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Spiderware, a London-based indie game studio, is hiring backend engineers to scale a cross-platform MMORPG backend built on Google Kubernetes Engine. You’ll work with the CTO on high-performance, real-time systems handling thousands of players in a single world.
Ideal candidates have hands-on Kubernetes in production, experience with MongoDB/PostgreSQL/Kafka/Redis, and strong IaC skills (Terraform/Helm). Remote role overlapping UK hours with contract-based terms.
ENGINEERING
CONTRACT
APR 15, 2026
Soulbound, a cutting-edge indie game studio based in London, building a cross-platform MMORPG with pixel art aesthetics and browser-based access. We've built infrastructure for a single-shard game world that spins up localised regional clusters for instanced combat, delivering low-latency action RPG gameplay with the flexibility for players to play with anyone, from anywhere in the world, at any time. The game features real-time player-shared worlds, co-op dungeons, 10-player raids, player housing, questing, online and offline background crafting, auction houses, and live chat. All of it running simultaneously, all of it real-time.
We need backend engineers who can help us scale this infrastructure for launch and beyond. You'll work directly with our CTO on the systems that keep thousands of players connected, fighting, trading, and exploring in the same world simultaneously. Our backend is 60+ microservices running on Google Kubernetes Engine. Stateful game servers, event-driven architecture with Kafka, MongoDB and PostgreSQL databases, WebSocket real-time communication, and multi-cluster orchestration. The system works at current scale, your job is making it work at 10x that. This role is perfect for a passionate individual contributor eager to tackle some of the most thrilling, challenging, and distinctive problems in contemporary software development. The real-time demands of an online MMO present a one-of-a-kind opportunity, and we’re searching for the brilliant mind ready to dive into these intricate, interconnected systems.
People joining can feel like it's chaos. They're not wrong. We work like a startup, fast.
We start small, ship it, player it, and build from there. If something feels wrong, we fix it now, not later.
Anyone can edit the game. Every change appears in-engine instantly, so we bias for action and build by playing.
Games are felt. So we build based on feeling.
Gamers want indie games more than ever - not just for the nostalgia, but because indie studios focus on the thing that actually matters: interesting game design. Strange loops. Big bets on mechanics nobody else is trying.
That's what we do at Spiderware. We believe in artists, designers, and engineers who love games — especially novel indie games that push the boundaries — and want to build something that doesn't already exist. We don't believe in 'doing what works'. We believe in people making games that haven't been made before.
We don't take safe bets. We trust our gut about what we'd want to play, take the parts we love from games we admire, and combine them into something entirely new.