30 Years of Quake New Episode Today

PlayStation

Three decades ago, id Software didn’t just release a game; they shattered dimensions. With the launch of Quake, they introduced first-person shooters into the third dimension, propelling players into a world where kinetic combat met a moody, eldritch atmosphere.

Thirty years later, that legacy remains explosive. Quake has inspired countless hours of Deathmatch, fostered real-world connections, and played a pivotal role in establishing the entire ecosystem of FPS esports, celebrated annually at events like QuakeCon. To commemorate this enduring influence, MachineGames and id Software are returning to the source with a brand-new chapter: Dawn of the Machine.

Dawn of the Machine is more than just an update; it is a deep dive into Quake’s history, infused with fresh creativity. Available today as a free update for PlayStation 5 and PlayStation 4, this expansion features a full 19-map campaign, a newly crafted soundtrack, and a new Deathmatch map designed to celebrate the franchise’s chaotic spirit.

The creation of Dawn of the Machine was guided by three major ambitions shared by the development team. First, they aimed to capture the authentic essence of the original game: Horror! Action! Madness!. Players now face deadly challenges utilizing familiar Quake bestiary—such as the Rocket Ogre and Blood Shambler—but armed with thrilling new weapons like the ricochet-blasting Laser Cannon and the lightning-infused Super Axe.

Second, the team sought to redefine player progression. Unlike previous episodes that relied on traditional hub structures, Dawn of the Machine offers a continuous episode where players battle through an unfolding experience, demanding greater coordination and iteration to escape illusory dimensions and confront The Nightmare Machine at the heart of the planar prison.

Finally, the project served as a vibrant testament to community collaboration. Drawing on the talents of the Quake Club—a group of veterans and aspiring developers—the team was able to pool their skills for this expansion. This collaborative approach allowed members to contribute expertise across various disciplines, adding depth and originality to the final product.

The resulting experience is powerfully enriched by outstanding contributions. For instance, Christian Plogfors, an Advanced Level Designer at MachineGames, stepped outside his traditional role to craft a dark, ambient soundtrack that perfectly captures the ethereal and trippy nature of the new world. His score gives the episode a unique identity, making the entire journey even more compelling.

Reflecting on three decades of influence, the team acknowledges the incredible legacy built by Quake and its community. As lead level designer Andrew Yoder noted, the opportunity to create Dawn of the Machine was a privilege, recognizing that the entire achievement owes much to the wider Quake community and the brilliance of id Software.