Colonist
Product Engineer
About this role
Join Colonist, a remote digital board game platform with 3.6M+ annual players, as a Full-Stack Product Developer. You'll design and scale game features across multiple platforms using Node.js, React, and TypeScript, working asynchronously with a self-driven team that values clear communication and ownership.
What you'll do
- Develop and enhance game modes and features with focus on player experience
- Design scalable multi-platform architectures supporting multiple game titles
- Own full-stack development from backend logic to polished UI interfaces
- Optimize performance bottlenecks and ensure smooth gameplay under load
- Review code, mentor peers, and maintain high architectural standards
- Collaborate cross-functionally to translate game concepts into engaging experiences
What they're looking for
- Node.js and full-stack development
- React, TypeScript, and CSS
- Git and collaborative code review workflows
- Relational databases and REST APIs
- Scalable architecture design
- AI fluency and tool usage
- Written communication for async environments
- Performance optimization
Benefits
- Fully remote, asynchronous work culture
- Competitive USD salary based on experience
- Stock options with ownership stake
- Unlimited vacation and yearly team offsite
- Full work equipment provided
- AI tool experimentation budget
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Colonist
Colonist operates a digital board game platform serving millions of players across web, mobile, and Discord. The company is hiring Product Developers, Full-Stack Developers, and QA Engineers to build and maintain engaging game features and ensure product quality in a fully remote, asynchronous environment.
View all jobs at ColonistLikely interview questions
- Walk us through how you'd approach architecting a system to support multiple game titles while maintaining performance and code reusability—what are your key design principles?
- Describe your experience building high-performance React and TypeScript UIs. How do you identify and optimize performance bottlenecks in a player-facing game interface?