id Software Says Xbox Cuts Make Another Doom (2016)-Scale Game “Impossible”

id Software Says Xbox Cuts Make Another Doom (2016)-Scale Game “Impossible”

ethan Smith·8/11/2026·3 min read
id Software lead services programmer Chris Hays says Xbox’s layoffs removed critical teams and disciplines, making AAA games at Doom (2016)’s scale impossible to produce as before.

About 136 id Software roles were reportedly eliminated in Xbox’s July restructuring, including staff tied to a studio whose output depends as much on engine technology and production support as on its visible designers and programmers. That is why the dispute is larger than whether id can still release another DOOM.

Chris Hays, id Software’s lead services programmer, said making a AAA game comparable to Doom (2016) with roughly half the staff is “impossible.” His central claim is that the losses were not a routine reduction in headcount: entire departments and specialist disciplines were removed. Xbox and id’s public position has been that the studio remains close to the size it was when it made Doom (2016). Hays rejects that comparison, arguing that the remaining studio is materially different.

Screenshot from Doomed Dwarves
Screenshot from Doomed Dwarves

The comparison has a practical limitation. A 2026 AAA shooter carries broader technical demands than a 2016 release: cross-platform certification, accessibility work, online systems, larger content pipelines and sustained post-launch support. A smaller internal payroll does not necessarily make that work cheaper. Keeping the same ambition can shift costs into outsourcing, contractor management and rework, while reducing the redundancy that lets teams solve problems in parallel.

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For players on Xbox and PC, the first effects may not be visible in screenshots. Reduced QA and engineering capacity can mean slower bug triage, less regression testing and longer patch cycles. Reduced production scope can instead appear as fewer modes, shorter replay systems, fewer levels or a thinner DLC pipeline. id’s id Tech expertise also raises the stakes: pressure on engine and tools teams can delay performance fixes and content iteration across a project.

Screenshot from Doomed Dwarves
Screenshot from Doomed Dwarves

Hays also criticized Microsoft’s handling of Game Pass and the messaging that followed the layoffs, saying leadership did not understand the studio’s collaborative production model. The decisive test is whether id’s next releases retain its expected frame-rate stability, launch polish and support cadence with the reduced organization.

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ethan Smith
Published 8/11/2026