From an internal game jam to store release in less than 12 months. Beautiful art, beautiful music, a beautiful game. No crunch. Maybe a little stress (sometimes making games is confusing and scary). Paid holidays. Menstrual Leave. Bereavement Leave. More internal game jams. Paid Christmas studio closures. Staff parties. Breaks for industry events. Paid bank holidays. Studio closures for milestone events. The best quiz I've ever written in my life. EDIT: OH! And a fully remote team. No central studio. It's such a normal thing here I forgot it's a benefit to champion. Game dev can be hard but it can also be easier if you make the choice to. No one has to suffer to make games. Junkfish is amazing and its staff are amazing. Bootleg Steamer is a product of a great team.
We're pleased to announce that Bootleg Steamer is now available on Steam! Dive into the tumultuous time of the 1920's prohibition and become the captain of your own bootlegging empire in our new strategy roguelike game ⛵ The team have been hard at work for the past 12 months developing this rum-running adventure, and we can't wait for everyone to finally dive in! Play now! ➡ https://lnkd.in/eR_ZsrCN
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8moThis is fantastic! Sounds like Junkfish has created a truly positive and supportive work environment for game developers.