Client
Numskull Games
A 1982 clean-up job in a Cold War research facility , taken from Godot to PS5 and Switch.
Client
Numskull Games
Year
2026
Service
Porting
Website
numskullgames.com/game/hazard-pay/Platforms
Hazard Pay / / CHALLENGES
Godot has no official console support. Smitner Studio had built a tight, atmospheric puzzler that ran beautifully on PC, and Numskull needed it on PS5 and Switch for a simultaneous launch, with no engine-level path to get there.
Our Role
Our team owned the Quality assurance on the project, ensuring the publisher were confident on the quality of the game across all platforms.
Godot ships without a PS5 back-end, so we built one. Godport is our own port layer for the engine, handling rendering, input, audio and platform SDK integration, the version of it used here is the same code we now license to other studios.
We brought Hazard Pay to Nintendo Switch, adapting the game to the hardware and holding performance steady in handheld and docked.
Hazard Pay / / CHALLENGES
What We Delivered
PS5
Switch
Godot
Technical
No engine-level console path
Godot ships with no console platform export. Every platform system a console expects, rendering, shaders, controllers, audio, storage, trophies. Had to be built into the engine from scratch and built well enough to survive certification and post-launch patches.
Shader pipeline
Godot writes shaders in its own GLSL dialect and compiles them at runtime. Neither console accepts that. PS5 needs PSSL, Switch needs NVN, and both want everything compiled ahead of time and shipped in the package. Every shader in the game had to be translated into two proprietary pipelines and come out looking pixel-identical to the PC build.
Load times
Godot loads assets the way a PC does: on demand, from a filesystem, at whatever speed the disk gives it. Consoles have their own storage APIs, their own packaging formats and player expectations set by first-party titles. Getting load times where they needed to be meant changing how the game's data was packed and read, not just pointing the existing loader at a different device.
:no_upscale())
Let’s Work Together
We partner with studios that need technical depth and production confidence.
Hazard Pay // More Work
Joey Drew Studios needed a development partner they could keep coming back to and trust. Across multiple engagements, Pockets brought Bendy and the Ink Machine to PS5 and Xbox Series, rebuilt the Switch version with higher fidelity, and delivered quality-of-life improvements with full Steam Deck support.
:no_upscale())
:no_upscale())
A 3D collect-a-thon platformer developed by Dinosaur Bytes Studio
:no_upscale())
A virtual reality action-adventure game based on the television series.
:no_upscale())
:no_upscale())
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec blandit nisi eu mauris fringilla consectetur et eu tortor. Proin in cursus velit. Proin sollicitudin nisi at facilisis ornare. Aliquam ornare, risus ut dictum pretium, enim lacus ullamcorper lectus, vel sollicitudin ipsum tortor et leo.
:no_upscale())
:no_upscale())
Six years as Adult Swim Games' development partner on Pocket Mortys — owning live ops, content and backend for a mobile title with millions of players.
:no_upscale())
An open-world survival adventure built from the ground up for Meta Quest, the world of Smalland, at the scale of a Smallfolk.
:no_upscale())
A 1982 clean-up job in a Cold War research facility , taken from Godot to PS5 and Switch.
:no_upscale())
When the world-renowned studio Oddworld Inhabitants approached Pockets to lead on the development of the Enhanced Edition of Oddworld Soulstorm, they were looking for both technical and design enhancements.
:no_upscale())