
id Software's Future in Doubt After Xbox Cuts Leave DOOM Maker a Shell of Its Former Self
Key takeaways
- id Software lost 136 developers in Microsoft's latest layoff wave, with insiders saying they see no clear path forward for the studio
- Planned projects including a John Wick-style action game and a Perfect Dark contribution are now in serious jeopardy
- Former staff say the studio felt misled by Microsoft's mandates and would have preferred a spin-off or sale over internal gutting
The latest wave of Microsoft gaming layoffs has landed with devastating force on id Software, the legendary developer behind the DOOM franchise, with 136 employees cut in what insiders are calling a gutting of the studio's creative core. While Microsoft avoided outright closing studios — a move that might have drawn even sharper public criticism — the scale of cuts at individual teams is beginning to tell a grimmer story about the health of its gaming division. For id Software, a studio with one of the most storied legacies in first-person shooter history, the damage appears severe and potentially lasting.
According to a detailed behind-the-scenes report from Gamesbeat, at least one former staff member stated bluntly that they are 'not convinced there's a viable path forward' for the studio following the cuts. Ex-VFX artist Derek Best went further, publicly condemning Microsoft's decision-making in scathing terms, accusing the company of 'nuking a team into the dirt' and relegating it to the functional size of a support studio. These are not anonymous grumblings — these are professionals with direct insight into id Software's internal culture and capabilities speaking out with unusual candor.
The layoffs arrive at a particularly painful moment for id Software, which had reportedly been developing ambitious new projects in the wake of completing DOOM: The Dark Ages' DLC pipeline. Internal plans allegedly included a John Wick-inspired gun-fu action game and a contribution to the long-troubled Perfect Dark revival. Whether any of those projects survive the cuts, or whether the studio even retains enough staff to pursue original work at scale, is now an open question with no clear answer.
A thread running through the Gamesbeat reporting is a sense of institutional betrayal — that id Software followed Microsoft's mandates faithfully, building DOOM: The Dark Ages as a premium single-player experience, only to watch full-price revenue get absorbed into Xbox Game Pass subscriptions. There is a growing sentiment within the team that incorporating multiplayer or live service elements might have generated the sustained income stream that could have protected jobs. It is worth noting that The Dark Ages launched simultaneously on PS5 and PC at full price, meaning some direct sales revenue did flow in — but apparently not enough to shield the studio from the axe.
Former staffers, per Gamesbeat's reporting, had hoped Microsoft might spin id Software off or sell it outright, following the model used for Double Fine and Compulsion Games, rather than executing deep internal cuts. Instead, the studio now faces the challenge of rebuilding its identity — and its headcount — in an environment where Microsoft's broader strategy for its gaming division remains opaque. With Obsidian reportedly being assigned Fallout and other studios being reshuffled, the picture forming is one of a platform holder repurposing its teams rather than nurturing them.
The bigger picture
What is happening to id Software is emblematic of a broader and deeply troubling dynamic at Microsoft Gaming: the company is technically keeping studios 'alive' while hollowing them out to the point where survival becomes questionable. There is a meaningful difference between a studio that exists on paper and one that retains the creative momentum, institutional knowledge, and headcount to ship ambitious projects. Losing 136 developers at a studio the size of id Software is not a trim — it is a transformation, and not one that the remaining staff appears to have consented to or prepared for.
The Game Pass dilemma sits at the heart of this crisis and deserves serious scrutiny. Microsoft built its subscription service on the promise of day-one blockbusters, and studios like id Software delivered on that promise. But Game Pass cannibalizes the full-price sales that studios historically relied on to justify their budgets and staffing levels. If Microsoft is unwilling to compensate for that lost revenue through other means — and the layoffs suggest it is not — then first-party studios are being set up to fail on a structural level. The industry should be paying close attention, because this is not an id Software problem; it is a platform-wide problem.
Looking ahead, the key question is whether Microsoft will allow reassigned studios to rebuild creative capacity over time, or whether this restructuring represents a permanent shift toward leaner, support-focused operations. The reported reassignment of Obsidian to Fallout suggests Microsoft is prioritizing its biggest IP over fostering new creative visions — a conservative, risk-averse posture that may stabilize the balance sheet but risks stifling the innovation that made these studios worth acquiring in the first place. Readers should watch closely how id Software's remaining leadership responds and whether any further talent exodus follows.
We decided to dig into this story because it represents something bigger than a typical round of corporate layoffs — it is a stress test for Microsoft's entire first-party gaming philosophy, and id Software is one of the most consequential studios caught in the middle of it. At LagPing, we cover the business and culture of gaming seriously, and that means not letting 'no studios closed' headlines obscure what is actually happening to the people and teams inside those studios. The DOOM franchise has shaped the first-person shooter genre for over three decades, and the prospect of its home studio being reduced to a support role should matter to every PC and console gamer reading this. We also think the Game Pass revenue question is one of the most underreported structural issues in modern game development, and this situation puts it in unusually sharp relief. We will continue following the fallout from this first phase of cuts and the 1,600 additional job losses still to come.
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