Why Does PG Soft Design Its Games Portrait-First for Mobile?
PG Soft designs many of its games around portrait mode because that is how people naturally hold and use their smartphones. Instead of shrinking a desktop slot until it fits a smaller screen, the studio begins with the upright display and organizes the game around it.
This mobile-first direction has been part of the company’s identity for years. PG Soft was founded in 2015, made its industry debut in 2017, and released its first games later that year with a focus on mobile app gamification.
The difference becomes noticeable once a game opens. Reels, controls, menus, and feature information must all fit inside a narrow screen without making the player feel as though everything has been squeezed together.
Portrait Mode Starts With the Shape of the Device
Desktop slots begin with a wide canvas. Reels can stretch across the center, while menus, balances, and feature information remain visible along the sides.
An upright smartphone presents a different design problem. PGSoft has to divide a taller, narrower frame among the game area, controls, balance details, feature indicators, and animated content.
This makes portrait mode more than an orientation setting. It influences the structure of the entire interface, from the size of the reels to the position of the buttons a player uses most often.
What Changes When the Reels Fit a Vertical Screen?
A wide desktop screen leaves plenty of room around the reels. In portrait mode, PG Soft must arrange more information from top to bottom while keeping the main game area large enough to follow comfortably.
Many PG Soft titles address this by giving the reels or central feature most of the available space. Important controls typically remain visible near the bottom, while less urgent settings may be placed inside expandable menus.
That hierarchy matters on a small screen. If every balance figure, game setting, and feature indicator stays open at once, the display can quickly feel crowded.
Artwork must also adapt to the vertical frame. Depending on the title, PGSoft can position characters, scenery, and animations above, behind, or around the reels instead of treating them as decorations along the sides of a wide desktop layout.
Why Are the Main Controls Usually Near the Bottom?
Imagine holding a phone in one hand and repeatedly trying to reach a small button near the top of the screen. Your thumb stretches, your grip shifts, and an action that should feel simple becomes surprisingly awkward.
That is why portrait-oriented interfaces often place frequently used controls within easier thumb reach. In many PG Soft games, the spin button, betting options, and menu access appear toward the lower portion of the display.
The exact arrangement can differ between titles, so this is not a fixed layout used in every game. The broader principle is that touch interaction is considered early instead of being added after a mouse-based interface has already been designed.
Good mobile controls rarely call attention to themselves. When buttons are easy to identify, properly separated, and comfortable to reach, the player can understand the interface without thinking about where every control has been placed.
How Does Portrait Design Affect One-Handed Use?
Portrait mode can make a game easier to navigate while holding the phone in its usual upright position. A player may be able to open menus, check game information, and adjust available settings without rotating the device or immediately moving to a two-handed grip.
That experience feels familiar because people already use messaging, shopping, and social apps vertically. PGSoft applies a similar physical format to its mobile games, although the exact controls and layout still depend on the individual title.
This is a usability advantage, not a change to the mathematics of the game. A more comfortable interface does not improve the odds, influence random outcomes, or make a particular playing session profitable.
PG Soft describes its wider platform approach as mobile-focused while still supporting several device types. Portrait-first design establishes the starting point, but it does not mean the software must remain limited to a phone.
Why Is This Different From Porting a Desktop Slot?
A desktop-first slot is normally composed for a wide landscape display. When developers move that same interface to a phone, they may need to shrink buttons, hide information, rearrange menus, or reduce the size of the reels.
The game may remain functional, but the phone can feel like a compromise. Text becomes harder to read, controls compete for space, and the user may be asked to rotate the device because the original layout was never intended for a narrow screen.
PGSoft reverses that process by treating the phone as a primary design environment. The studio can establish the essential mobile interaction first, then reorganize the presentation when more screen space becomes available.
PG Soft demonstrated this approach with a landscape version of Leprechaun Riches developed for PC use. According to the company’s explanation, the desktop version used a different content layout and took advantage of the additional space rather than simply stretching the portrait screen.
Does Portrait-First Design Ignore Desktop Players?
No. A mobile-first philosophy determines where the design process begins, but PG Soft also supports multiple device types, and some games can adjust their presentation according to the available screen space.
The difference is one of priority. Instead of designing an elaborate desktop interface and asking a phone to squeeze it into a smaller frame, the studio establishes the essential experience on mobile and makes use of extra space when a larger display is available.
A desktop version may spread game information, menus, and artwork outward. Portrait mode must preserve a clearer vertical hierarchy because it has far less horizontal room to work with.
For readers exploring the provider through PgSoft , this mobile-first logic helps explain why many of its titles feel like purpose-built phone games rather than desktop slots viewed through a smaller window.
Conclusion
PG Soft’s portrait-first approach begins with a straightforward question: how should a game work when a smartphone is the main screen? Answering it affects the reels, button placement, information hierarchy, artwork, menus, and the way the interface responds to touch.
PGSoft can still adapt games for larger displays, but the mobile version does not have to begin as a reduced desktop product. Each title may organize its interface differently, yet the wider design philosophy remains centered on the way people naturally hold and use their phones.
That is the practical difference between being mobile-compatible and mobile-native. One makes an existing layout fit a phone, while the other treats the phone as the place where the design begins.


