved.

Alternative: Work with a Porting Studio

Don’t want to deal with console bureaucracy? Hire specialists who already have approval and dev kits.

How Porting Studios Work

Typical process:
  1. You provide: PC build (Windows/Mac) of your game
  2. They handle: Console export, optimization, compliance, publishing
  3. Revenue split: Usually 20-40% to porting studio, or flat fee (10k10k-50k range)
  4. Timeline: 2-6 months depending on game complexity
Benefits:
  • ✅ 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

  1. Dev kit hardware (per platform)
  2. Platform SDK access
  3. Summer Engine source with console modules enabled
  4. Compliance testing (age ratings, content guidelines)
  5. Performance optimization (consoles have fixed specs)

Summer Engine Console Export

Once you have SDK access:
1

Contact Summer Team

Email founders@summerengine.com 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)
We cannot provide SDK files or bypass platform NDAs. You must be approved by Nintendo/Sony/Microsoft independently.We can only help with Summer Engine-specific export configuration after you have legal SDK access.

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
Timeline: Budget 2-6 months from dev kit to published game (experienced devs can be faster).

Cost Breakdown

Nintendo Switch (Example)

ItemCost
Nintendo Developer Portal applicationFree
Dev kit hardware~$450 USD
Age ratings (ESRB/PEGI)3,0003,000-4,000
Localization (optional)5,0005,000-20,000
Total minimum~$3,500

PlayStation 4/5 (Example)

ItemCost
PlayStation Partners applicationFree
PS4 dev kit~$2,500
PS5 dev kit~$2,500
Age ratings3,0003,000-4,000
Total minimum~$6,000 (one console)

Xbox (Example)

ItemCost
ID@Xbox applicationFree
Retail Xbox (dev mode)~$500
Age ratings3,0003,000-4,000
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: ~3,0003,000-4,000 depending on revenue tier
  • Fill out content questionnaire
  • Provide gameplay footage
  • Rating assigned: E, E10+, T, M, AO
PEGI (Europe):
  • Similar process and cost to ESRB
  • Ratings: 3, 7, 12, 16, 18
IARC (International):
  • Free digital rating system
  • Used by some platforms
  • Questionnaire-based (no footage required)
Get ratings after platform approval but before final submission. You’ll need the rating certificates to publish.

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 ✅
Budget 6-12 months for your first console release.

Should You Release on Consoles?

Good Reasons to Target Consoles

  • ✅ Game is well-suited for controllers
  • ✅ You have budget for dev kits and ratings (5k5k-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
Most successful indie devs release on PC/itch.io/Steam first, validate the market, then port to consoles once they have revenue and proven demand.Don’t rush to consoles - build your audience on accessible platforms 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
(Requires approved developer status)

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:
  1. You release your game on PC/Steam first
  2. Publisher sees your game’s success
  3. Publisher approaches you (or you pitch to them)
  4. They fund console ports in exchange for revenue share
Examples: Devolver Digital, Annapurna Interactive, Raw Fury Advantages:
  • ✅ They pay for everything (dev kits, ratings, marketing)
  • ✅ You keep working on the game
  • ✅ Professional QA and optimization
  • ✅ Marketing and PR support
Disadvantages:
  • 📉 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 (0foritch.io,0 for itch.io, 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)
Success path: Release on PC → Get good reviews and sales → Use that revenue and validation to fund console portsTrying to launch on all platforms simultaneously is extremely difficult and expensive for indie devs. Start small, grow strategically!

Questions?