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
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
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.
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.
Switch Port
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
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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, and built well enough to survive certification and post-launch patches.
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.
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.
Hazard Pay // PSH
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Let's Work Together
We partner with studios that need technical depth and production confidence.
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