/ Games Porting /

The Star Named EOS

Pingle and Silver Lining Studio Team Up for Console Porting

Platform switch
Platform ps5
Platform xbox-x-s
The Star Named EOS
NYX
award

Best Storytelling

95%
rating

on Steam

Best Visuals
award

nomination

/ Testimonials /

Heartwarming, heartwrenching, beautifully designed

Try Hard Guides

10/10

The Star Named EOS is heartwarming, heartwrenching, beautifully designed, and pleasantly short. It tells a great story with clever puzzles and never overstays its welcome.

Impulsegamer

4.3/5

The game looks fantastic graphically, and the audio makes you feel right at home. You won’t regret accompanying Dei on this astronomical voyage through the lens of his camera.

Gaming respawn

8/10

This short but sweet adventure is worth your time because it’s therapeutic at heart. It’ll put a smile on your face, whether it’s through the visuals, sound design or captivating narrative.

Press Start Australia

85/100

The Star Named EOS tells a wonderful, bittersweet story through a unique gameplay lens that marries point-and-click puzzling with some light photography to great effect.

/ Project overview /

Pingle & Silver Lining Studio

About the game

The Star Named EOS is a narrative-driven hidden object adventure that invites players to explore heartwarming memories captured through the camera lens. Created by Silver Lining Studio, the game blends slow-paced exploration with emotional storytelling. Originally designed for PC, the game was praised for its visual style and touching narrative.

Client

Silver Lining Studio

Solution

Porting

Engine

Unity

Platforms

Platform switch
Platform ps5
Platform xbox-x-s

Partnership timeline

3 months

About the Pingle & Silver Lining Studio partnership

Silver Lining Studio partnered with Pingle to bring The Star Named EOS to Nintendo Switch, PlayStation 5, and Xbox mid-development. The game’s original architecture was PC-first, so adapting it for gamepads and console performance standards meant deep structural changes. Despite the complexity, Pingle delivered a smooth cross-platform experience and helped the game pass certification on the first try.

/ The Challenge /

Bring a story-driven game to consoles while it was still in production

The game was still in development when porting began, so Silver Lining Studio needed a partner who could move fast and stay in sync.

  • First challenge – redesigning a PC-only save system to work on all consoles
  • Then, adapting controls without spoiling hidden object puzzles
  • At the same time, maintain build stability through the ongoing PC updates
  • Finally, passing certification for Nintendo Switch, PlayStation & Xbox on a tight deadline

Here’s how we brought The Star Named EOS to life across three platforms.

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/ Phase 1 /

Pingle rebuilt the PC-only save system from scratch for cross-platform performance

The original game used a PC-native save system built with Unity PlayerPrefs and System.IO, tools that don’t work on consoles. Every menu action and photo taken in-game interacted with this system, making it one of the most complex areas to refactor.

We rebuilt the entire save architecture from scratch, making it console-compliant while preserving all game features. Even rare edge cases, like taking 80 in-game photos in rapid succession, were fully handled.

Fully custom save system built for Switch, PlayStation, and Xbox

Major memory issues fixed, ensuring stability across all consoles

Photos and menu actions no longer cause crashes or performance drops

/ Phase 2 /

We synced with live PC development to deliver stable console builds in parallel

Since Silver Lining Studio continued developing the game on PC, we had to stay perfectly in sync. Features were added, changed, or removed weekly, which meant our console builds required fast porting iterations.

We held regular syncs with the dev team, made quick turnarounds, and adjusted our workflow to avoid delays or duplicated bugs.

Smooth collaboration with the client’s team during active development

Maintained console stability across all updates

Delivered on schedule without blocking PC progress

/ Phase 3 /

We designed intuitive console controls that preserved puzzle difficulty

The game’s hidden object mechanic demanded thoughtful control mapping: any UI helper could accidentally spoil the puzzle.

We fine-tuned input logic and cursor behavior so players had full control without shortcuts. Multiple control schemes were tested to find the best balance between usability and challenge.

Custom control schemes designed and tested for each platform

Maintained puzzle integrity with zero unwanted “hints”

Fully gamepad-friendly UI and interactions

/ Phase 4 /

Pingle added Ukrainian localization and fixed font bugs across all consoles

The original scope didn’t include Ukrainian localization, but we saw an opportunity to broaden the audience. To add a new language, we had to resolve missing symbols, font limitations, and alignment issues, especially on Switch.

We implemented full Ukrainian support and fixed cross-language rendering issues to keep the experience seamless across platforms.

Ukrainian fully localized and integrated

Font and symbol compatibility issues fixed for all consoles

Extra languages handled without visual bugs

/ Phase 5 /

We helped Silver Lining Studio pass certification for all platforms on the first try

Console certification can derail release timelines, but not on our watch. We anticipated potential blockers, resolved them early, and used leftover contract time for extra testing.

Passed all 3 certifications on first attempt

Zero major issues flagged by Sony, Microsoft, or Nintendo

Extra polish thanks to bonus QA time after dev wrap

The Star Named EOS
/ The results /

Together with Pingle, Silver Lining Studio brought The Star Named EOS to consoles

Before

After

The game was built only for PC, with no plans for consoles
Rebuilt core systems to support consoles without rewriting the entire game
Original save system caused crashes on consoles
Built a new save system from scratch, stable across all platforms
No gamepad support planned, puzzles relied on mouse input
Created a console-friendly control scheme while keeping gameplay intact
Limited language support, issues with fonts
Added full Ukrainian localization and fixed cross-language font display
Performance was clunky and unstable
Delivered 60 FPS on PS5/Xbox Series X and 30 FPS for Nintendo Switch
/ The team /

Cast

Platform ps5
Platform xbox-x-s
Platform switch
  • 5 Developers
  • 3 Technical artists
  • 4 QA
  • 1 Sound designer
  • 1 Game designer
  • 1 UI/UX designer
  • 1 Project manager
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