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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

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 Owned

  • 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 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.

  • 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

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

01

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.

02

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.

03

Hazard Pay // PSH

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Certifications

Accredited Living Hours employer

Scottish Game Developers Association

Services

Co-Development

Porting

Technical Production

Optimisation

Multiplayer

VR Development

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