Fusion3 & 2.5 Console Conversion Service

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • In order to be fully transparent with us, when you should be able to talk about the price? Because "not similar than other exporter" is not very clear, and I think we are a lot to wait if the exporter can be accessible for everyone, or just for a small handful of rich person?

    Thanks!

    We do not have enough progress yet to determine the end pricing, so I'm not able to tell you what it might be or when we can announce it. As I said to a previous user we're still negotiating with Nintendo at this time on details so a lot could change.

    Our console exporters will be priced higher, we're not hiding that fact. It's not about rich people however, it's about enabling professional quality projects which are being designed and marketed often with the support of publishers. Many users will not be looking to invest in getting their project to market in this way.

    A lot of work goes into developing a new exporter and when it's for a more niche taget such as consoles (largely due to console companies charging for and requiring strict contractual arrangements to develop for their systems) then we have to cover the support costs and profit margins with a higher up-front pricing. Whereas with Fusion we can absorb the ongoing support costs (servers, staff time, developer time and more) to a degree thanks to higher volume sales, the same is not true of these more niche options. It should also be added that due to the extra complexities and potential need for ongoing development work on Clickteam's part, console exporting will never be as straight forward as Android for example.

    I hope this clears it up for you and gives some insight into how and why we price at the levels we do.

  • Just noticed this. Great news. I'm still hazy on the role, if any, that this will play once Fusion 3 launches. Sounds like everything contained in this service is something we'll eventually be able to do ourselves (albeit without the in-house expertise that your team can bring to the project), except in the case where you can convert a previously-unsupported extension?

    Either way, it's fantastic to know that this option is now out there. I can at last stop saying "yes, hopefully, not possible now but maybe one day, depending on how/when Fusion 3 gets made..." when people ask me whether Spryke will be available on consoles. Now I can just say "yep!". :)

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  • We're not 100% sure whether exporters for consoles will exist outside of a paid service because of numerous complexities involved in this process, including licensing issues but also technical issues too. That is not the final word though, this is still being explored and we'll make more announcements when we can on this subject.

  • Since the UWP exporter can already export to Xbox One, will apps made with the conversion service have better performance (from the Nucleus library)? Or is the only benefit for Xbox One the optimization of the events?

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  • Very exciting news. I noticed that Nintendo relaxed their requirements for independent developers since the last time this came up (for Wii U) and wondered if the potential for this to happen may get revived. Glad to hear talks are in the pipeline and given the Switch looks to be set for much greater success than the Wii U this could be really good for some people. Maybe one day I'll be in a position to make use of this.

    Any plans for the 3DS?

  • I think a lot of people think releasing Switch games is similar to the environment of Android or iOS. Nintendo has no interest in just letting anyone with an exporter put anything on the eshop. They are very picky and unless you can show them a high level of quality you aren’t going to get a dev kit. It isn’t like you plug an off the shelf Switch into your PC and run your game on it. This service will only benefit those who have very high end Fusion projects. The exporter will be the same.

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  • @Please login to see this link. you are spot on here - the console makers (some more than others) are looking for premium grade projects and are curating who can get onto their ecosystems with a very firm rule book. This is understandable as they wish to show off their consoles/devices with best of the best but also because they want to avoid a situation like the Apple/Google app stores which are inundated with so much junk.

    @Please login to see this link. because this is F3 ported, things will perform much better anyway by taking the runtime and all that out of the equation. Also, UWP just can't be as fast (I think I'm correct in saying) due to the underlying architecture as platform targetted code (C++ for example).

  • I have no interest in console porting, but I've a keen interest in how things will go from here on in regards to user expectations and PR. I've seen some incredibly bad PR handling from other companies when new (and inevitably) more professional and expensive services have been offered, and it will be definitely interesting to see how you guys communicate with each other.

    Another thought, I would argue that massive percentage of Fusion users (myself definitely included) are hobbyists doing this for fun, without a great deal of understanding how much money, time and effort goes into taking a tool like 2.5 to the standards of Unity and Unreal (which F3 is definitely purporting to be), and I think a lot of people want to be on Switch or PS4 because it seems like they need to be, whereas in fact, only the top 5% of CT game-dev professionals could ever really need to be on these consoles. It's really not much different from expecting a game written in AMOS to be on the SNES, should there have been Amiga exporters available back then.

    On the plus side, the top 5% of pro devs will be Clickteam's bread and butter, this is how it's worked with Unity and is probably the way things should be.

    Also keep in mind that FNAF was one of Clickteam's breakthrough titles and was definitely not AAA and has managed this success without even having a Mac port, so you never really know where success can be found (which is the greatest strength IMHO of what makes non-coding tools like these so much fun, artists with great ideas and no programming language knowledge can make titles that you'd never come up with in a AAA studio).

    All that being said, I'm really excited with the direction Clickteam is taking and I hope that it's a great success to you guys, you definitely deserve it.

    TL;DR: everyone be cool with each other.

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  • Yeah, I know Nintendo are very discerning with their approval process and from my point of view this is more of an aspiration than a realistic opportunity at the moment but I'm still really glad ClickTeam are working on this. I think it puts Fusion in a better place and there are definitely some high-calibre things made with Fusion that are already getting published on consoles. It's good that ClickTeam are better integrating this market with dedicated exporters for consoles.

  • meh

    Hello Perry,

    Thank you for your patience during our review period. While we appreciate your interest, we are not able to grant you access to Nintendo Switch development resources at this time. We encourage you to watch the Nintendo Developer Portal for updates as more information regarding Nintendo Switch development will be made there in the near future. If you have not yet registered, you may do so at Please login to see this link..

    Once again, thank you for your interest in Nintendo Switch and we wish you all the best in your future endeavors.

  • This looks really exciting! I have a sort-of technical question (and I might be getting ahead but I'm curious) - how would the joy-cons be handled in a singleplayer vs 2 player context? If you're using joycons with the grip to form a single gamepad, would you need to call gamepads 1 and 2 with the gamepad object? Is there a way to differentiate between 2 players each holding a pair of joycons (either with or without the grip), and four players using joycons? I hope that question makes sense

  • meh

    Hello Perry,

    Thank you for your patience during our review period. While we appreciate your interest, we are not able to grant you access to Nintendo Switch development resources at this time. We encourage you to watch the Nintendo Developer Portal for updates as more information regarding Nintendo Switch development will be made there in the near future. If you have not yet registered, you may do so at Please login to see this link..

    Once again, thank you for your interest in Nintendo Switch and we wish you all the best in your future endeavors.

    Sorry to hear that Perry. Good that you applied and a "no" now isn't necessarily a "no" for the future. Are you able to talk about the review process? What did it entail?

  • I'm afraid that is corporate speak for " You aren't giving us enough reason to give you a dev kit when we have much higher end clients on the waiting list." Not to knock your abilities, Perry, but if they go to your website and see a lot of gambling games and projects of (in their opinion) lower end quality, they aren't going to approve you. This is not like Apple or Google where they want everyone to be part of a large collective where sheer volume wins out. Nintendo has always been a "closed system" sort of company. And regardless of what their PR might make you think, Nintendo still wants to have very tight control of their brand and everything it represents.

    This is exactly why most of the simpler titles on the eshop are distributed through publishers and not individuals. The exceptions were games that proved themselves on 3DS. Publishers get dev kits because they have bigger budget titles in development. Nintendo allows their smaller fare because it gets them their bigger titles. It sucks for all of us because without a publisher, the next couple years will probably be hard for individuals to get on the eshop. :(

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  • I understand why Nintendo do this and I don't think demanding a high level of quality is a bad thing. Being a start-out indie developer with an ambition of publishing your first game on a Nintendo system is unrealistic but creating a quality product on another platform is a route to publishing for a Nintendo machine. I'd love to make Nintendo games but I know exactly what they would say to me if I asked them for the development kit. I don't hold this against them and see it as more of something to aspire to/dream about.

  • I'm afraid that is corporate speak for " You aren't giving us enough reason to give you a dev kit when we have much higher end clients on the waiting list." Not to knock your abilities, Perry, but if they go to your website and see a lot of gambling games and projects of (in their opinion) lower end quality, they aren't going to approve you. This is not like Apple or Google where they want everyone to be part of a large collective where sheer volume wins out. Nintendo has always been a "closed system" sort of company. And regardless of what their PR might make you think, Nintendo still wants to have very tight control of their brand and everything it represents.

    This is exactly why most of the simpler titles on the eshop are distributed through publishers and not individuals. The exceptions were games that proved themselves on 3DS. Publishers get dev kits because they have bigger budget titles in development. Nintendo allows their smaller fare because it gets them their bigger titles. It sucks for all of us because without a publisher, the next couple years will probably be hard for individuals to get on the eshop. :(

    I didn't gave them any Slots.. Only the Puzzle / Adventure games. and my upcoming Mystery Adventure / puzzle game and horror game.

  • I didn't gave them any Slots.. Only the Puzzle / Adventure games. and my upcoming Mystery Adventure / puzzle game and horror game.

    It's not just about what you send them. They look into your public profile, and how you present yourself and what else you sell to see if you fit within their brand.

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