virtualx-engine-docs/_sources/tutorials/platform/consoles.rst.txt

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.. _doc_consoles:
Console support in Godot
========================
Console publishing process
--------------------------
Regardless of the engine used to create the game, the process to publish a game
to a console platform is as follows:
- Register a developer account on the console manufacturer's website, then sign
NDAs and publishing contracts. This requires you to have a registered legal
entity.
- Gain access to the publishing platform by passing the acceptance process. This
can take up to several months. Note that this step is significantly easier if
an established publisher is backing your game. Nintendo is generally known to
be more accepting of smaller developers, but this is not guaranteed.
- Get access to developer tools and order a console specially made for
developers (*devkit*). The cost of those devkits is confidential.
- Port the engine to the console platform or pay a company to do it.
- To be published, your game needs to be rated in the regions you'd like to sell
it in. For example, in North America, the `ESRB <https://www.esrb.org/>`__
handles game ratings. In Europe, this is done by
`PEGI <https://pegi.info/>`__. Indie developers can generally get a rating
for cheaper compared to more established developers.
Due to the complexity of the process, the budget to publish a game by yourself on a
single console often exceeds $1,000 (this is a rough figure).
Official support
----------------
Godot supports the Linux-based Steam Deck. The reason other consoles are not
officially supported are:
- To develop for consoles, one must be licensed as a company.
As an open source project, Godot does not have such a legal figure.
- Console SDKs are secret and covered by non-disclosure agreements.
Even if we could get access to them, we could not publish
the platform-specific code under an open source license.
- Consoles require specialized hardware to develop for, so regular individuals
can't create games for them anyway.
However, it is still possible to port your games to consoles thanks to services
provided by third-party companies.
.. note::
In practice, the process is quite similar to Unity and Unreal Engine, except
that you need to contact a third-party developer to handle the porting
process. In other words, there is no engine that is legally allowed to
distribute console export templates without requiring the user to prove that
they are a licensed console developer. Doing so would violate the console
manufacturer's NDA.
Third-party support
-------------------
Console ports of Godot are offered by third-party companies (which have
ported Godot on their own). These companies also offer publishing of
your games to various consoles.
Following is the list of providers:
- `Lone Wolf Technology <http://www.lonewolftechnology.com/>`_ offers
Switch and PS4 porting and publishing of Godot games.
- `Pineapple Works <https://pineapple.works/>`_ offers
Switch, Xbox One & Xbox Series X/S (GDK) porting and publishing of Godot games (GDScript/C#).
- `RAWRLAB games <https://www.rawrlab.com/>`_ offers
Switch porting of Godot games.
- `mazette! games <https://mazette.games/>`_ offers
Switch, Xbox One and Xbox Series X/S porting and publishing of Godot games.
If your company offers porting, or porting *and* publishing services for Godot games,
feel free to
`open an issue or pull request <https://github.com/godotengine/godot-docs>`_
to add your company to the list above.