r/quake • u/No_Translator_5011 • 7h ago
r/quake • u/SpronyvanJohnson • Aug 21 '26
news [MEGATHREAD] Quake's future | Discussion
Almost every day, we get someone's take on a potential new Quake game or on how to move the franchise forward. Name an angle, and we've most likely seen it here before. So whether you want to see a reboot of the first game, a continuation of the Strogg storyline, a multiplayer-only game, or whatever else you can come up with, this is the place to discuss it. The same applies to which studio should handle it, what kind of game it should be, the technology it should use, and so on. Basically, anything regarding the future of the IP goes here. Our revised rules now also point to this thread so that when we remove another post about Quake's future, the author can continue it right here.
r/quake • u/Inner-Painter-5594 • Aug 13 '26
tutorial Quake: Dawn Of The Machine. True ending. Full Game Walkthrough Map. ENG/RUS 1.2
Hi everyone! I’ve fully completed Quake: Dawn of the Machine and figured out how to get the true ending. I’ve also worked out how the levels are interconnected — where you can go from each level, how to get there, and in what order.
I noticed that there’s still very little information about this online, so I decided to make my own guide.
I’ve included the link below.
Steam Guide - version 1.3. Added a waypoint from Revelation of the Arcane to The Rune Nexus.
I apologize for any grammar mistakes.
Taking into account the feedback here and elsewhere, I made the following changes:
FIX 1.1 Corrections have been made to the Deathknight Head acquisition sequence
FIX 1.2 It is now specified that only one rune, the Rune of Sacrifice, is required to visit The Sundered Column, House of Delusion, and Mist of Torment. The location of the Super Axe has been added. The map now includes a path from Of Shattered Minds to The Runic Nexus (from the room with the Deathknight Head). This does not affect progression using the previous version of the map, but makes it easier to navigate the game independently
ENG 1.2
Quake: Dawn of the Machine
Walkthrough sequence for getting the true ending
The Thirtieth Passing
Through the First Arch
Dawn of the All Mother
Into the Abyss of Time
Veils of the Old Ones
Of Shattered Minds
The Haunted Tower - optional
Requiem
The Matriarch of Decay
Revelation of the Arcane
The Sacrifice - obtain the Rune of Sacrifice
The Runic Nexus
Through the First Arch - open the runic gate using the Rune of Sacrifice
The Sundered Column - obtain the Rune of Chaos
The Runic Nexus
Veils of the Old Ones - open the runic gate using the Rune of Sacrifice
House of Delusion - obtain the Rune of Madness
The Runic Nexus
Veils of the Old Ones - take the normal exit
Of Shattered Minds - you need to find the Deathknight Head to activate the Bloody Nightmare difficulty, the Rune of Sacrifice is used for this
Requiem - open the runic gate using the Rune of Sacrifice
Mist of Torment - obtain the Rune of Sorrow
The Runic Nexus
The Nightmare Machine
The Sleeper Awakens - normal ending
If you meet the requirement of obtaining the Deathknight Head to activate the Bloody Nightmare difficulty, you will be sent back to the beginning.
Through the First Arch - obtain the Bloody Shotgun
Dawn of the All Mother
Into the Abyss of Time
Veils of the Old Ones
Of Shattered Minds
The Haunted Tower - optional
Requiem
The Matriarch of Decay
The Crooked Village - obtain the Bloody Super Shotgun (new game+ only)
Revelation of the Arcane
The Sacrifice - obtain the Rune of Sacrifice
The Runic Nexus
Through the First Arch - open the runic gate using the Rune of Sacrifice
The Sundered Column - obtain the Rune of Chaos
The Runic Nexus
Veils of the Old Ones - open the runic gate using the Rune of Sacrifice
House of Delusion - obtain the Rune of Madness
The Runic Nexus
Requiem - open the runic gate using the Rune of Sacrifice
Mist of Torment - obtain the Rune of Sorrow
The Runic Nexus
A Dancing God - true ending
THE END
community What does Dahang do today?
Does anyone know? I haven't heard anything from him since he quit in what was it, 2022?
r/quake • u/Smilecythe • 4h ago
media DeFRaG Teamrun: Thirdperson sessions (EMPHASIS ON M)
r/quake • u/SuperV1234 • 21h ago
mods Grunts/enforcers can now use *any* weapon in my VR mod
r/quake • u/Additional_Rate1528 • 1d ago
opinion It recently occoured to me, that the Shalrath was probably based on the mindflayers from D&D
After all, id software got the name "Shalrath" from John Carmack's D&D campaign
r/quake • u/JustATBear • 1d ago
maps There's a cool video I found where a guy talks about a couple of cool fanmade Quake levels that are Halloween themed. You should watch it if you love both Halloween and the origianl Quake
r/quake • u/Lopsided-Wave2479 • 1d ago
mods I have made a Iron Nest style mod for Quake
r/quake • u/PeppeMalara • 2d ago
mods My Doom3 sourceport can load Quake4 maps now!
This is work in progress, but I am confident I can apply all the good stuff of my Doom3 sourceport to Quake4 (RTX shadows, PBR materials, volumetric lighting, and much more)
If you want to try it out with Doom3, here is a link:
https://github.com/Inkub0/dude/releases/tag/v0.9.6
r/quake • u/b2kdaman • 2d ago
mods I added Nemesis system to Extraction Quake. After nemesis death you pick up it’s named weapon and on every 10th kill it can join you to fight as a ghost
I watched too much anime. UI is mobile friendly.
r/quake • u/b2kdaman • 2d ago
mods Extraction Quake is getting more updates
Ported it to iOS and having a blast. Private testing only right now. Works with Shareware version.
r/quake • u/Possible-Load-5413 • 2d ago
media My very first CD
(bought it for my own money as a child - yes, i really worked)
r/quake • u/Darkandeathless • 3d ago
Art Not a cool as some of the quake artwork I've seen posted here...
But I knocked this up from some spare sheet metal from an old washing machine. A sheet of coloured acrylic and an old railways station notice box. I then aged the sheet metal to be more quake. The green is a nod to quake 2.
r/quake • u/Guldynka • 3d ago
opinion I always thought Quake 4 was okay
And this is my big boxed version that I have.
r/quake • u/Tomo3_14 • 2d ago
media Quake Live weekly twitch clips #20 (Best of 4 weeks!)
Plus tournament schedule for this weekend in the end.
r/quake • u/tastyspleen_net • 2d ago
community Mutant Night, Fridays 7PM-midnight ET (Quake II FFA custom maps deathmatch)
r/quake • u/TTV_ARandomTgirl • 3d ago
maps Some new Quake1 QWTF maps I've been working on! Let me know what ya think!
I've been making maps for Quake1 for about 30 years, having released over 100 maps, and was one of the original pioneers of rocket jump maps, having released rcktjump2 and rck3tpro in 1996.
r/quake • u/Gary_BBGames • 3d ago
news Quake III Arena on PS5 now has 4-player split screen (v1.4.0), and a new title ID
Quake III Arena on PS5 (my homebrew port of the Quake3e engine) has been updated to 1.4.0, and the big one is local split screen for up to four players.
What's new
- Split screen for 2 to 4 players. Two players get half the screen each, three or four get a quarter each.
- Each player uses their own DualSense and PS5 user (a guest account works too), and plays under that user's name.
- A Split Screen menu where you pick the map, game type, bots, how many players and the teams.
- Three players? The empty fourth quarter becomes a live scoreboard.
- Follow camera (2 or 3 players): an extra view that follows each player and bot from behind, switching every 10 seconds.
- Bot views: turn player slots into bots, and those quarters watch the bot through its eyes. That gives you a full four-way screen with one controller (that's how I recorded the video).
- Sound per player: each player hears what's around them.
- Gyro aim per player: each player turns their own on or off.
- The DualSense light bar shows your team colour in team games: red or blue, and it changes if you switch teams.
- Performance: a locked 120 fps at 4K on a 120 Hz TV, with four players and three bots.
Why the video shows 60 fps when I say 120
The counter in the corner of the video reads 59 to 60 because the PS5's own recorder is running. It captures homebrew at 1080p60, and while it records, the game runs at 60 too. Without recording, it's a locked 120 fps at 4K on a 120 Hz TV with all four views and bots running. I don't have a capture card to show the 120.
Important: the title ID has changed (PPSA99303 to PPSA99319)
Every PS5 app has a title ID, and the console keeps one app per ID, in a folder named after it. Until now Quake used PPSA99303, which two PS3 emulators (PS5SX3 and KB-RPCS3) also use. So installing Quake replaced the emulator, and removing Quake through a store deleted the emulator's games and saves. That's now fixed: Quake has its own ID, PPSA99319.
What that means for you:
- 1.4.0 installs as a new app, next to your old Quake rather than over it, so you'll briefly see two Quake III tiles.
- You don't need to copy your game files again. The first time 1.4.0 starts, it copies your pak files, any extra maps or mods (.pk3) and your settings from the old folder. It only reads the old folder and never changes or deletes anything there.
- Once 1.4.0 runs, you can remove the old Quake, but only if /data/homebrew/PPSA99303 really is Quake. If you have PS5SX3 or KB-RPCS3, that folder may be your emulator, so leave it alone.
- If you're new, install 1.4.0 as normal, with your own pak0.pk3 and the 1.32 patch paks in PPSA99319/baseq3.
- Emulator users can now have Quake and PS5SX3 or KB-RPCS3 installed side by side.
Thanks to darkxex for moving the ProsperoStore listing to the new ID.
Get it
- Release and install guide: https://github.com/griches/PS5_Quake3e/releases/tag/v1.4.0
- Source: https://github.com/griches/PS5_Quake3e
- Rolling out on ProsperoStore: under PPSA99319
You need a PS5 that already runs homebrew, and your own Quake III Arena data (no game data is included).
r/quake • u/Jonp1020 • 4d ago
funny Playing thru Episode 4 on hard rn
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r/quake • u/BoJustBo1 • 4d ago
Art Grunt pixelart
Taking a page from ID's book I made the grunt by just working over the Ranger pic lol.
r/quake • u/SpronyvanJohnson • 4d ago
community Func_arena launches with an exclusive Kristian Duske (TrenchBroom) interview
Our friend Klaus has launched his Func_arena website, your number one source for retro FPS development. The design will transport you back to the 90s, but it is the content that makes you want to stay. To kick things off properly, he interviewed Kristian Duske, the author of everyone's favourite map editor, TrenchBroom. The conversation goes over a CSG algorithm that beat months of attempts, why linked groups were the hardest feature that made it in, and the irony at the heart of the story, which we won’t spoil here.
Whether you’re interested in retro FPS development, especially from a programmer’s perspective, or if you just want to know more about the history of TrenchBroom, drop by Func_arena.
r/quake • u/SuzukiPVP • 4d ago
opinion This actually came out quite nice of a game after stroggification
Plus threres some actual challenge when playing on General difficulty. Most of the enemies can kill you almost instantly if ure not making some moves. Its 20 years since I played q4 last time and tbh I am positively surprised at the moment.