consoles.rst 3.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081
  1. .. _doc_consoles:
  2. Console support in Godot
  3. ========================
  4. Console publishing process
  5. --------------------------
  6. Regardless of the engine used to create the game, the process to publish a game
  7. to a console platform is as follows:
  8. - Register a developer account on the console manufacturer's website, then sign
  9. NDAs and publishing contracts. This requires you to have a registered legal
  10. entity.
  11. - Gain access to the publishing platform by passing the acceptance process. This
  12. can take up to several months. Note that this step is significantly easier if
  13. an established publisher is backing your game. Nintendo is generally known to
  14. be more accepting of smaller developers, but this is not guaranteed.
  15. - Get access to developer tools and order a console specially made for
  16. developers (*devkit*). The cost of those devkits is confidential.
  17. - Port the engine to the console platform or pay a company to do it.
  18. - To be published, your game needs to be rated in the regions you'd like to sell
  19. it in. For example, in North America, the `ESRB <https://www.esrb.org/>`__
  20. handles game ratings. In Europe, this is done by
  21. `PEGI <https://pegi.info/>`__. Indie developers can generally get a rating
  22. for cheaper compared to more established developers.
  23. Due to the complexity of the process, the budget to publish a game by yourself on a
  24. single console often exceeds $1,000 (this is a rough figure).
  25. Official support
  26. ----------------
  27. Godot supports the Linux-based Steam Deck. The reason other consoles are not
  28. officially supported are:
  29. - To develop for consoles, one must be licensed as a company.
  30. As an open source project, Godot does not have such a legal figure.
  31. - Console SDKs are secret and covered by non-disclosure agreements.
  32. Even if we could get access to them, we could not publish
  33. the platform-specific code under an open source license.
  34. - Consoles require specialized hardware to develop for, so regular individuals
  35. can't create games for them anyway.
  36. However, it is still possible to port your games to consoles thanks to services
  37. provided by third-party companies.
  38. .. note::
  39. In practice, the process is quite similar to Unity and Unreal Engine, except
  40. that you need to contact a third-party developer to handle the porting
  41. process. In other words, there is no engine that is legally allowed to
  42. distribute console export templates without requiring the user to prove that
  43. they are a licensed console developer. Doing so would violate the console
  44. manufacturer's NDA.
  45. Third-party support
  46. -------------------
  47. Console ports of Godot are offered by third-party companies (which have
  48. ported Godot on their own). These companies also offer publishing of
  49. your games to various consoles.
  50. Following is the list of providers:
  51. - `Lone Wolf Technology <http://www.lonewolftechnology.com/>`_ offers
  52. Switch and PS4 porting and publishing of Godot games.
  53. - `Pineapple Works <https://pineapple.works/>`_ offers
  54. Switch, Xbox One and Xbox Series X/S porting and publishing of Godot games.
  55. - `Flynn's Arcade <https://www.flynnsarcades.com/>`_ offers
  56. Switch porting and publishing of Godot games.
  57. - `RAWRLAB games <https://www.rawrlab.com/>`_ offers
  58. Switch porting of Godot games.
  59. - `mazette! games <https://mazette.games/>`_ offers
  60. Switch, Xbox One and Xbox Series X/S porting and publishing of Godot games.
  61. If your company offers porting and/or publishing services for Godot games,
  62. feel free to
  63. `open an issue or pull request <https://github.com/godotengine/godot-docs>`_
  64. to add your company to the list above.