Neon Relay
Rebuilt matchmaking around a skill-band system and cut cold-start load to under 3 seconds. Weekly ranked seasons launched with an A/B-tested reward curve.
Android & iOS Game Studio · Melbourne
From our Fitzroy studio, BoostProtocolHub designs, ships, and runs live Android and iOS games — silky 60fps combat, hand-tuned level curves, and seasons that keep players coming back.
Who we are

Prototyped, playtested, and polished in Fitzroy.
Founded on Smith Street in 2016, BoostProtocolHub is a fourteen-person studio that ships original titles and co-develops with publishers across Australia and Southeast Asia. We handle the full pipeline in-house: prototyping, Unity and native builds, art direction, and post-launch live-ops.
We playtest every Thursday with real players from around Fitzroy and Collingwood, instrument every tap, and only ship a mechanic once its fun is provable in the numbers — not just in a pitch deck.
Why studios pick us
One accountable team from grey-box prototype to season 12 — no hand-offs, no mystery roadmaps.
From our titles
A look at recent Android and iOS releases from the Fitzroy studio.

Neon Relay — ranked multiplayer arena

Tidewalker — hand-painted puzzle biomes

Circuit Sprint — one-thumb endless runner

Emberfall Tactics — turn-based squad combat
Proof, not promises
Real problems, the calls we made, and what the metrics did afterwards.
Rebuilt matchmaking around a skill-band system and cut cold-start load to under 3 seconds. Weekly ranked seasons launched with an A/B-tested reward curve.
Took a stalled prototype to the App Store in 19 weeks with 120 hand-tuned levels, a difficulty curve validated in playtests, and a launch trailer that hit editorial.
Reworked the rewarded-ad placement and first-session tutorial, lifting ad ARPDAU without denting session length. Live-ops now runs a fresh event every fortnight.
What partners say
Swipe through recent partner and player feedback.
“BoostProtocolHub took our messy prototype and turned it into a top-100 puzzle release. Their Thursday playtests caught retention problems we never would have seen in a spreadsheet.”
Start here
Prototype, full production, or live-ops rescue — send a few details and we will reply within one business day.