Game development and console porting · Argentina

Your game, on Nintendo Switch and Xbox.

Game development and console porting from Argentina. Tell us where your game is at and let’s work out the next steps.

For independent studios, developers and publishers.

ZAEDIUS symbol

Projects

Released games, games in development and games we are exploring, each with its real status.

  • Released Available on at least one store.
  • In development Agreed work, in progress.
  • Exploration Assessing scope, platform and feasibility.
Halftime Heroes: the hero casts fire spells at a horde of enemies
Released

Halftime Heroes

Studio: Bigboot Studios

A survival action roguelike with short runs: spells, level-ups, loot and bosses. Every defeat unlocks upgrades for the next attempt.

ZAEDIUS’s role
Console port in collaboration with Bigboot Studios.
Platforms
  • Nintendo Switch Released
  • Steam Released
ULTRATORO: the car speeds along a green neon track
In development

ULTRATORO

Studio: RETSA GAMES

High-speed arcade racing on donut-shaped tracks. You play a hacker whose car doubles as a tool to bring down the megacorporation Deusoft.

ZAEDIUS’s role
Art and gameplay rework, and console adaptation.
Platforms
  • Steam Released by its studio
  • Xbox Accepted, in process
  • Nintendo Switch Rework in progress
NeuroAxis: Party Signal title screen, with the menu and a neon platform
In development

Neuroaxis

Our own game, designed for mobile with gyroscope controls. We are bringing it to Nintendo Switch to make use of its motion controls.

ZAEDIUS’s role
Own project: design and development.
Platforms
  • Nintendo Switch In development
  • Mobile Original version

Exploring

Deck of Souls Steam art
Exploration

Deck of Souls

Studio: Bigboot Studios

A roguelite deck-builder with souls-like touches: defeated enemies become cards in your deck.

  • Steam Released
  • Consoles Being explored
Halftime Builders Steam art
Exploration

Halftime Builders

Studio: Bigboot Studios

Tower defense with hordes, strategy and roguelike progression: build defenses, gather scrap and hold off waves.

  • Steam Coming soon (Early Access)
  • Consoles Being explored

What we do

We bring games to console in stages, from the first assessment to the store release.

  1. Technical assessment

    We review the engine, the state of the code and its dependencies, plus performance, controls, saving, networking, localization and each platform’s requirements. You get a diagnosis of what it takes to reach console.

  2. Platform adaptation

    We bring the build to the target console: controls, resolution, saving and the adjustments each platform asks for.

  3. Performance

    We optimize so the game runs steadily on the target hardware, logging risks from the start.

  4. Platform features and requirements

    We integrate platform services and get the game ready for certification: testing, fixes and submission. Final approval is up to each platform.

  5. Added value on each console

    Every platform has its own strengths. We propose exclusive content for each version and help you build it, so your game makes the most of every console.

  6. Rework and launch support

    We update existing titles for new platforms and support the release: store page, date and updates.

How we start

Every game is different, so we don’t publish fixed timelines or prices. We define them together in the proposal.

  1. Step 01

    Get to know the game

    You tell us what the game is, which engine it uses, what stage it’s at and which platforms you want to reach. We also check who holds the rights.

    Outcome A first call and the project basics.

  2. Step 02

    Assess feasibility and scope

    With access to the project we review dependencies, performance, controls and platform requirements, and separate the essentials from the nice-to-haves.

    Outcome A technical diagnosis with risks.

  3. Step 03

    Prepare a proposal

    We define scope, deliverables, assumptions, schedule, price and responsibilities. Everything is in writing before we start.

    Outcome A written proposal to decide on.

  4. Step 04

    Build what we agreed

    We work in milestones with clear acceptance criteria, and show you progress, risks and pending decisions.

    Outcome Milestone builds, ready for review.

ZAEDIUS, Game Porting Studio

About ZAEDIUS

ZAEDIUS is an Argentine studio for game development and console porting. We make our own small-scope games and help other studios bring theirs to Nintendo Switch and Xbox.

Frequently asked questions

How much does a port cost?

It depends on the engine, the state of the code, the target platforms and features like online play. That’s why we don’t publish prices: we set them in the proposal, after assessing the project.

How long does it take?

That depends on the project too. The proposal includes a milestone schedule and what we need from you at each step.

What do you need to assess my game?

To start, a description, the engine and its version, the platforms it’s already on and the ones you want to reach. For the technical diagnosis we need access to the project.

Do you guarantee the game will pass certification?

No. We prepare the game for each platform’s requirements and fix what they ask for, but final approval is up to the platform.

Tell us about your game

Tell us what state your game is in and which platforms you want to bring it to. We’ll review the scope and define the next steps.

You can also write to us at hello@zaedius.com.

Name, what stage it’s at and which platforms it’s already on.

Platforms of interest