As a longtime Mac user, I'm used to waiting years for some games to arrive after their Windows releases. What work is actually involved in adapting a game to another operating system? How much of the code usually has to change, how many developers might be involved, and why can the process take so long?
4 Answers
A game has to communicate with the operating system for many different things: keyboard and controller input, graphics, audio, file handling, networking, window management, and more. If the game was designed with platform-specific code scattered throughout it, those systems may need substantial changes. If it was built around portable libraries or a cross-platform engine, much of that work is already abstracted away and the port can be considerably easier.
Modern engines like Unity, Unreal, and Godot can make the basic port fairly straightforward because they already support multiple operating systems. The difficult parts are often platform-specific details: graphics drivers, performance tuning, controller support, save locations, installers, storefront requirements, and compatibility with operating-system security rules. Anti-cheat can be especially troublesome if it depends on low-level Windows features that are unavailable or unacceptable on another system.
The rendering API alone usually isn’t the whole problem. Even if a compatibility layer makes graphics work, input, audio, launchers, anti-cheat, and long-term support still need attention.
The amount of work depends heavily on how the game was made. A small game built with portable tools might need only a few developers for a short period. A large title with a custom engine, platform-specific optimizations, proprietary middleware, or console-focused technology may require a dedicated porting team and months of engineering and testing. Every feature has to be checked on different hardware and drivers, not just compiled successfully.
The delay is often a business decision rather than a purely technical one. A publisher may wait until the original release earns enough money to justify funding a port, or assign the available developers to patches and downloadable content first. The studio also has to consider marketing, storefront approval, customer support, and the cost of maintaining another version. For small teams, simply lacking the target hardware for testing can be enough to postpone the release.

Libraries such as SDL, GLFW, and cross-platform rendering layers handle a lot of these differences, but the game still needs testing and fixes on the new platform.