More Platforms, More Players, More Reach
Your Godot game running on consoles, with a single click!
Looking for the freedom to take control of your game and publish across consoles without necessarily relying on external porting studios? With W4 Consoles, we’re opening up the gaming console market for development studios of all types—from solo developers and growing indie teams to larger studio groups.
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 - why not get started today?
Key Features
- 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.
- Up-to-Date SDKs: We track the latest stable SDK versions and vendor pipeline releases to keep your projects current with platform requirements.
- 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.
W4 Advantage
Porting games to consoles can be challenging with any game engine, but using an open-source engine like Godot presents unique hurdles—most notably, the inability to include console support directly within the official engine due to the proprietary nature of console SDKs.
W4 Consoles addresses this challenge by providing developers with ready-to-use export templates for Nintendo Switch, Xbox Series X|S, and PlayStation 5, making it easier to bring your Godot projects to a much broader market.
Pricing Plans
| Starter | Pro | Enterprise |
Good for… | Small to midsize independent companies | Medium sized companies | Large companies |
Company Size Max | 30 | 30 | Unlimited |
Yearly company revenue or funds raised | < $300,000 | > $300,000 | N/A |
One Console Platform | $68/mo or $800 /yr | $4,000 /yr | Custom pricing |
Two Console Platforms | $130/mo or $1,500 /yr | $7,500 /yr | Custom pricing |
Three Console Platforms | $170/mo or $2,000 /yr | $10,000/yr | Custom pricing |
License Buyout Option | ✖️ | ✖️ | ✔️ |
Source Code | ✔️ | ✔️ | ✔️ |
Ongoing Updates | ✔️ | ✔️ | ✔️ |
Bug Handling | Standard | Expedited | Expedited |
Premium Support | ✖️ | Optional | ✔️ |
Purchase Application
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.
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!
FAQ
4.3 and higher. We aim to update our ports to the latest stable and master version of the engine within a month of release.
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 shortly after release.
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 later in 2025.
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.
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.
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.
Find more about premium support here.
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.
Still have questions?
“Nintendo Switch” is a trademark of Nintendo.
“Xbox” is a trademark of the Microsoft group of companies.
“PlayStation”, “PS5 Logo”, and "PlayStation Family Mark" are registered trademarks or trademarks of Sony Interactive Entertainment Inc.
Other product names, service names, logos and/or company names used in this website are trademarked and copyrighted properties of their respective owners and/or licensors.
*Source: Newzo
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