Gameplay Engineer — Java / RuneBound
Ship the systems that make a Minecraft Java MMORPG actually feel like an MMORPG.
- Team
- Engineering
- Level
- Senior
- Location
- Remote
- Europe or Americas · ±6h of GMT
- Type
- Full-time
- Comp
- €70–95k + profit share
About the role
RuneBound is our flagship — a long-running Minecraft Java MMORPG we've been building for years. You'd own a major slice of its gameplay code and ship directly to live servers where real players are already running around.
This is a senior role on a small team (currently six engineers). You'd report directly to our technical director and work day-to-day with our design and art leads. Decisions are made close to the code.
What you'll do
- Design, build and maintain gameplay systems across combat, quests, progression and the party layer.
- Own features end-to-end — from the design pitch to the post-launch metrics.
- Work alongside design to prototype quickly and cut what isn't working.
- Contribute to our internal tools where the payoff is obvious.
- Review code, mentor junior engineers, and help raise the technical bar of the team.
What we're looking for
- 5+ years building shipped gameplay systems in a production environment.
- Deep experience with Java and the JVM — you're comfortable reading stack traces from someone else's decade-old plugin.
- Strong grasp of networked gameplay: authority, latency, prediction, cheat-resistance.
- Fluent English; comfortable working asynchronously across time zones.
- A portfolio or code samples we can look at (doesn't need to be Minecraft).
Bonus points
- Existing Minecraft Java modding experience.
- Open-source contributions, especially to gameplay frameworks.
- Experience running a live service with on-call rotations.
The boring stuff — done properly
Everyone at RuneFist gets the same baseline: remote-first, sustainable pace, proper hardware, learning budget and profit share on every released project.
Remote-first
We've been remote since day one. Work from wherever you do your best work — coffee shop, home office, other side of the planet.
Real ownership
We're small on purpose. Every role shapes the games and the studio. No waiting in line for decisions to be made somewhere else.
Sustainable pace
No crunch. Four weeks paid time off. Real weekends. We've seen the other way of doing it and we're not going back.
Hardware + setup
Studio-grade hardware, software licences, and a generous home-office budget on arrival. If a thing helps you ship, we'll get it.
Learning budget
Yearly budget for courses, books, GDC, conferences, or anything that levels you up. Use it or lose it — we'd rather you used it.
Profit share
When the studio does well, the team does well. Transparent profit-share on every released project, paid quarterly.
other openings
