Console / PC — Original IPNeon Requiem
A neon-soaked roguelite. 240k units in Q1, 96% positive on Steam.
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.

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.
Three ex-mobile engineers set up shop on Gertrude Street with one prototype and a very loud CRT.
Our roguelite 'Neon Requiem' launched on Switch and PC, hitting 240k units in its first quarter.
We built HyperCore, our in-house live-ops backend, now powering seasonal content for four external studios.
A dedicated team began licensing our streaming-world toolkit to open-world projects across the Asia-Pacific.
We now run three concurrent productions while mentoring RMIT and AIE games grads through paid residencies.
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.
Console / PC — Original IPA neon-soaked roguelite. 240k units in Q1, 96% positive on Steam.
Mobile — Co-developmentA tram-network tycoon set in Melbourne. 3.1M installs across iOS and Android.
Platform — BackendOur seasonal content backend, powering four external studios in production.
PC — Vertical SliceA physics-driven open-world slice built on our streaming toolkit for a Sydney publisher.
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 duration | 6–10 weeks | 6–11 months | Ongoing |
| Weekly build reviews | Fortnightly | Weekly | Twice weekly |
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.
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.
Get our monthly dev log
Behind-the-scenes builds, tooling drops and Fitzroy playtest invites. One email a month, no spam.