Fitzroy game studio · est. 2016

We build worlds and keep the servers humming.

MysticLegacyCircle.club is a Melbourne game studio and IT crew. We ship original indie titles, run device QA labs, and handle the live-ops, backends and cloud plumbing that keep games online long after launch day.

23
Titles shipped since 2016
1.4M
Monthly players supported
99.95%
Live-ops uptime last year

62 Victoria Street, Fitzroy VIC 3065 · +61 3 9419 6219

MysticLegacyCircle studio workspace with game screens and hand-drawn art panels in Fitzroy

What we do

Studio craft, from prototype to patch notes

Six focused services covering the whole life of a game — the messy prototype phase, the launch scramble, and the long tail of running a live title. Fixed-scope quotes, no retainers you can't cancel.

Original Game Development
01

Original Game Development

Full-cycle Unity and Godot builds for mobile, PC and Switch. We take you from a one-page pitch through vertical slice to a shippable master, with weekly playable builds so you always know where the fun is.

From AUD $48,000 · 4–9 month cycles

Device QA & Compatibility Lab
02

Device QA & Compatibility Lab

A wall of 90+ real Android, iOS and handheld devices in our Fitzroy office. We run structured test passes, catch platform-cert blockers early, and hand back reproducible bug reports, not vague vibes.

From AUD $2,400 / week · 48-device minimum pass

Live-Ops & Backend Engineering
03

Live-Ops & Backend Engineering

Player accounts, leaderboards, matchmaking, seasonal events and store hooks — built on autoscaling infrastructure. We monitor 24/7 and keep the median API response under 80ms during event spikes.

From AUD $6,500 / month · 99.9% SLA

Cloud & DevOps Migration
04

Cloud & DevOps Migration

Move your game backend off a single rented box and onto infrastructure that survives launch day. Containerised services, blue-green deploys, cost dashboards, and a runbook your team can actually follow.

Fixed-scope migrations from AUD $14,000

Game Art & Ligne-Claire Illustration
05

Game Art & Ligne-Claire Illustration

Clean-outline character design, environment panels and UI kits in a storybook style. Delivered as layered source files plus an export pipeline wired straight into your engine's atlas.

From AUD $3,200 · per art pack

Playtest Nights & Community Setup
06

Playtest Nights & Community Setup

We host monthly playtest evenings in Fitzroy, recruit a matched player panel, and stand up your Discord, patch-note cadence and feedback funnel so early players stick around.

From AUD $1,800 / session

The circle

A small crew that ships

Eleven people across the two-level studio on Victoria Street. These are the leads you'll actually be emailing and sitting next to on playtest nights.

Priya Raghavan, Studio Director & Executive Producer

Priya Raghavan

Studio Director & Executive Producer

Fifteen years across mobile and console. Keeps scope honest and ships on the date she promised.

Declan Whitmore, Technical Director, Backend & Live-Ops

Declan Whitmore

Technical Director, Backend & Live-Ops

Built the autoscaling stack behind our biggest live titles. Sleeps with a pager, mostly quiet.

Mei Tanaka, Art Director, Ligne-Claire & UI

Mei Tanaka

Art Director, Ligne-Claire & UI

Sets the clean-outline house style. Turns rough gameplay sketches into a coherent storybook world.

Samuel Okafor, Lead Gameplay Engineer

Samuel Okafor

Lead Gameplay Engineer

Chases the feel of every jump and hit. If it doesn't feel good in the hand, it doesn't ship.

Harriet Boyle, QA Lab Manager

Harriet Boyle

QA Lab Manager

Runs the 90-device wall and the test-pass calendar. Finds the crash three builds before your players do.

Tomasz Nowak, DevOps & Cloud Engineer

Tomasz Nowak

DevOps & Cloud Engineer

Migrations, deploys and cost graphs. Turns launch-day panic into a boring, well-documented Tuesday.

In their words

Studios who trusted the circle

A short reel from our last showcase night, plus notes from teams we've built and run games with.

Studio showcase — Fitzroy playtest night, 3 min

Studio showcase — Fitzroy playtest night, 3 min

They took our messy prototype and had a vertical slice in eleven weeks. The weekly playable builds meant we never lost the thread of what was actually fun.
Alicia R. · Brunswick, VIC · March 2025
The QA lab caught a certification blocker that would've delayed our iOS launch by a month. Reproducible steps, video, the lot. Worth every dollar.
Jonah M. · Carlton, VIC · November 2024
Our launch-day traffic was 6x the forecast and the backend didn't blink. Median response stayed under 80ms while I watched the dashboard and drank my coffee.
Fatima S. · Sydney, NSW · January 2025

Good to know

Questions before you start

The things studios ask us in the first call. If yours isn't here, the contact form below reaches a real person, not a ticket queue.

Both. Around half our work is inheriting an existing codebase — a stalled prototype or a live game that needs new hands. We start with a two-day code and infrastructure audit so we can quote honestly instead of guessing, and you own that audit whether or not you continue with us.

Our studio is at 62 Victoria Street, Fitzroy. Roughly a third of our clients are interstate or overseas and work with us fully remotely. Playtest nights and the QA lab happen on-site in Fitzroy, but everything else runs over shared builds, calls and a project board you have full access to.

We quote each phase separately — prototype, vertical slice, production, launch — with a fixed price for the phase in front of us. You approve the next phase only when the current one lands. That way scope creep becomes a visible decision instead of a surprise invoice at the end.

Yes, that's our Live-Ops service. We monitor the backend around the clock, ship seasonal events and store updates, and hold a 99.9% uptime SLA. Most launch clients roll straight into a monthly live-ops arrangement, but it's month-to-month — no lock-in contracts.

Primarily Unity and Godot, targeting iOS, Android, PC via Steam, and Nintendo Switch. We've done smaller WebGL and console-cert projects too. If you're weighing up engines before you commit, we're happy to talk trade-offs in a free first call.

Studio dispatch

Patch notes from the circle, once a month

Behind-the-scenes on what we're building, open playtest-night invites, and the occasional post-mortem. One email a month, unsubscribe any time.

Say hello

Tell us about your game

Whether it's a napkin pitch or a live title that's straining at the seams, drop us the details and we'll come back within one business day.