Free port assessment
PC & SteamMobile

Your Steam hit,
native on mobile.Touch · Thermals · Store submission · Optional rev-share publishing

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.

2.1MMobile installs on one port
5 daysFree assessment turnaround
FixedQuote after audit, no surprises
Optional publishing model

Port only, or port and publish?

Port only
Fixed fee

We port it. You publish and keep 100% of mobile revenue.

Port + publish
Fee + rev-share

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.

// What goes wrong

What breaks when you port a PC game to mobile.

PC games are built for mouse precision, unlimited power and big screens. Mobile has none of those. Every layer needs rethinking.

👆

Touch input

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 complaint
🌡

Thermal & battery

PC 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 & overheating
📱

Screen & UI

PC 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 rebuild
🏪

Store submission

App 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 hardest
// Two ways to work with us

Port only, or port
and publish.

Most 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.

Port only

Fixed fee

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.

Full touch input redesignThermal & battery optimisationUI rebuilt for mobile screensApp Store & Play submission-ready build60-day post-launch support

Best for: studios with existing mobile ops capability

Port + publish

Fee + rev-share

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.

Everything in the port-only modelApp Store & Google Play submissionApp Store Optimisation (ASO)Ongoing store managementLiveOps patches & updatesMinimum 12-month term

Best for: studios who want mobile revenue without mobile overhead

// How a port ships

From your Steam page
to the App Store.

The same disciplined five steps every time. Fixed quotes, weekly builds, no surprises.

01
Free · 5 working days

Free port assessment

Send your Steam link. We return feasibility, risks and an indicative price range.

No charge
02
3–5 days

Technical audit & fixed quote

Deep codebase review. Fixed price with milestones, no hourly billing.

03
4–10 weeks

Port & platform redesign

Touch, UI, thermals and store prep, rebuilt in milestone sprints.

04
1–2 weeks

QA & store submission

Full QA across iOS and Android hardware, store assets and submission.

05
60 days post-launch

Launch & support

Launch monitoring, critical fixes and platform update patches.

// What we actually change

PC & Steam build vs.
Mobile build.

Same game. Different platform. Every layer that changes.

PC & Steam build
KB+M & controller
Remappable bindings, hover states, right-click menus, Steam Input
Dense HUD, 4K & ultrawide
Complex menus, keyboard shortcuts, 21:9 support, 144fps+
Uncapped performance
Max GPU, DLSS/FSR, no thermal limits, variable refresh rate
Premium / DLC
Upfront price, DLC structure, Steam sales, no ad SDKs
Steamworks
Achievements, cloud saves, rich presence, Workshop
Mobile build
Touch & gestures
Native touch controls, thumb-zone layout, no virtual mouse
Compact mobile UI
48px targets, portrait & landscape, simplified menus
Thermal & battery tuned
Capped FPS, reduced draw calls, cool under sustained play
F2P or premium mobile
Appropriate monetisation for each store's audience
Game Center / Play Services
Apple & Google leaderboards, cloud saves, review prompts
// Why it's worth it

Mobile is the world's
largest games market.

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.

2.1MMobile installs, first 6 months

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.

Day 1On both stores at launch

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.

0Rejections on first submission

App Store reviews are notoriously strict. We know the requirements (privacy manifests, age ratings, screenshot specs) and build for them from day one.

Rev-shareOption for qualifying titles

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 port
// Common questions

Answered before
you have to ask.

Do I have to use the publishing option?

No, 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.

How do you handle touch controls for a complex PC game?

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.

What is the rev-share percentage?

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.

Which engines do you support?

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.

Do you handle both App Store and Google Play?

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.

What's the minimum viable game for a PC → mobile port?

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.

WAPP STOREGOOGLE PLAY
// Free port assessment

Ready to bring your
PC hit to mobile?

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

5-day turnaroundEngineer repliesNDA availableFixed quoteNo obligation