
Tram Line Tactics
PC & Switch · 2023A turn-based skirmish game set on a fictional Melbourne tram network. 40k units sold in its first quarter.
VelocityPlayBase is a Fitzroy-based studio shipping original titles, co-developing live-ops, and running a hands-on playtest lab on Smith Street. From vertical slice to launch day, we make things people actually finish.














Our mission
We started VelocityPlayBase above a record shop on Smith Street in 2017 with two engineers, one artist, and a wall of sticky notes. Today we are a 14-person crew making tight, tactile games and helping other teams ship theirs. We prototype fast, playtest with real Melbourne players every Thursday night, and only keep the mechanics that survive contact with a controller.
What we do
Pick the crew you need. We plug in at any stage — from a napkin concept to a title already live with a fussy community.
Full-cycle builds in Unity and Unreal — vertical slice, production, and launch. Fixed-scope milestones every 3 weeks so you always know what ships next.
We embed with your team to run seasons, events, and content drops. Includes telemetry dashboards, balancing passes, and a 24-hour hotfix window.
Six-station lab on Smith Street with eye-tracking and session recording. Thursday-night player panels, plus a full readout deck within 48 hours.
Combat feel, economy tuning, and progression loops. We ship a playable tuning build, not a 90-page document nobody reads.
Stylised 2D and 3D pipelines, rigging, and VFX. Consistent asset kits that stay under your memory budget on Switch and mobile.
PC, console, and mobile ports with frame-time profiling. We target a locked 60fps and document every trade-off we make to hit it.
Selected work
Filter by discipline. Every project here shipped, patched, and kept its players.

A turn-based skirmish game set on a fictional Melbourne tram network. 40k units sold in its first quarter.

A hand-painted narrative runner through a warped inner-north. Nominated for Excellence in Art at the AGDAs.

Ran four live seasons for a Sydney publisher, lifting day-30 retention from 11% to 19%.

Rebuilt a 2011 racer for current-gen hardware at a locked 60fps with cross-save support.

A gravity-bending puzzle toy born from a 48-hour internal jam. Currently in playtest.

A co-op audio-only stealth experiment. Best played with headphones and a nervous friend.

A cosy cooking sim set on the Great Ocean Road. Over 900k downloads and a 4.8 store rating.

Co-designed the loot economy and crafting loop for an early-access roguelite.
Player & partner reviews
Studios we co-developed with and players who put in the hours.
VelocityPlayBase took our stalled prototype and had a playable vertical slice in seven weeks. Their Thursday playtests caught a progression wall we never would have seen in-house.
Tram Line Tactics is the first strategy game I have actually finished in years. The tram-map maps are ridiculous in the best way. Very obviously made by people who catch the 86.
We handed them a 13-year-old codebase and asked for a 60fps remaster. They delivered on schedule and documented every optimisation so our team could maintain it.
The live-ops team ran three seasons for us without a single missed content drop. Retention numbers moved and our community actually noticed the care.
I went to a Thursday playtest on a whim and ended up in the credits of Neon Fitzroy. That is the kind of studio these people run — open door, sharp notes.
Their systems designer rebuilt our economy in a weekend spike and it just felt right. No 90-page doc, just a build we could hold and argue about.
Engagements
Transparent, project-based pricing in AUD. No lock-in retainers you cannot leave.
Validate a concept fast with a playable build and a decision-ready readout.
A dedicated pod for full production — the way most of our titles get made.
Keep a shipped title healthy with seasons, events, and fast fixes.
Get in touch
Drop the studio a line and we will reply within one business day. Prefer to visit? The lab is a two-minute walk from the Smith Street tram stop.