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Hazard Pay

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

  • Platforms

    • PlaystationPlaystation
    • Nintendo SwitchNintendo Switch
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Hazard Pay / / CHALLENGES

The Challenge

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

What we owend

Quality Assurance

Our team owned the Quality assurance on the project, ensuring the publisher were confident on the quality of the game across all platforms.

01

PS5 Engine Layer

Godot ships without a PS5 support, so we built it. Handling rendering, input, audio and platform SDK integration, the version of it used here is the same code we now license to other studios.

02

Switch Port

We brought Hazard Pay to Nintendo Switch, adapting the game to the hardware and holding performance steady in handheld and docked.

03

Hazard Pay / / CHALLENGES

Full Platform Technical Stack

What We Delivered

Platforms

Engine

QA

Functional & Compliance Testing

Certifications

TRC Compliance

Lotcheck Submission Support

Technical

What Made This Hard

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, and built well enough to survive certification and post-launch patches.

01

Shader pipeline

The engine's shader path presented incompatabilities with the consoles, requiring deep knowledge of the platforms to put a robust and reliable renderer in place.

02

Load times

We optimised load times for PS5 and Switch, rebuilding how the game’s data is packed and read, cutting load times without changing the game’s design.

03

Hazard Pay // PSH

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