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Video Game QA Tester

Unknown

4h ago

0DevUSjobspy_indeed
remoteindeed

Job Description

Soulbound (https://soulbound.game/) is a top\-down pixel\-art MMO launching on Steam. Over 1 million players played the browser version; we've rebuilt the entire game for PC — new engine, new progression, new narrative framework. We're a remote team of \~20, we hire from anywhere in the world, and we care about one thing above all: passion. Forget everything you think QA is. This is not a role where you log bugs and toss them over a wall. At Spiderware, QA means **finding, understanding, and solving**. When something breaks, you're the detective: you work out exactly how it broke, chase down *why*, and then help drive the fix by pulling in engineers, designers, whoever it takes, until it's actually solved. You'll be the person who protects what a million players see, on a game that ships changes in real time. It's the most hands\-on QA role you will find anywhere. This is an entry\-level role, so we don't specify a degree, your age, or your background. We care about three things: **1\. You solve problems, not just spot them.** When a quest snags or a number looks wrong, you can't let it go, and you can't stop at "it's broken." You want to know why. You form a theory, test it, narrow it down, and hand the team a solved case. **2\. You're a gamer.** You play RPGs, MMORPGs and indie games, and you understand how they're meant to feel. You know the difference between "annoying" and "broken," and you can say why. If you don't play games in this genre, this isn't the role for you. **3\. You learn fast and take feedback.** You write clearly, follow a repro step\-by\-step, and turn "it's weird" into something an engineer can act on in minutes. When someone shows you a better way, you use it the same day. **What You'll Actually Do** * Playtest new quests, systems and builds before players ever see them * Break the game on purpose then investigate *why* it broke, isolate the cause, and propose the fix * Work directly with engineers and designers to get problems actually solved, not just filed * Verify fixes and run regression passes on a live, fast\-moving game * Stress\-test around the big moments like launches, events, updates * Feed patterns back to the whole team: you're the player's early\-warning system * Feedback what feels fun, and what doesn't, working with designers to improve the experience. * Have a space to propose your ideas and improvement designs to the design team. **What This Is (And What It Isn't)** This is your foot in the door in the games industry with real QA experience on a shipping MMO with a proven player base, direct access to the people building it, and a genuine path to ongoing roles. **Where This Leads** Almost everyone who joins Spiderware at junior level starts in QA or Support, by design. It's the fastest way to learn the game inside out: you play it, you test it, you see exactly where players get stuck. It's also how you learn the studio, how we operate, who does what, how it all fits together. From there the