Join the team
Build it with us.
We're building Trapframe with people who get the vision and want in. Engineers, artists, writers, sound designers, modders. You don't need a resume. Tell us what you do, show us something you've made, and if your work makes it into our games, you share in what the game earns. Contributions get shaped around the vision for Noosphere, so the quality stays where it should be. We read everything that comes in.
What we need
Open roles
Core seats are founder-track. Contributor roles share in revenue when your work ships.
Rust / simulation engineer
The deterministic core of SIMN: the ECS simulation engine, server authority, networking. If you think in Rust and like problem solving, this is the seat. Jon is trash at Rust, and needs help.
Rust · ECS · gdext · networking
Gameplay engineer
Movement, combat, the moment-to-moment feel of moving through the Valley. Mostly GDScript with hooks into the sim.
Godot · GDScript · gameplay AI
3D / environment artist
Hand-crafted assets and a world that looks lived-in and wrong in the right ways. No asset flips. Using assets is fine, but we're going for a vibe here, no AI slop. People can tell.
Blender · Godot · environment · PBR
Technical artist
Shaders, VFX, gore, etc... and holding the line on performance so it doesn't run like shit on older hardware.
shaders · VFX · optimization
Writer / narrative designer
The Valley's history, its factions, the documents and radio chatter NPCs piece together. Human stories, written by humans.
worldbuilding · narrative · dialogue
Sound designer
Ambience, weapons, the things you hear before you see. Atmosphere over spectacle.
sound design · Godot audio
Tools / modding engineer
The TOML data formats, hot reload, and the SDK other people will build their own worlds with. Make the open toolchain a joy to use.
Rust · tooling · TOML · DX
If you don't suck...