Spiderware
Spiderware

THE STUDIO

Spiderware is an independent game studio built on a simple conviction: the people who make games should have nothing standing between their ideas and the game itself.

WHO WE ARE

We are industry veterans from Riot Games, Amazon Game Studios, Blizzard, and Jagex who left the machine behind to build a better one. Not a bureaucracy. Not a process factory. A machine that enables people—engineers, artists, designers, writers, musicians. Everyone on the web has the same access to the same tools, and any one of them can put something into the game and ship it.

Want to build a quest? Learn how, then build one. Want to design a dungeon? Learn how, then design one. You don't need to know how to code. You don't need three sign-offs. You don't need to wait for someone else to make it real. The tools exist to let you create. That's it. That's the entire point of this studio.

We are fully remote. Fully async. We work across time zones, we communicate in writing, and we move fast. We use modern tooling because modern tooling is faster, and faster means more time creating and less time waiting.

THE NAME

A spider's web is interconnected. Every strand connects to every other strand. You can move in any direction. That's how we build. No siloed departments. No gatekeepers. No barriers to entry. The team moves across the web freely. Everyone has access to everything. If you want to contribute somewhere new, the web carries you there. We are a team of spiders, and we weave the world together.

Spiderware. Software woven like a web.

THE PROBLEM

UGC changed games. Player-created content flooded the industry with infinite scale, and a lot of it is extraordinary. But something got lost along the way: world-building. The crafted, designed, hand-made worlds where you could lose yourself for hundreds of hours—where every corner felt intentional, where the lore ran deep. UGC gave us endless content. It took away the feeling of stepping into a world that someone built for you.

THE THESIS

We don't think you have to choose. Our core thesis is that a studio can produce hand-crafted, world-coherent content at the speed and scale of UGC—not by cutting corners on quality or world-building, but by building the tools and systems that make creation fast. Every piece of content fits the world, respects the fantasy, honours the lore, and arrives at the pace players expect from a live service game.

This is not about replacing UGC. It's about proving that a small, empowered team with the right tools can build a world so rich, so deep, and so alive that players don't have to supply the fantasy themselves.

We build live service games. We believe games are never finished—they grow, listen, and evolve—and the studio behind them has to be capable of feeding that growth. Not with filler. With world.

HOW WE WORK

Fully remote. Fully async.

No office. No mandatory meetings. No "just checking in" calls. We write things down, we trust our people, and we let them work when and where they do their best work. Creativity doesn't punch a clock.

No barriers.

If you're on the team, you can touch any part of the game. We built the tooling so that a designer can make a quest without an engineer. An artist can populate a zone without a producer scheduling it. A writer can build a story event and see it in the game. The tools remove the walls. The people do the rest.

Speed over perfection.

We're not going to get it right the first time. You ship, you listen, you iterate. The studios that win are the ones that move, not the ones that plan the longest.

Great games above all else.

Every decision gets filtered through one question: does this make the game better for the person playing it? If yes, do it. If no, cut it.

THE TEAM

We are 18 people. Engineers, artists, animators, designers, a composer, a writer, a producer, and QA. We've shipped games at Riot, Amazon, Blizzard, and Jagex. Some of us have been making games for over a decade. Some of us are building our first. What we share is a belief that the best creative work comes from people who are trusted, empowered, and given the tools to express their ideas without limitation.

OUR MANTRA

We're not going to get it right. You're never going to get it right. You are always going to get it wrong. You just can't give up, and you have to listen to feedback and adapt and evolve and grow. To be a great creative, you are the sum of all of your inputs and all of your experiences, and we believe in giving people the ability to express those.

WHAT WE'RE BUILDING — SOULBOUND

A top-down pixel art game that plays like nothing else in the genre. Soulbound isn't trying to be another MMO—it's a new thesis. Jump in and play for ten minutes with your friends: arcade-like, immediate, fun from the first second. Underneath that accessibility is a massive open world with long-term base management, upgrades, and progression systems you can build and refine over months.

The game is built around live events. The actions of the community drive the narrative. Every week, the world updates—new challenges, new events, new stories. More at soulbound.game.

HOW WE WORK
Fully remote. Fully async. No office, no mandatory meetings.
We write things down, trust our people, and let them work when and where they do their best work.
Creativity doesn't punch a clock.

WHAT WE BELIEVE

How games are built is broken. How studios operate is broken. Players evolved—the industry didn't. We still believe massive live-service worlds—single shared spaces where thousands of players write real history together—are the best thing in gaming. They just need studios that can actually keep up.We're here to bring them back.

JOIN THE WEB

WE'RE HIRING • ALL ROLES FULLY REMOTE • VIEW OPEN POSITIONS →