Structural Integrity
Architecture over incentives. We design systems first, then balance rewards around them.
Traditional survival games like Ark and Rust are fantastic for hardcore players who can grind 24/7. But casual players? They get griefed into oblivion. A new player spends 40 hours building a base, logs out for a night, and wakes up to find everything destroyed. Meanwhile, a player who can play 8 hours a day has already moved on to endgame.
The industry created a false binary: either you grind relentlessly or you get wiped. There's no middle ground. No way for casual and hardcore players to coexist in the same world without one cannibalizing the other.
That's the problem we solve.
Three distinct world types, each designed for a different playstyle. Economic specialization forces cooperation. Neither audience cannibalizes the other. Both are necessary.
Economic specialization forces cooperation. Industrial tribes produce weapons. Research tribes unlock blueprints. Agricultural tribes enable breeding. Tier 2+ crafting requires all three—no solo path to endgame. Casual players can build their economy safely. Hardcore players have real stakes and territory to fight over. And crucially, both audiences need each other. A hardcore tribe can't survive without industrial supplies. A casual tribe can't progress without buying completed research.
Neither playstyle cannibalizes the other. Both are necessary. Both are profitable.
We have complete, verified backend infrastructure. Everything below is operational.
We've built complete backend infrastructure. What's missing is game design and art direction.
Define how players progress and why they keep coming back. You'll design progression systems, economy models, and gameplay loops. We need someone who thinks in systems (feedback loops, second-order effects), works with data, and can balance casual + hardcore coexistence. Economic design experience required (Rust, Ark, Valheim era). Ship, measure results, iterate and improve.
The Deal: 30% revenue, 5% equity (4-year vest), no salary until revenue, full creative input on design direction.
Define what this world looks like and establish the visual language others extend. You'll set aesthetic direction, design modular creature and building systems, and build a pipeline for solo-to-team scaling. We need someone who's shipped a game solo or led art on shipped titles, thinks modular from day one, and is comfortable with Godot or can learn it quickly. Console port architecture is real—your assets need to survive Unity ports later.
The Deal: 30% revenue, 5% equity (4-year vest), no salary until revenue, full creative authority on aesthetics.
Architecture over incentives. We design systems first, then balance rewards around them.
Real about what works and what doesn't. We admit when something was wrong and adjust.
Respect casual and hardcore players equally. No favoritism, no exploitation.
Trust within shared vision. Team members have agency within clear boundaries.
30-year thinking, not sprints. Quality compounds when you're not burning out. We use all available tools—AI, automation, whatever works.
Everything is modular and meant to scale. Code, art, and systems designed for extension, not replacement.
Domain experts own their decisions. Founder arbitrates conflicts but defaults to expertise. Real authority, not theater.
We stay true to what we're building. We don't follow trends that conflict with our philosophy. We hire for alignment, not just skill.