Most PC games feel wrong on mobile, with stiff controls, broken UI and drained batteries. We redesign every layer so your game feels built for the platform, not bolted on. And if you'd rather not manage the App Store yourself, we'll do that too.
We port it. You publish and keep 100% of mobile revenue.
We port it, run the stores, and take a share of mobile revenue.
Rev-share is for selected titles. The free assessment will tell you if yours qualifies.
PC games are built for mouse precision, unlimited power and big screens. Mobile has none of those. Every layer needs rethinking.
Mouse precision doesn't translate to a fingertip. Keyboard shortcuts don't exist. Every action needs a touch-native equivalent, or the game becomes unplayable.
// Most common 1-star complaintPC games push the GPU hard. Mobile devices have strict thermal and battery limits. Uncapped rendering kills the phone in minutes. The entire performance profile needs rebuilding.
// Causes crashes & overheatingPC UIs are designed for 24" monitors at arm's length. Mobile means 6" screens held close, landscape and portrait, with a thumb-zone that can't reach the corners.
// UI needs full rebuildApp Store and Google Play have strict review guidelines, privacy manifest requirements, age rating submissions and screenshot specs. Getting rejected costs weeks.
// First submission is the hardestMost clients pay a fixed fee and handle the mobile version themselves. But if you'd rather not manage stores, LiveOps and updates, we can do that for a revenue share instead.
We port your game to iOS and Android. You handle App Store and Google Play publishing, pricing, updates and LiveOps. You keep 100% of mobile revenue.
Best for: studios with existing mobile ops capability
We port it and run the mobile version for you, App Store and Google Play submission, ASO, store updates, LiveOps patches and performance monitoring. In exchange, we take a share of mobile revenue.
Best for: studios who want mobile revenue without mobile overhead
The same disciplined five steps every time. Fixed quotes, weekly builds, no surprises.
Send your Steam link. We return feasibility, risks and an indicative price range.
No chargeDeep codebase review. Fixed price with milestones, no hourly billing.
Touch, UI, thermals and store prep, rebuilt in milestone sprints.
Full QA across iOS and Android hardware, store assets and submission.
Launch monitoring, critical fixes and platform update patches.
Same game. Different platform. Every layer that changes.
Your PC audience is a fraction of the total. A well-executed mobile port reaches players who will never open Steam, and with our rev-share model, you don't need upfront capital to get there.
A roguelike with 40k Steam players reached 2.1 million mobile installs in its first six months, an audience the PC version never could have reached.
We handle App Store and Google Play submission in parallel. Both stores go live on the same day. No staggered launch, no waiting for review delays to compound.
App Store reviews are notoriously strict. We know the requirements (privacy manifests, age ratings, screenshot specs) and build for them from day one.
For titles we believe in, we reduce or eliminate the upfront fee and take a share of mobile revenue instead. We only win when you do.
The touch controls felt like they were designed for mobile from the start. Not bolted on. Genuinely native. Our mobile reviews are better than our Steam reviews.
// Sample feedback · Mobile player review · Roguelike portNo, it's entirely optional. Most clients pay a fixed fee and manage the mobile version themselves. The publishing model exists for studios who want mobile revenue without the overhead of running two storefronts. The free assessment will tell you which model fits your situation.
We redesign, not remap. Keyboard shortcuts become gesture shortcuts, complex mouse interactions become context-sensitive tap zones, and we rebuild the input layer for how fingers actually work. The goal is that a mobile player who has never used a PC never notices anything is missing.
It varies by project; the split depends on the scope of the port and whether we're handling publishing. We discuss this openly during the assessment, and you'll have the full terms before signing anything. There are no hidden fees on top of the agreed share.
Unity, Unreal Engine, Godot and most custom engines. We assess the codebase during the free audit before committing. If it's in an engine we haven't shipped on, we'll tell you upfront rather than discover it mid-project.
Yes, always both, simultaneously. We build for iOS and Android in parallel and target same-day launch on both stores. We handle the submission pipeline, rating certificates, privacy manifests and screenshot requirements for each platform.
Games with discrete, session-based gameplay work best, think strategy, puzzles, RPGs, roguelikes, simulation. Real-time games requiring high precision or very fast reactions are harder. The free assessment will give you an honest verdict on whether your specific game is a strong mobile candidate.
Send us your Steam link. Within 5 working days you'll get a free, honest assessment covering feasibility, model recommendation, timeline and a fixed quote.
No calls required unless you want one · NDA on day one · hello@portlift.games