id Software Was Reportedly 'Toying With' Pitches for a New Perfect Dark, a John Wick-Inspired Game, and More Before Layoffs
Digital Frontier EditorialJuly 9, 20266 min read
Key Takeaways
Microsoft laid off 92 of 185 id Software staff — over half the studio — just as they were pitching ambitious new projects
A Perfect Dark reboot, a John Wick-inspired noir shooter codenamed Fury, and a Westworld-style survival game were all on the table
One laid-off developer called the cuts "knee-jerk responses" and questioned whether any viable path forward exists
id Software now risks becoming just another support studio, mirroring what happened to Turn 10 Studios last year
Microsoft didn't just cut a studio. It cut a studio mid-swing.
id Software had just shipped Doom: The Dark Ages — Revelations, the DLC that closed the book on their latest Doom cycle. They were supposed to be figuring out what came next. Instead, 92 people got walked out the door. That's 92 of 185 full-time employees. More than half. Gone in a single morning.
The timing is deliberate. It always is.
The Projects That Won't Happen
GamesBeat's reporting reveals what id Software was actually building toward. Not vague "future projects" — concrete pitches. A co-op Doom game resurrecting weapons from across the series' history. A Perfect Dark reboot, freed up after Xbox shuttered The Initiative and cancelled their version last year. A project codenamed Fury: John Wick by way of noir sci-fi, Chicago and Louisiana gangsters, martial arts meeting gunplay, targeted at the next-gen Xbox hardware. A Westworld-inspired survival game.
That's four distinct directions. Four different ways id Software could have stretched beyond the Doom corridor they've occupied for decades.
Now they're all ghosts.
The "Knee-Jerk" Problem
"I'm not convinced there is a viable way forward," one laid-off worker told GamesBeat. "It feels like a bunch of knee-jerk responses."
That phrasing matters. Knee-jerk. Not knee-jerk reaction — knee-jerk responses. Plural. A pattern. The worker isn't describing a single bad decision. They're describing a management philosophy that treats workforce reduction as a reflex rather than a strategy.
Microsoft's gaming division has spent years acquired studios like Pokémon cards. Bethesda. Activision Blizzard. inXile. Double Fine. Obsidian. Ninja Theory. The roster swelled. The overhead ballooned. Now the bill comes due.
But id Software wasn't some distant acquisition. It's the Doom studio. The tech studio. The engine studio. They built id Tech 7. They shipped Doom Eternal. They delivered the DLC on schedule. They were working.
The Support Studio Trap
The reporting suggests a grim fallback: id Software becomes a support studio. Assisting on The Elder Scrolls VI. Wolfenstein 3. Marvel's Blade. Other people's games. Other people's visions.
This is where talent goes to atrophy.
We saw this movie last year with Turn 10 Studios. The Forza Motorsport team. Gutted in the same wave of layoffs. Now the Motorsport series hangs in limbo while Forza Horizon — the open-world cash cow — absorbs all oxygen in the room. The simulation-focused studio that built the Motorsport identity? Reduced to a question mark.
id Software is bigger than Turn 10. More storied. But the mechanism is identical: Microsoft acquires capability, extracts the immediate value, then discards the vessel when the spreadsheet demands it.
Perfect Dark's Second Death
The Perfect Dark angle stings specifically. The Initiative's reboot died last year. Now id Software's version — the logical home for it, given their FPS pedigree — dies before it starts. Microsoft owns the IP. They own the studio that could build it. They owned the studio that was building it.
Three entities. Zero game.
This isn't mismanagement. This is structural. Microsoft's first-party strategy has collapsed into a contradiction: they want the prestige of owning legendary studios and legendary IP, but they refuse the sustained investment that makes legendary games possible. You don't get Perfect Dark by assigning it to a skeleton crew. You don't get a John Wick shooter by handing it to a support team juggling Elder Scrolls assets.
Fury Would Have Mattered
Let's sit with Fury for a moment. John Wick-inspired. Noir sci-fi. Martial arts and gunplay. Chicago and Louisiana gangsters. Next-gen target.
That's not a Doom mod. That's not a support ticket. That's a studio declaring — reasonably — that they've earned the right to build something new. id Software's combat design is peerless. Their movement systems are peerless. Translating that into a melee-gun hybrid with a distinct aesthetic? That's exactly what a studio at this level should be doing.
Microsoft said no. Not explicitly. They said it with a spreadsheet.
The Pattern Hardens
Every few months, another Microsoft studio gets hollowed out. Arkane Austin. Tango Gameworks. Alpha Dog. Roundhouse Studios. Now id Software. Each time, the rhetoric is "reprioritization" or "realignment." Each time, the result is fewer developers making fewer games.
The Game Pass model demands constant content. The acquisition model demands constant expansion. The quarterly model demands constant contraction. These three forces cannot be resolved. Something breaks. Right now, it's the studios.
id Software survives — technically. 93 people remain. But a studio that just lost its project leads, its systems designers, its combat architects, its narrative designers? That's not a studio. That's a talent pool with a lease.
What Comes Next
Doom will continue. Someone will make the next one. Maybe MachineGames. Maybe a coalition of support studios. The brand is too valuable to retire.
But the studio that made Doom modern — that built the push-forward combat loop, that engineered the engine that runs it, that cultivated the institutional knowledge of how to make that specific kind of game — that studio just had its nervous system severed.
Microsoft will call this efficiency. The industry will call it consolidation. The workers call it what it is: a choice. A choice to own the name but not the capability. A choice to hoard IP but starve the teams that activate it.
Fury dies on a whiteboard. Perfect Dark dies in a pitch deck. Westworld dies in a concept doc. The co-op Doom game dies in a design spec.
92 people carried those ideas. Now they carry boxes.
Microsoft's ledger balances. The games don't get made. That's the whole story.