Having a fan community as great as the one we have brings many benefits. You may have noticed that there's a good number of people on the SCS team who were hired from the community. They ended up working full time on what was once “only” their favourite game. We're sure that names like 50Keda, SiSL, Mandelsoft, LondonLad, Natvander, Oscar and others are well known to many among you - and every single one of them has brought a unique approach to help our games grow.
We have had great experiences with modders and content creators joining our team. As we still continue to grow in the effort to improve the quality and scope of future projects, we've decided to approach you, our community about our open job opportunities. If you have ever given any thought about joining SCS Software team, now's the best time to do that!
Currently, we have 9 open positions which you can browse in detail on our company career page. For each of these positions, we are open to accepting more applicants. Let's introduce the 3 main openings!
World/ Map designer
We are looking for talented Junior and Senior map designers. Right now we're looking for a good number of both, as we're trying to expand our map teams and speed up production. So if you already have some game design experience or better yet, experience with making/modifying maps for our games, or you simply feel you got the talent and love for our games, you're who we're looking for!
3D artist
We're also looking for Junior and Senior 3D artists. If you have working experience in Maya, Photoshop and a portfolio featuring your professional or private 3D work, do not hesitate to contact us. There's a wide variety of possible work specialisations and we'll be happy to go through them with you to find the one that interests you most!
Programmer
There are two options for you. As a "regular" programmer; you are strong in C++ and well versed with common development tasks such as debugging, profiling, and VCS management. You can focus on a specific part of our game development; one which is best suited to your skillset (see "Considerable pluses").
Or if your interest is programming and also graphics, you may be suited for the position of Maya Specialist. You will be working in close cooperation with our graphics team to create new tools and improvements, giving them more and better options for future projects!
Languages used in our office are Czech and English, so the ability to speak one of them well is needed. However, the most important part is the passion for our games.
All these positions are full-time and based in our Prague studio, we'll be happy to give a hand if you need to relocate. After all, living in one of the most beautiful and safest cities in Europe while working on something you love sounds like a great idea, right? ːcsdsmileː
Having a fan community as great as the one we have brings many benefits. You may have noticed that there's a good number of people on the SCS team who were hired from the community. They ended up working full time on what was once “only” their favourite game. We're sure that names like 50Keda, SiSL, Mandelsoft, LondonLad, Natvander, Oscar and others are well known to many among you - and every single one of them has brought a unique approach to help our games grow.
We have had great experiences with modders and content creators joining our team. As we still continue to grow in the effort to improve the quality and scope of future projects, we've decided to approach you, our community about our open job opportunities. If you have ever given any thought about joining SCS Software team, now's the best time to do that!
Currently, we have 9 open positions which you can browse in detail on our company career page. For each of these positions, we are open to accepting more applicants. Let's introduce the 3 main openings!
World/ Map designer
We are looking for talented Junior and Senior map designers. Right now we're looking for a good number of both, as we're trying to expand our map teams and speed up production. So if you already have some game design experience or better yet, experience with making/modifying maps for our games, or you simply feel you got the talent and love for our games, you're who we're looking for!
3D artist
We're also looking for Junior and Senior 3D artists. If you have working experience in Maya, Photoshop and a portfolio featuring your professional or private 3D work, do not hesitate to contact us. There's a wide variety of possible work specialisations and we'll be happy to go through them with you to find the one that interests you most!
Programmer
There are two options for you. As a "regular" programmer; you are strong in C++ and well versed with common development tasks such as debugging, profiling, and VCS management. You can focus on a specific part of our game development; one which is best suited to your skillset (see "Considerable pluses").
Or if your interest is programming and also graphics, you may be suited for the position of Maya Specialist. You will be working in close cooperation with our graphics team to create new tools and improvements, giving them more and better options for future projects!
Languages used in our office are Czech and English, so the ability to speak one of them well is needed. However, the most important part is the passion for our games.
All these positions are full-time and based in our Prague studio, we'll be happy to give a hand if you need to relocate. After all, living in one of the most beautiful and safest cities in Europe while working on something you love sounds like a great idea, right? ːcsdsmileː
we have got another concept art for you! This time it is one of our most common enemy types - Forsaken! You will encounter him mainly while roaming the scorching depths of Hell!
In this Update, I've add Some Systems that make normal stage's battle more meaningful and interesting.
Normal Enemies system change.
Execute system change and Status EXP add.
Room clear action add.
Challenger provoke system add.
Alteration of Ego UI improve.
-Normal Enemies AI, Damaging System change, Number of Enemies Increase.
In previous version, Only 2,3 enemies spawned in one room and if number of enemies increase, battle was become too difficult. A small number of enemies make game boring and lack of exciting. With this update, Now most of enemies take stun by most of attack and react slowly against player. This allow me to deploy a larger number of enemies from various combinations.
-Change of Execute System
In previous version, Execution had features of HP restore, temporary buff and Spawn new enemy when time passed. But execute all enemies in short time was not easy work and new enemies spawned from it was not so meaningful and just annoying. With this update, no more additional enemy from time pass and corpse do not disappear by time. And by executing enemies, you can get Status EXP.
-Status EXP
In previous version, player's status increasing is only enable from end point of floor. This system made hard to feel player's challenger is growing. Status EXP getting from execution is another system of status increasing. Now player's challenger can get level up from executing.
-Room clear action
Number of enemies increase and you can get EXP from execute enemies. this make boring and tired task of executing all remaining corpse after room clear. So I add room clear action that you can execute all remaining enemies or sympathies dying enemies.
-Provoke Challenger
In previous version, If other challenger didn't want to fight with player, it was hard to block its choice. Now, player can provoke non-hostile challenger and engage fight.
-Alteration of Ego UI improve.
I've add some system and plan to add more system. but The Tower of Worth's most important feature is Ego Changing. In this update, Add Alteration of Ego Description UI. It explain player to what is Alteration of Ego and what player can do. And If player persist Ego, persist effect remain after Alteration of Ego.
The following bugs have been fixed in this update ・ The pursuer judgment is different from the intended one -Major correction of difficulty ・ Rebuild UI of menu screen ・ There is a place where the pursuer can not pass ・ The enemy did not hit the bullet rarely ・ KGSS check on startup freezes
The following elements have been added to this update ・ New scenario development (does not lead to clear yet)
All item contents are now visible during gameplay, this is a subtle but major change to the gameplay. Now you don't have to guess and check what's inside objects - with more information there's more focus on solving the puzzle. This saves you time and demystifies some levels (especially large community ones).
With this change, some levels were broken and will need to be re-published. If your level was unpublished your gold has been returned to you but unfortunately the stats will have to be reset. Right now our player base is small, so don't worry too much about your stats until we start ramping up and releasing on multiple platforms.
CUTER RABBIT
Several players said the King Rabbit - Classic rabbit was more cute. We've listened to your feedback. Rabbits now have rounder heads and cuter eyes. Also, rabbits now fall asleep when you go AFK for several seconds.
FASTER RABBIT
We received feedback that the rabbit felt unresponsive sometimes. This is because during the rabbit's stun animation you wouldn't be able to move but the move would still be queued up. It's better now, getting stunned won't prevent you from moving and you can now move much faster.