Partnerships open · 2026

Let’s build worlds together.

RuneFist Studios partners with publishers, IP holders and other studios to ship cooperative adventures, live-service tech and Minecraft Marketplace releases that actually stand out.

who we partner with

Three kinds of partner. One type of work.

Publishers

Need a Bedrock Marketplace release in 4–6 months? We scope, build and ship to the submission bar — without you ever touching a behaviour pack.

IP holders

Bring us your IP. We'll pitch multiple activations across Bedrock, Java and custom-built Minecraft experiences that respect the source.

Other studios

Gameplay engineering, live-service tech, or a second opinion on your quest system. We collaborate as a specialist team, not a body-shop.

what we build

We’re specialists, not generalists.

Four focused capabilities — the ones we’re genuinely world-class at. Anything outside those, we’ll tell you, and we’ll point you at people who do it better.

01 / Marketplace

Bedrock Marketplace releases.

Full-cycle Bedrock adventures from pitch to submission. Original IP or yours — we handle the design, scripting, QA, Marketplace compliance and post-launch support.

  • 1 – 6 month production windows
  • Behaviour packs, resource packs, scripts, add-ons
  • Marketplace submission and iteration support

02 / Live service

Java MMORPG tech & live-ops.

Quest systems, combat, party architecture, world persistence, scaling. If you're building something ambitious in Minecraft Java, we've already shipped it running 300+ concurrent players.

  • Gameplay systems engineering (Java, JVM)
  • Netcode, world-save, zone-transition reliability
  • Live-service observability and incident response

03 / IP activation

IP activations in Minecraft.

Existing IP wanting to land in Minecraft well. We translate the tone, characters and worldbuilding into experiences that respect the source and feel native to the game.

  • Creative pitches across Bedrock and Java
  • Worldbuilding, character and quest writing
  • Launch, marketing and creator activation

04 / Consulting

Game design & strategy consulting.

Need a second opinion? We do focused engagements — audits, pitch reviews, concept doctoring — for studios who want an honest, informed read on what they're building.

  • Pitch and concept audits
  • Production scoping and milestone planning
  • Gameplay systems reviews

how it works

Four steps. No mystery.

  1. 01

    Brief & discovery

    You send a brief, we reply in 48h. If there's something to explore we set up a 45-minute call to understand the project, constraints and what success looks like.

  2. 02

    Proposal & scope

    Within two weeks: a written proposal with scope, team, milestones, deliverables, risks and a fixed or T&M price. No surprises, no ambiguous boilerplate.

  3. 03

    Production

    Weekly demos, a shared board, direct access to the people doing the work. You'll always know what's happening, what's next and where we are against scope.

  4. 04

    Ship & support

    We don't disappear on launch day. Every engagement includes a defined support window, a handover doc, and — if you want — ongoing live-ops.

selected work

Some of what we’ve shipped.

Live-service · Java

RuneBound

Our flagship Minecraft Java MMORPG. 300+ concurrent players on peak days, a full quest + party + combat stack shipped and live.

Marketplace · Bedrock

Bedrock — Project A

Hand-crafted cooperative adventure that hit the Marketplace front page. 2–4 players, ~4 hours, branching ending.

Marketplace · Bedrock

Bedrock — Project B

Narrative-driven mystery map, front-page placement in its launch week. Fully voiced, original soundtrack, custom behaviour packs.

why RuneFist

Why studios pick us.

  1. 01

    Senior team, end-to-end.

    The person on the call is the person writing the code. Flat, senior team. No layers between your brief and the work.

  2. 02

    Minecraft is all we do.

    We don't dabble. Years of Bedrock and Java production, a live MMORPG running today, and a network across the ecosystem.

  3. 03

    Honest scoping.

    We'd rather lose a pitch than over-promise. Every proposal is scoped with explicit 'what we'd cut if we're 30% over' lines from day one.

send us a brief

Tell us what you’re building.

The more concrete, the better. We reply inside 48h with either a real answer or a very honest “not us”.

  • 48-hour first reply, always from a founder
  • NDA on request before you send details
  • Written proposal within two weeks
  • No external recruiters, no brokers

By submitting you agree we can contact you about this inquiry. No marketing, no lists, no sharing.

frequently asked

The stuff studios always want to know.

How much does a project cost?

Scope-dependent. Bedrock Marketplace releases typically run €35–120k depending on length and polish. Java / live-service engagements are usually T&M with a monthly cap. We'll always give a concrete number in the proposal.

Who owns the IP?

You do, unless it's one of ours. Client work is always work-for-hire — the IP lives with you from day one. If we're co-developing on our IP, we agree terms upfront and put them in writing.

Do you sign NDAs?

Yes, before you share anything sensitive. Send us a first note without details and we'll NDA before the brief comes in.

Do you work with external recruiters or brokers?

No. We work directly with decision-makers. If you're representing a client, put us in touch with them and we'll take it from there.

Can you pitch ideas to our IP?

Yes — this is something we love doing. Send us your IP bible (or the public material) and what you're trying to do in Minecraft, and we'll come back with 2–3 pitched activations.

looking for a job?

This page is for studios. The careers door is next door.

If you’re here to join RuneFist rather than hire us, head over to careers — every open role, with the full story behind each one.

See open roles →