Projects · Game

000 Dispatch

Browser-based Australian emergency services dispatch game: build stations, crew appliances and send them to incidents that escalate if left unattended.

Year
2026
Status
Live
Role
Founder, designer and developer
Technologies
  • TypeScript
  • React
  • Vite
  • MapLibre
Links

Players run their own Victorian fire, ambulance or police service on a live map. They build stations and hospitals, buy and rename appliances, draw custom response areas, and dispatch to a stream of generated calls while a radio log tracks what every unit is doing. Designed as an Australian-first alternative to the German-made dispatch games: a generous early game, a modern responsive interface, real agency names and structures, and support-the-game purchases rather than pay-to-win mechanics. Live and in playtesting.

Overview

Emergency services dispatch games have a loyal audience, but the established titles are European games re-skinned for Australia, with an outdated interface, a punishing early grind and pay-to-win monetisation. 000 Dispatch is built from the ground up around Australian services, starting with Victoria.

Problem

The genre’s existing players rely on browser extensions to make the games usable, start with almost nothing, and watch paying players pull ahead. New Australian players also find foreign agency names, vehicles and procedures unconvincing.

My role

I wrote the product research and design documentation, including a competitive analysis of the incumbent game and a feature priority matrix, then designed and built the game and run it in production.

Solution

A map-first dispatch interface where stations, hospitals and appliances are placed on a real map of Victoria. Calls arrive with a guide to what they need, units are sent from presets or chosen by hand, patients are transported to the nearest or preferred hospital, and incidents that are under-resourced escalate. Progress comes from placement and efficient dispatch rather than volume of play.

Architecture

A single-page React application built with Vite, rendering the map with MapLibre, with a dark and light theme and a layout that works on phones as well as desktops.

Development process

Planned in early 2026 with a documented research phase, prototyped with a mock data layer, then rebuilt for production and opened to playtesters. Changes are driven by an in-game suggestion channel and a leaderboard keeps the competitive side honest.