Hangar vs hiring a porting agency
Porting agencies are good people doing repeated, expensive work. Hangar automates the repeated part.
Studios with a live MiniApp on one SuperApp who want to ship to two or three more without hiring contractors per platform.
Hangar project page →Studios doing a single high-stakes one-time port (PC to console for example), where hands-on platform expertise is worth a 6-figure agency bill.
Feature comparison.
| Hangar | Porting agencies | |
|---|---|---|
| Pricing model | Per-port subscription. Beta pricing TBD. | Per-platform engagement. $40k–$200k typical. |
| Time to first port | Days, not weeks. | 8 to 16 weeks per platform. |
| Platform coverage | Telegram, LINE NEXT, WeChat, STAN, Discord, Meta IG at v1. | Per agency. Some specialize in one or two platforms. |
| Ongoing changes | Re-port from latest source on every change. | Re-engagement contract per change. |
| Source code access | Studio retains source. Hangar reads it; Hangar does not own it. | Varies. Some agencies require co-ownership of derived port. |
| Live-ops fit | Designed for continuous re-port and patch. | Built for one-time port. Live-ops support is a separate engagement. |
Which one to pick.
Hire an agency for a single one-time port where the platform is exotic and the budget allows hands-on engineering. Use Hangar when you want to ship the same game to three or more SuperApps and keep shipping patches on the same cadence. The economics flip past the second platform.
Common questions.
Is Hangar cheaper than an agency?
For a single one-time port to one new platform, Hangar and a small agency engagement are in the same range. For three or more platforms, or for any studio that ships patches monthly, Hangar costs a fraction of repeated agency work.
Can Hangar handle complex live-ops?
Yes. Hangar re-ports from the latest source on each release, so the same patch ships to every SuperApp in the same release window. Agencies are not built for this cadence.
What if my game is too custom for automation?
Hangar handles the platform-adapter layer (SDKs, payments, compliance, performance, localization). Custom gameplay code is your code; Hangar does not modify it. Pilot studios with edge cases shape the v1 adapter set.