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Home/Best Game Outsourcing Companies/Directory/Sickhead Games
Sickhead Games logo

Sickhead Games

Shipping bangers & porting hits. We make it work on everything. PS5 Switch Xbox | Unity UE5 Godot

Dallas, United States
1-10
Founded 2002
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Sickhead Games at a glance
Founded
2002
Headquarters
Dallas, United States
Team size
1-10
Services
Porting, Programming
Engines
Godot, Unreal Engine, Custom Engine, Unity
Platforms
PC, Nintendo Switch, PlayStation, Xbox, Android, iOS
Listing status
Claimed by the studio
Listed since
September 2026
Website
sickheadgames.com
Contact

Facts come from the studio's listing; claimed listings are maintained by the studio.

About

Sickhead Games is one of the video game industry's most experienced game porting teams. Established in 2002 the studio helps developers and publishers bring their titles to new platforms, and has shipped more than 100 releases to console, handheld, and mobile devices since 2014, including Stardew Valley, Celeste, Slay the Spire, TowerFall, Darkest Dungeon, and Space Engineers.

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Its clients include small teams and solo developers like ConcernedApe and MegaCrit, indie publishers such as Humble Games and Annapurna, and established video game institutions like Sony Interactive Entertainment, Nintendo, Microsoft, Taito, and Jaleco Games.

Sickhead works in Unity, Unreal, Godot, MonoGame, and custom engines, and delivers to PlayStation 5, Xbox Series X|S, Nintendo Switch and Switch 2, iOS, Android, and PC. Services run from initial codebase assessment through platform certification and post-launch support.

Portfolio
3 projects
Stardew Valley
Stardew Valley
Original Release: 2016 Developer: ConcernedApe Publisher: ConcernedApe (originally Chucklefish) Platforms: macOS, PlayStation 4, Xbox One, Nintendo Switch, Nintendo Switch 2, PlayStation Vita, Android, and iOS. Engine: Microsoft XNA Stardew Valley is one of the most beloved games ever made: a farm life RPG built entirely by one person, Eric “ConcernedApe” Barone, over four and a half years. It’s the kind of game that redefines what a solo developer can accomplish, and that backstory matters when you consider the scope of what Sickhead took on. We handled the initial conversion from XNA to MonoGame for the macOS release and then all console ports: PS4 and Xbox One in December 2016, Nintendo Switch in October 2017, and PS Vita in May 2018, in addition to all subsequent updates. We also did the initial technical ports of the game to Android and iOS. Each was its own project with its own platform considerations and technical hurdles on an ever-evolving codebase while keeping faithful to the original PC game. Most recently we completed the Switch 2 port in close collaboration with Nintendo and Barone for a September 2025 Nintendo Direct surprise reveal. This edition of the game adds Switch 2 specific features like Mouse Mode, GameShare, and 8 player multiplayer not seen in prior console releases.
Porting
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Slay the Spire
Slay the Spire
Original Release: 2019 Developer: Mega Crit Publisher: Humble Games Platforms: PlayStation 4, Nintendo Switch, Xbox One, iOS, Android Engine: libGDX Slay the Spire is the roguelike deck-builder from Mega Crit that helped define an entire genre… a procedurally generated climb up a spire, fought entirely through card-based combat, with hundreds of synergies to discover across four playable characters. It left Steam Early Access in January 2019 to near-universal acclaim, and Sickhead handled ports to five separate platforms over the following two years. The foundational challenge was the codebase itself: Slay the Spire was created with libGDX, a Java-based framework, and most consoles and mobile devices don’t support Java natively. Our solution was to translate the entire codebase first to C#, then use our BRUTE cross-compiler developed for XNA/MonoGame titles to complete the migration that had to preserve every card interaction, relic effect, and procedural system exactly as designed. The console ports landed across PlayStation 4, Nintendo Switch, and Xbox One within a few months of each other in 2019. Then came iOS in mid-2020 and Android in early 2021, each requiring its own adaptation of the UI and input model for touchscreen play while keeping the underlying systems identical to every other version. Five platforms, one codebase migration, zero meaningful divergence in how the game plays.
Porting
UI/UX Design
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Space Engineers
Space Engineers
Original Release: 2023 Developer: Keen Software House Publisher: Keen Software House Platforms: PlayStation 4 Engine: VRAGE 2.0 (proprietary) Space Engineers is a voxel-based open-world sandbox from Czech developer Keen Software House in which players engineer, build, and pilot spacecraft, vehicles, and planetary outposts across fully destructible environments. With over five million copies sold on PC and a successful Xbox One release already behind it, the game finally came to PlayStation in 2023, and Sickhead handled the PlayStation 4 port. The challenge was that VRAGE was built with C# and DirectX 11. We built a wrapper that provided a fake DirectX 11 interface to the existing C# layer which could mimic DirectX on PlayStation 4. It also required custom shader building tools to generate shaders compatible with PS4 without making modifications to the existing DX11 shaders. These new systems formed the core of VRAGE PlayStation support and was extended to created the PlayStation 5 release as well. The PlayStation launch shipped with full crossplay on day one, meaning PlayStation 4 and 5 players could join the same servers as Xbox and PC players through Epic Online Services.
Porting
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Contact This Company
Reach out directly - no account needed
Email
biz@sickheadgames.com
Phone
214-295-6174
Website
www.sickheadgames.com/
Services Offered
Porting
Programming
Game Engines
Godot
Unreal Engine
Custom Engine
Unity
Platforms
PC
Nintendo Switch
PlayStation
Xbox
Android
iOS
Art Styles
Low Poly
Realistic
Stylized
Cartoon
Pixel Art
Budget Range

$5,000 - $25,000

Per project

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