
W4 Consoles
Take control and bring your Godot game to Xbox, PlayStation®5, and Nintendo—fast, easy, and efficient, with the ultimate tool in your hands!

Have you ever considered porting your Godot game to consoles? It can be a daunting experience—but Clay is here to walk you through how W4 Consoles
makes it easier and more rewarding than ever.
Your Godot game running on consoles, with a single click!
W4 Consoles is a powerful solution designed to unleash the full potential of Godot Engine by unlocking publishing to gaming consoles, a $53 billion global market.*
And the best part? W4 Consoles offers cost-effective packages to fit your studio's needs—whether you're just getting started or looking to scale.
Available now! Get in contact and let's build this together!
Enterprise Assistance
Looking for extra support on your porting journey or need us to handle the porting for you? Drop us a message, and let’s explore how we can bring your vision to life!
Multi-Platform Support
W4 Consoles supports development for Nintendo Switch™, Xbox Series X|S, and PlayStation®5 and is optimized for Godot Engine 4.3 and higher, ensuring compatibility with the latest engine releases.
C# Integration
Beta support for C# scripting for Nintendo Switch and Xbox Series X|S, enabling teams to use their existing skills and codebase seamlessly across each platform.
Full Source Code Access
Includes full access to the source code, ensuring complete control over the development process, supporting full customization, and the option to adapt to suit each project's unique needs.
Comprehensive Engine Support
Leverage the full range of Godot engine features, from the physics system, rendering, and input handling, tailored for each console.
Achievements, Trophies, and Cloud Saves
Implement platform-specific achievements and cloud save functionality, providing a consistent and engaging experience for players.
Private Repository Access
Secure access to a private repository post-purchase to ensure that only authorized development team members can work on your console projects.

Nintendo Switch and Xbox Series X|S Ports are ready for purchase now. We only offer yearly plans, but we do offer monthly payment options.
Our pricing is designed for flexibility: The Starter Tier allows monthly payments starting at $68/mo for one console platform, $130/mo for two, and $170/mo for three. Subscriptions are annual, with no refunds, but can be canceled anytime. Companies can convert their subscription into a permanent license via an Enterprise agreement. Porting houses are welcome to use any tier but cannot publish unless they hold majority ownership of the game’s IP.
Starter
- Small to midsize companies
- Company Size Max: 30
- Company Revenue or funds raised
<$300,000 - One console Platform:
$800 /yr - Two Consoles Platforms:
$1,500 /yr -
Three Consoles Platforms:
$2,000 /yr -
License Buyout Option
✕ -
Source Code
✔️ -
Ongoing Updates
✔️ -
Bug Handling:
Standard
-
Premium Support:
✖️ - Professional Services:
✖️
Pro
- Medium sized companies
- Company Size Max: 30
- Company Revenue or funds raised
>$300,000 - One console Platform:
$4,000 /yr - Two Consoles Platforms:
$7,500 /yr - Three Consoles Platforms:
$10,000/yr -
License Buyout Option
✕ -
Source Code
✔️ -
Ongoing Updates
✔️ -
Bug Handling:
Expedited
-
Premium Support:
Request - Professional Services:
✖️
Enterprise
- Large companies
- Company Size Max: Unlimited
- Company Revenue or funds raised:
N/A - Request quote for your
company needs
- Request quote for your
company needs - Request quote for your
company needs -
License Buyout Option
✓ -
Source Code
✔️ -
Ongoing Updates
✔️ -
Bug Handling:
Expedited
-
Premium Support:
✔️ - Professional Services:
Optional

PlayStation®5
Join the Early Access Program
Eager to get your game onto the PlayStation®5 consoles? Our Early Access Program (EAP) gives you a head start by providing early access to W4 Consoles for PS5® before its official release. You’ll get access to the source code, direct support from our development team, and the chance to provide feedback that will help shape the final product.
The EAP includes premium support, meaning priority assistance with technical issues, troubleshooting, and guidance. Your input will play a key role as we refine the platform to ensure seamless integration and optimized performance on PS5.
Don’t miss out—apply now to start building for PlayStation®5 today!
Apply for the EAPFAQ
4.3 and higher. We aim to update our ports to the latest stable and master version of the engine within a few months of release, this is because we aim for stability and long term support.
Our ports support C# for Nintendo Switch™ and Xbox Series X|S in a beta phase. Technically C# is fully supported but we are still validating that the support is top-tier and continues to work well in larger projects. We anticipate moving C# out of the beta phase soon. For C# support in other platforms, please get in touch with us.
The ports support all engine features to the extent reasonably technologically feasible. Please note that there may be lag time between engine updates and porting modifications.
We'll track the current masterable (stable) platform SDK version and the next one on the vendor pipeline.
We provide access to a private repository after purchase and verification. Only members of the development team will have access to the repository. Porting houses and contractors will need to be added to the development team in order to obtain access.
Not at this time, but we’ll evaluate the feasibility and demand in 2025.
API bindings are handled based on feasibility and resource availability. Like any software development project, we prioritize new features accordingly. However, since we provide full source code access, you have the option to implement the binding yourself if needed. For Enterprise licensees, we also offer the possibility of priority implementation through a service agreement.
Licenses are paid by the majority owner of the intellectual property rights of the game being published. A single license is valid for publishing any number of games per year that are owned by that licensee.
We've made several adjustments to simplify and streamline our pricing structure:
- New revenue cap for the Starter tier: To keep this option accessible to indie studios and smaller companies, we've introduced an annual revenue limit of $300k for those purchasing the Starter tier.
- Company size max: We removed the notion of a game “team” size, and instead opted to simplify the terminology to become “company size”. This only applies to the Starter and Pro tiers.
- Premium support upgrade: Emergency escalations are now bundled with our premium support package, offering more comprehensive assistance.
- Permanent licensing option: We've clarified that customers can convert their subscription to a permanent license through an Enterprise agreement.
Changed “Three console Platforms” to “All console Platforms”: This plan will include a minimum of three platforms, and will include all future platforms available via W4 Consoles.
Yes, for the vendors where our product supports multiple consoles, they are only paid once as a single vendor.
Porting houses that are not owners of the intellectual property being ported can request access as authorized parties acting on behalf of the owner at no additional cost.
Porting houses which require an independent license are welcome to purchase whichever tier fits their needs. However, while these licenses can be used to port any number of games, they can't be used for publishing them, if the porting house is not the majority owner of the intellectual property.
Licensing conditions are considered for the purposes of determining a licensing tier at the time when the license is acquired and each time it is renewed.
Under the Starter and Pro licenses, when you stop paying, you lose access to the W4 console repositories. You are also not permitted to publish or further update any game you have published with our ports. If you require permanent access beyond the licensing term, contact us regarding an enterprise license, which offers buyout options.
As an exception, for updates that don't add any new game content, the last version of the code that the licensee received can still be utilized.
Company size includes all employees and all contractors working directly for the company entity. This excludes temp workers.
We only sell yearly subscriptions, even if you opt to pay monthly. Once you purchase a subscription, you can cancel at any time but we can’t provide refunds. Any outstanding payments for the remainder of the subscription term must be completed.
Yes, just connect with us to upgrade your subscription. We will prorate the value you already paid for and start a new subscription with that discount.
No, optional services for the Pro and Enterprise tiers are subject to a yearly contract that matches the duration of the license. They will be prorated for the remainder of this term.
It’s an online portal where you can ask questions and make requests to the W4 Games development team directly.
Premium support refers to an enhanced level of customer service and technical assistance offered beyond the standard support included with the Software purchase. The support targets, but does not guarantee, prioritized response times, access to specialized technical experts, and personalized assistance tailored to the licensee’s specific needs.
With “Standard”, you can submit a bug and it will be prioritized by our product team, taking into account multiple factors which generally involve criticality, frequency, and solution complexity. With “Expedited”, the bug gets moved higher up the chain in our issue support procedures, which means we’ll generally get to it more quickly. We allocate a percentage of our team’s time to solve expedited bugs every sprint.
We may make changes to our pricing plan in the future, but any changes will be based on our philosophy of providing products and services that create value for developers and our mission of facilitating video game development.
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