Working at Keen Software House | Glassdoor

Keen Software House Overview

Prague (Czech Republic)
1 to 50 employees
Company - Private
Computer Hardware & Software
$10 to $25 million (USD) per year


Keen Software House is an independent game development studio based in Prague, Czech Republic. Its main projects are the sandbox video games Space Engineers and Medieval Engineers (distributed on Steam). Keen Software house games are an open world sandbox games defined by ... Read more

Mission: We believe that one of the strongest forces in the universe is the “need to create”: every time you build something out of nothing, every time you give shape and organization to something that has no structure – you are creating a miracle.

Keen Software House Reviews

  • "An awesome experience that opened my eyes about the world game design."

    • Work/Life Balance
    • Culture & Values
    • Career Opportunities
    • Comp & Benefits
    • Senior Management
    Former Intern - Intern
    Former Intern - Intern
    Positive Outlook
    Approves of CEO

    I worked at Keen Software House as an intern


    An amazing staff and support team who all worked together extremely well.


    The workload can get a little high when deadlines approach.

See All 14 Reviews

Keen Software House Photos

Keen Software House photo of: Space Engineers
Keen Software House photo of: office
Keen Software House photo of: keen
Keen Software House photo of: Prague
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Keen Software House Interviews



Getting an Interview

Getting an Interview




  1. Helpful (2)  

    3D Artist Interview

    Anonymous Interview Candidate in Winter Springs, FL
    No Offer
    Negative Experience
    Easy Interview


    I applied online. The process took a week. I interviewed at Keen Software House (Winter Springs, FL) in December 2019.


    3d artist candidates beware!!! Okay, so I didn’t get a call or interview of any kind. Instead they just sent me a test. They sent me a low poly object with some really rough concept art with the following instructions: do not deviate from the model. Textures should show edge wear. Create 1 LOD. Submit the .fbx with 2048x2048 textures in metalness. Include render and in game screen shot and clay render. Pretty simple right? So I do as They ask and here is their feedback:

    - geo is too simple
    - no design documentation
    - no reference material provided
    - parts don’t make sense as to how they attach to each other. don’t “synergize”

    I was confused by this feedback as it contradicted the test that was given. I asked for clarification, and basically I was suppose to know that they actually DID want me to deviate from the model and was to use the model provided as scale reference. The reviewer clearly had no idea what the guidelines were, and expectations for the deliverable were made hidden. I would urge anyone applying here to be careful, this was a waste of time. Highly disrespectful.

    Interview Questions

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