id Software has officially entered the pre-production phase of a new entry in the Doom franchise, even as the studio navigates a severe restructuring under Microsoft. Despite the loss of 136 staff—roughly 50% of its workforce—the studio retains its core engineering capacity and remains committed to the proprietary id Tech engine.
The Anatomy of a Post-Release Purge
In the high-stakes environment of AAA production, headcount often functions as a variable cost tied to specific project milestones rather than a permanent asset.
The numbers are stark: 96 employees at the Richardson, Texas headquarters and 40 remote staff members were let go. The Frankfurt office, previously a critical hub for technical operations, saw its headcount slashed from twelve to six. This is not merely a reduction; it is a fundamental reconfiguration of the studio’s operational bandwidth.
Engineering Throughput and the id Tech Mandate
Rumors suggesting that id Software would be folded into a support-only role or forced to migrate to Unreal Engine 5 have been explicitly rejected by Microsoft. Engineering independence remains the studio’s primary differentiator.

The remaining staff in Frankfurt now constitute the lean core of the engine team.
Resource Allocation Benchmarks
- Total Layoffs: 136 personnel (approx. 50% of total staff).
- Regional Impact: 50% reduction in the Frankfurt satellite office.
- Core Focus: Early-stage conceptualization of an unannounced Doom title.
- Engine Status: Continued development of proprietary id Tech, defying industry-wide migration to Unreal Engine 5.
The Macro-Market Context of Studio Consolidation
Technical Sustainability and the 2029 Horizon
Given that the new Doom project is currently in the “paper phase”—the earliest stage of conceptualization—a release before 2029 is statistically improbable.
The technical challenge for id Software will be maintaining the performance parity of id Tech while operating with a diminished team.
The 30-Second Verdict
Microsoft is effectively betting that the brand equity of Doom and the technical supremacy of the id Tech engine are worth protecting, even at the cost of the studio’s current organizational structure. The layoffs are an exercise in aggressive fiscal pruning, designed to keep the studio viable for a long-term development cycle. For players and industry observers, the takeaway is clear: Doom remains a strategic priority, but the path to its next iteration will be defined by leaner, more concentrated engineering efforts.
As the studio enters this new, quieter phase of development, the industry will be watching to see if they can maintain their historic standard of technical excellence with half the manpower.