// game development studio — fitzroy, vic

We buildlegendary games.

HyperLegendStudio is an independent studio on Gertrude Street, Fitzroy. We ship console, PC and mobile titles, live-ops backends and custom engine tooling for teams across Australia — from vertical slice to launch day.

38
titles shipped
12M+
players reached
9 yrs
in Fitzroy
HyperLegendStudio production floor with monitors running game engine tooling
● live build_v3.8.1
// about the studio

From a Gertrude Street loft to launch day

We started as three engineers renting a loft above a Fitzroy record shop. Today we're a 24-person studio splitting our time between original IP and co-development contracts for publishers in Melbourne, Sydney and abroad.

  1. 2016

    Studio founded in Fitzroy

    Three ex-mobile engineers set up shop on Gertrude Street with one prototype and a very loud CRT.

  2. 2018

    First console title shipped

    Our roguelite 'Neon Requiem' launched on Switch and PC, hitting 240k units in its first quarter.

  3. 2021

    Live-ops division launched

    We built HyperCore, our in-house live-ops backend, now powering seasonal content for four external studios.

  4. 2023

    Engine tooling group formed

    A dedicated team began licensing our streaming-world toolkit to open-world projects across the Asia-Pacific.

  5. 2025

    24 people, 38 titles

    We now run three concurrent productions while mentoring RMIT and AIE games grads through paid residencies.

// selected work

Projects from the war room

A slice of recent shipped work and co-dev builds. Every title below ran through our full pipeline — pre-production, vertical slice, cert and post-launch live-ops.

Stylised action game screenshot with neon lighting
Console / PC — Original IP

Neon Requiem

A neon-soaked roguelite. 240k units in Q1, 96% positive on Steam.

Mobile strategy game interface with map board
Mobile — Co-development

Harbourline

A tram-network tycoon set in Melbourne. 3.1M installs across iOS and Android.

Live-ops dashboard with real-time telemetry graphs
Platform — Backend

HyperCore Live-Ops

Our seasonal content backend, powering four external studios in production.

Open world game landscape with dynamic weather
PC — Vertical Slice

Driftfall

A physics-driven open-world slice built on our streaming toolkit for a Sydney publisher.

// engagement models

Pick the build that fits your runway

Transparent, fixed-scope engagements in AUD. Every tier includes source hand-off, documented pipelines and a two-week post-launch stabilisation window.

engagement models
Indie Sprint
starting from
A$18,000
Studio Build
starting from
A$65,000
Legend Live
starting from
A$140,000 / yr
Prototype & vertical slice
Dedicated production lead
Cross-platform cert (console)
HyperCore live-ops backend
Seasonal content pipeline
Typical duration6–10 weeks6–11 monthsOngoing
Weekly build reviewsFortnightlyWeeklyTwice weekly
// frequently asked

Questions from the queue

The things studios and founders ask us most before kicking off a build.

Both. Our Indie Sprint tier exists specifically for founders validating a concept. We'll take a rough pitch or a Figma deck and return a playable vertical slice, plus an honest read on scope and budget before you commit to full production.

We ship primarily on Unreal and Unity, with in-house tooling for streaming worlds. We handle certification for Nintendo Switch, PlayStation and Xbox, plus iOS, Android and Steam. If you have an existing codebase, we can audit it before quoting.

You do. Every engagement includes full source hand-off and a signed IP assignment on final payment. HyperCore, our live-ops backend, is licensed rather than sold, but all of your game code and content is yours to keep.

Absolutely. We're at 75 Gertrude Street and love hosting playtests on-site. Book ahead by phone or email and we'll set up a build station and a proper flat white from the roaster two doors down.

We invoice against agreed milestones, typically 30% up front and the balance across delivery gates. Everything is quoted in AUD with no hidden platform fees, and you approve each milestone before we move to the next.

// start a build

Tell us about your game

Send us a brief and we'll come back within two business days with next steps. Prefer to talk it through? Call the studio directly.

PATCH NOTES

Get our monthly dev log

Behind-the-scenes builds, tooling drops and Fitzroy playtest invites. One email a month, no spam.