VelocityPlayBase
Fitzroy · Melbourne game studio

We build games that refuse to sit still.

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.

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Our mission

Every pixel earns its place on the screen.

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.

31
Titles shipped since 2017
4.7M
Player sessions logged
14
Designers, engineers & artists
9
Award nominations (AGDAs)

What we do

A full studio under one Fitzroy roof.

Pick the crew you need. We plug in at any stage — from a napkin concept to a title already live with a fussy community.

Original Game Development

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.

Live-Ops Co-Development

We embed with your team to run seasons, events, and content drops. Includes telemetry dashboards, balancing passes, and a 24-hour hotfix window.

Playtest Lab

Six-station lab on Smith Street with eye-tracking and session recording. Thursday-night player panels, plus a full readout deck within 48 hours.

Gameplay & Systems Design

Combat feel, economy tuning, and progression loops. We ship a playable tuning build, not a 90-page document nobody reads.

Art & Technical Animation

Stylised 2D and 3D pipelines, rigging, and VFX. Consistent asset kits that stay under your memory budget on Switch and mobile.

Porting & Optimisation

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

Games we made and games we rescued.

Filter by discipline. Every project here shipped, patched, and kept its players.

Tram Line Tactics

Tram Line Tactics

PC & Switch · 2023

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

Neon Fitzroy

Neon Fitzroy

PC · 2022

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

Harbourwatch: Season 4

Harbourwatch: Season 4

Mobile · Live-Ops

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

Outback Rally Remaster

Outback Rally Remaster

Console · 2024

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

Static Garden

Static Garden

Prototype · Lab

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

Signal & Noise

Signal & Noise

Prototype · Lab

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

Copper Coast Diner

Copper Coast Diner

Mobile · 2021

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

Vault Divers

Vault Divers

PC · Co-Dev

Co-designed the loot economy and crafting loop for an early-access roguelite.

Player & partner reviews

People who trusted us with their controllers.

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.
Marcus T.
Executive Producer, Sydney
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.
Priya S.
Player, Collingwood VIC
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.
Elena R.
Studio Director, Brisbane
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.
James W.
Head of Product, Auckland
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.
Dan K.
Playtester, Fitzroy VIC
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.
Sofia M.
Creative Lead, Melbourne

Engagements

Ways to work with the base.

Transparent, project-based pricing in AUD. No lock-in retainers you cannot leave.

Prototype Sprint

Validate a concept fast with a playable build and a decision-ready readout.

starting from
A$6,500/ 3-week sprint
  • Playable vertical prototype
  • One Thursday-night playtest panel
  • 48-hour findings deck
  • Source project handed over
Start a sprint
Most booked

Studio Build

A dedicated pod for full production — the way most of our titles get made.

starting from
A$28,000/ month, min. 3 months
  • Cross-discipline pod (4–6 people)
  • Milestones every 3 weeks
  • Weekly playtests & telemetry
  • Launch & store submission support
  • Locked 60fps performance target
Book a build session

Live-Ops Partner

Keep a shipped title healthy with seasons, events, and fast fixes.

starting from
A$14,500/ month
  • Season & event content drops
  • Telemetry dashboards
  • Balancing & tuning passes
  • 24-hour hotfix window
Talk live-ops

Get in touch

Tell us what you are trying to build.

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.

Visit the lab47 Smith Street, Fitzroy VIC 3065
Studio hoursMon–Fri, 9:30am–6:00pm AEST · Playtest nights Thursday until 9pm