The Survivalists
Hits Apple Arcade (iOS, macOS, and tvOS) in Just 3 Months
What we do
Any engine, any platform, 160 senior and mid-level game engineers
Entire LiveOps cycle, regular content updates and seasonal expansions
A range of art styles. Characters, environments, concept art, animation
Purpose-built to help you resolve technical problems quickly
Past-gen consoles, Nintendo Switch, mobile. Fixed cost porting services
Purpose-built to help you resolve technical problems quickly
How we work
Have questions?
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Reaches PS4, PS5, Xbox One, and Xbox One X/S in 4 Months
on all platforms
on Metacritic
2020
9/10
The action and difficulty should keep you easily hooked to play Eldest Souls right through to the end.
90/100
A surprisingly complex and mechanically perfect condensation of the Soulsborne experience into the boss rush genre.
Recommended
This game is really good. A must-play for people who like Furi, Soulslikes, or boss rush games
80/100
A gorgeous souls-like that’s all about the (infuriatingly good) boss battles.
Eldest Souls is a 2D pixel-art souls-like where players face a series of powerful deity bosses in stylized duels, with the focus on perfecting dodge timing, progressing through three skill trees, and reacting to telegraphed attacks. Developed by Fallen Flag Studio and published by United Labeweeweel, the game won in the Retro Roots category at the Pixel Awards Europe 2020.
Client
Solution
Engine
Platforms
Release
Partnership timeline
United Label and Fallen Flag wanted a synchronized launch across all consoles, with native controller feel and smooth performance. They asked Pingle to handle the porting, optimization, and certification work under a tight deadline.
In 2020, Eldest Souls was first announced for PC and Nintendo Switch. By early 2021, Fallen Flag and United Label raised the stakes: a simultaneous release on PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X|S.
The plan was bold, but… Unity builds weren’t compatible with new console SDKs, plugins needed rewrites, and the rendering pipeline struggled with fixed console hardware limits. Moreover, published TRC guidelines for PS5 and Xbox Series X|S were still new and evolving, leaving grey areas.
The task: make Eldest Souls feel natural on every controller, pass certification without delays, and hit all six platforms on day one.
A tall order, but exactly our kind of fight.
Have a similar challenge?
We can help!
When Fallen Flag’s original build moved toward consoles, some of Unity plugins weren’t yet compatible with PlayStation 5 or Xbox Series X|S SDKs. Plugins needed updates or replacements, and without them certification could have been delayed by weeks. We had to move fast:
Reached out to plugin creators to request console-ready builds
Negotiated fixes or workarounds directly with third-party teams
Wrote custom patches when official support wasn’t available
As a result, Eldest Souls kept moving toward certification without delays.
Eldest Souls’ PC-first architecture assumed flexible memory and GPU headroom. On consoles, that led to stutter and resource bottlenecks.
We profiled the game across all console builds and systematically optimized memory streaming, draw calls, and asset management. By the end, Eldest Souls felt fluid on both PS4 and PS5, with responsive input tuned for each controller, including haptics and adaptive triggers on DualSense.
At the time, Sony and Microsoft’s updated TRC for next-gen consoles were still incomplete. That left gaps that could have derailed a same-day launch.
Instead of waiting, we adapted previous-gen certification standards, stress-tested across dev kits, and documented every new compliance quirk we discovered. The result: Eldest Souls passed certification without major blockers.
From technically demanding titles to stylistically unique games, we've helped dozens of developers scale their games’ success on new platforms. In record times.
We‘ll gladly discuss your brand, business goals, and tasks. After submitting the form, we will contact you within 24 hours.
Olga Chernova