Six ports across every service we offer. Numbers from real launches, not projections, not prototypes.
A mobile-first action RPG with 300+ hours of content and deep progression systems. We rebuilt the entire combat layer for mouse and keyboard, overhauled the HUD for widescreen monitors, and tuned the renderer for 4K and Steam Deck. The result: a Steam release that reviewers called "a proper PC game."
Our mobile players finally have a PC home. The Steam reviews keep calling it a 'proper PC game,' and that's exactly what we wanted.
// Studio founder · Duskfall ChroniclesA minimalist puzzle game with deceptively deep mechanics and a dedicated but small PC fanbase. Touch controls required a complete rethink, swipe gestures replaced mouse drags, and the UI was redesigned portrait-first. We also handled App Store and Google Play submission under a fixed-fee model, launching both stores simultaneously.
The mobile controls feel more intuitive than the PC version. I wasn't expecting to say that, but players agree.
// Lead designer · GridLockA tight console action platformer with frame-perfect mechanics and a loyal Switch following. We redesigned the input model around virtual buttons and haptic feedback, stripped the renderer to sustain 60fps on mid-range Android, and swapped Nintendo SDKs for Game Center and Play Services, all without a single certification requirement.
We expected the certification process to take months. PORTLIFT explained we didn't need it, and we shipped in 14 weeks.
// Producer · IronhavenA meditative puzzle game with procedurally generated biomes, built for Steam Next Fest. We compressed the asset pipeline from 1.4GB to 180MB, implemented progressive streaming for sub-8-second load times, and resolved Safari-specific WebGL compatibility issues for iOS players. The demo went live two days before the festival opened.
Players who tried the demo converted at triple the rate of trailer viewers. The web port paid for itself in the first day of Next Fest.
// Developer · VerdantA portrait roguelike with 200+ hours of content and an enormous mobile following. We rebuilt the entire run loop for controller and keyboard, redesigned the metagame UI for ultrawide monitors, and shipped a Steam Deck build that runs at a locked 60fps. Featured by Valve in Steam Next Fest before the full launch.
The Steam Deck build runs at a locked 60fps. We didn't even ask for that. PORTLIFT just did it.
// CTO · Starfall OdysseyA deep mech strategy game with a small but passionate PC following that the studio wanted to grow without funding a mobile team. We rebuilt the command UI for thumb-zone play, created a mobile-first tutorial for players new to the genre, and published it under our rev-share model, handling both stores, ASO and ongoing LiveOps.
Mobile now makes up 60% of our total revenue. The rev-share model was the right call; we couldn't have funded this otherwise.
// Studio director · MechCommandEvery port starts with a free assessment. No calls required. Send your game link and we'll tell you what's possible.