Open roles
Cluck is a collective of creators building atmospheric games that matter. We're looking for people who want to own their work and share in what it earns.
Why Cluck
We started Cluck because we were tired of watching brilliant people burn out in studios that forgot why games matter. The industry cuts 10,000 jobs a year and still asks people to be grateful for the opportunity. We think there's a better way.
Cluck is a collective, not a corporation. We're building Cluck — a 3D atmospheric horror puzzle-platformer pitched as Stray meets Limbo. Horror is Steam's #1 hit-generating genre for three consecutive years, and we're building in the sweet spot: artistically rigorous, emotionally resonant, and positioned for mainstream crossover.
Our team includes credits from EA, Paramount Pictures, Netflix Games, Riot Games, Skydance, Snap, DreamWorks, and Zynga. We came out of GDC 2026 with industry validation on our art direction. Our playable demo is ready, and we're starting playtests now on the way to a self-published Early Access release on Steam.
What we offer
We're unfunded and pre-revenue. That means we can't offer a paycheck — but we can offer something most studios never will: a direct stake in the game you help build.
Contributors receive 70% of net revenue. Not a bonus. Not a promise. A contractual share of everything the game earns, distributed based on contribution.
This isn’t a publisher deal. You own your creative output. We provide the infrastructure — legal, publishing, tooling — not the creative direction.
We’re early. The team is assembled, the art direction is validated, and the playable demo is ready for player feedback. You’re joining before the story is written — not after.
A 20+ person team with credits spanning AAA and award-winning indie titles. Advisors from EA, Meta, Netflix Games, and Riot. You’ll be surrounded by people who’ve shipped.
Fully distributed team. Work from anywhere. Contribute on your schedule. We care about the work, not the clock.
Horror is the most reliable hit-generating genre on Steam. Little Nightmares sold 20M units. SIGNALIS hit 400K–600K copies from a two-person team. The audience is there.
Our mission
We grew up on games that trusted players to feel, think, and explore. Games like Inside, Journey, Little Nightmares, and Hollow Knight proved that small teams with strong vision could create experiences that rival anything from the biggest studios.
Cluck exists because the industry makes it hard for brilliant people to do their best work. Creative voices get buried under corporate priorities. The magic that made us fall in love with games gets lost somewhere between the pitch deck and the shipping deadline.
We're building the studio we wish existed when we started.