No, Doom maker id Software hasn't been "nerfed into the ground and gutted" by the Xbox cuts, insists director Hugo Martin

Co-studio director Hugo Martin has forcefully denied reports that Doom developer id Software has been "gutted" following recent layoffs within Microsoft's Xbox division. Speaking…

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No, Doom maker id Software hasn't been "nerfed into the ground and gutted" by the Xbox cuts, insists director Hugo Martin

Co-studio director Hugo Martin has forcefully denied reports that Doom developer id Software has been "gutted" following recent layoffs within Microsoft's Xbox division. Speaking during a Bethesda-hosted livestream dedicated to the Doom: The Dark Ages "Revelations" expansion, Martin addressed widespread speculation surrounding the studio's current staffing levels and its capability to produce major standalone titles.

The Context of the Xbox Layoffs

The developer was among the studios impacted by Microsoft's ongoing restructuring, which has resulted in 1,600 layoffs to date, with further cuts expected between July 2026 and the following summer.

According to a report by Eurogamer, legal documents previously suggested that id Software's workforce had been slashed from 185 employees down to just 49—a reduction of nearly 75%. Unnamed former employees reportedly described the cuts as "a bloodbath," leading to external speculation that the studio would be downgraded to a support role rather than a lead developer.

Martin Rebounds Against "Gutted" Claims

Martin directly refuted these reports during the livestream, seeking to reassure fans about the studio's independence and strength.

"There's been reports that we've been nerfed into the ground and gutted and we have 50 people, and that's not true," Martin clarified.

Instead, Martin asserted that the developer remains at a sustainable scale. "We're the size we were when we made Doom 2016, and id Tech is very much alive and well," he said. This sentiment was echoed by the official id Software social media account, which posted that "we still have the crew we need to build the games."

Collaboration and the Future of Doom

Martin also detailed how the studio's proprietary engine, id Tech, is being maintained through distributed teams.

"You have to understand we have id Tech engineers both in Frankfurt and at MachineGames - we collaborate quite a bit. So id Tech is there, the Doom team is here, and we're excited to share with you guys more of what we're working on in the future when it is appropriate and approved," he explained.

Looking ahead, Martin expressed a strong desire to continue working on the franchise's narrative. "The door is open to be able to - I would love to be able to complete [the Doom origin] story all the way up to the sarcophagus," he said, referencing the iconic opening of the 2016 reboot.

While Martin remains optimistic, Eurogamer noted that modern Doom games have grown significantly grander in scale compared to the 2016 title, which had approximately 75 credited staff members. Whether a team of that size can meet contemporary industry expectations for the franchise remains an open question as development continues.


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