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

Rust / simulation engineer

Core

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

Contributor

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

Core

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

Contributor

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

Core

The Valley's history, its factions, the documents and radio chatter NPCs piece together. Human stories, written by humans.

worldbuilding · narrative · dialogue

Sound designer

Contributor

Ambience, weapons, the things you hear before you see. Atmosphere over spectacle.

sound design · Godot audio

Tools / modding engineer

Core

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...

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