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About us
We are Scape, a Swedish game studio of about 30 people. Our first game is Scape: a multiplayer climbing game where 100 players share one server, one tower, and one long way down. It launches on Steam Early Access later this year, with a closed beta this summer. Our senior team has shipped and run live games at studios including Arrowhead (Helldivers 2), Avalanche Studios, and Ubisoft.
The role
Quality is how a live multiplayer game keeps its players. Scape ships on Steam in ten languages, runs up to 100 players on one server, and updates continuously after launch, so QA is not a gate at the end, it is a discipline that runs the whole way through. We are hiring the person who leads it: a small QA team, the test process behind every build, and the release-readiness call that tells us a build is good to go. The role reports directly to the Executive Producer. You will join a team already in place and own how it works, what it measures, and how it reports.
What you will own
A small QA team: how it works day to day, how testing is planned across builds, and how the team grows.
The QA process itself: the test plans (full, quick, performance, pull-request, Steam, localization), the bug workflow, and the standards that keep results comparable from one build to the next.
Bug classification: a severity and probability model that turns “this feels bad” into a priority everyone trusts, so the team fixes the right things in the right order.
The release gate: the readiness picture that feeds the studio’s go/no-go on shipping to closed beta, Early Access, and every update after. QA sets the bar; the call to ship is made against it.
Reporting that leadership can act on: clear, honest quality reporting into our weekly production rhythm, so the state of the build is never a guess.
The QA-owned validation step: bug verification and the final “this is done” sit with QA, never with the person who wrote the fix.
Multiplayer scale testing: proving a full server holds up. Load and soak testing with up to 100 players on one server, the measurements that tell you it is healthy, and catching the failure modes before players do. This is the hardest part of the job.
Steam-specific coverage: launch-from-Steam builds, the overlay, cloud saves, controller input, Steam Deck and minimum-spec hardware, and crash capture the way players actually run the game.
You
Have led QA for a shipped game, ideally a live or multiplayer one, and can walk us through how you ran it.
Know how to build and maintain a real test process, not just execute test passes: plans, priorities, and standards that hold up across many builds.
Are fluent in the craft of bug reporting and triage, and can teach it to a team.
Understand Steam and PC release realities, and the difference between a launch-blocker and a known issue we ship with.
Write fast and clearly in English. Additional languages are a plus; the game ships in ten.
Can stay calm when a build is due and the bug count is climbing, and know the difference between a fire and a spark.
Work CET hours. The role is 100% remote.
Have a passion for games and play widely enough to know what “good” feels like.
Helpful, not required
Experience testing multiplayer or server-authoritative games at scale.
Familiarity with Jira and building QA workflows inside it.
A background that includes automated or performance testing tooling.
Additional languages, especially any of the ten we ship in.
What we offer
A launch with real ambition and the process to match: a QA operation that is designed, not improvised, a team that already believes quality is shared, and a small senior team where the release-readiness call carries real weight. Direct line to the Executive Producer. The chance to lead QA for a game from beta through launch and into live operation.
The role is 100% remote. If you live in Sweden, we are open to full-time employment. If you are elsewhere, a long-term contract works.
How to apply
Apply through the link; a few short questions are part of the application form. If we shortlist you, the next step is a short take-home exercise, around 30 minutes, sent together with your interview invitation. Then two interviews, references, and a decision. We reply to everyone at every step.
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