![]() Please read the wiki for a full list of subreddit rules. Threads discussing copyright claims of osu! maps will be removed detailedįor the first 24 hours following a tournament match, all posts containing spoilers must use the spoiler tag, and titles must not spoil match results. Self-promotion of video channels or livestreams is limited to one post per week.Īll unofficial server content/promotion, other than scores by players with unrestricted accounts, is forbidden. Score posts will be selected following this criteria. Posts created with the sole intention of appealing or responding to a restriction/punishment will be removed. Rule-breaking discussion, reports, and assertions must be directed to r/osureport. Mapping-related requests must be posted in the Monthly Mapping threads (accessible through the front page sticky). RulesĪchievements of low relevance to the community as well as frequently asked questions must be posted in the weekly achievement and help threads. But the truth always rises to the top, and the products that speak for themselves when in the hands of users will always win out.Osu! is a rhythm game based on the gameplay of a variety of popular commercial rhythm games such as Osu! Tatakae! Ouendan and Elite Beat Agents. under promise, then over deliverĮxaggerated claims and products seem to go hand in hand. We grow by supporting and listening to them, by identifying the “extra mile” that will enhance their experience - and then by delivering it. Have a lot of ideas, the courage to try the best ones out, and the confidence to move on if they don’t work. experiment confidentlyĪcquire information through experimentation. What do you gain by building what you already know you can? 3. cross the canyons firstĭon’t save the biggest challenges for last attack the biggest challenges first. Build the bridge over the canyon before the simple road leading up to it. Instead, swim upstream and question what’s out there - because we value the unexpected, and the unexpected is often born of dissent. go against the grainĭon’t do what everyone else is doing. When we work in an inspired way, we create products that rouse others to do the same. We build products that encourage it, and we seek out team members who do too. ![]() open positionsĪt Astropad, we value creativity. Every teammate has the opportunity to share in the company’s success with stock option grants and bonuses. We have a competitive, non-location based salary structure - so your pay isn’t dependent on what city you’re in. We also do a one-week company-wide shutdown over the holiday season. Every teammate has access to two days off annually to volunteer. We have a tiered paid time off structure with up to five weeks of vacation time, plus a one-month paid sabbatical after five years. You’re never expected to work more than 40 hours per week. We see deep value in stepping away from work. Take the time you need with unlimited sick days and mental health days. We offer health, dental, and vision insurance for you and your family. Twice a year, we all get together for a week-long company retreat. We’ll set you up with the tools and tech you need for your home workspace, along with a coworking stipend for when you want to get out of the house. We encourage team members to unplug from Slack to sink into deep work. With teammates across North America, we’ve struck a balance between video calls and asynchronous communication. Since our start, we’ve always been set up as a remote-first company. An Astropad team member is kind, honest, a little contrarian, and obsessed with quality. Still, we all see something of ourselves in each other. Our team includes interdisciplinary contributors from a variety of cities and backgrounds. ![]() Those are the kinds of products that inspire us, and those are the kinds of products we’ll continue to build. In response to that app-based junk food, w e developed A stropad Studio and Luna Display - technology designed for the creative community.Īt Astropad, we believe that, just as bicycles help people travel faster and more efficiently, so too can products help people imagine new things. So it didn’t sit right with us when, in the early 21 st century, we saw powerful mobile devices being used primarily for time-wasting applications. ![]() Through th e se experiences, we found something we believed in: technology ’s ability to help people make things. But our true beginning may have been in the 19 9 0s when, though continents apart, we each sat wide-eyed before an original Macintosh, awestruck by the creative potential that Steve Jobs’ “bicycle for your mind” could unlock. We met at Apple in 2007 a s software engineer s.
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