MachineGames, in collaboration with id Software, has announced the release of Dawn of the Machine, a brand-new episode celebrating the 30th anniversary of the iconic first-person shooter, Quake. The free update is available starting August 6, 2026, for owners of the game on both PlayStation 5 and PlayStation 4.
A Legacy of the Genre
Quake, originally released in 1996, is credited with pioneering the first-person shooter genre in the third dimension. The game established an otherworldly setting where players engaged in intense, kinetic combat. Three decades later, Quake has maintained a massive cultural footprint, generating countless hours of gameplay in both Deathmatch and narrative modes. The franchise has also played a significant role in the growth of FPS esports, notably through QuakeCon, which is celebrating its own 30th anniversary this year.
To commemorate this milestone, MachineGames and id Software returned to the series to deliver Dawn of the Machine, a celebratory expansion. The update includes a full 19-map campaign, a newly composed soundtrack, and an additional Deathmatch map.
Development and Design Goals
The creation of Dawn of the Machine was a collaborative effort involving the team at MachineGames and id Software. According to the process, Lead Level Designer Andrew Yoder of MachineGames and Game Director Jerk Gustafsson discussed developing an expansion for Quake. The team established three primary objectives for the project:
First, the core goal was to celebrate the 30th anniversary. When discussing the original spirit of the game, Yoder stated, “We wanted to create something that felt authentic to the spirit of the original game: Horror! Action! Madness!” To meet this objective, the campaign features deadly encounters with familiar Quake bestiary members, such as the Blood Shambler, Rocket Ogre, and Demo Dog. Players can challenge these foes using new weaponry, including the lightning-infused Super Axe and the ricochet-blasting Laser Cannon.
Second, the team aimed to provide a fresh experience for veteran players. Unlike previous expansions from MachineGames and id Software, such as Call of the Machine and Dimension of the Machine, which utilized a traditional hub structure that reset player progress, Dawn of the Machine features a continuous episode with uninterrupted progression. Yoder noted that creating this format presented “a challenge, requiring much more coordination and iteration to create.”
The third goal was to allow the diverse team members at MachineGames and id Software to contribute their skills on a smaller project scale compared to a modern AAA release. This collaborative space, internally dubbed “Quake Club,” has allowed contributors, some of whom have designed maps since 1996, to participate in the project.
Gameplay and Collaboration
The narrative places players back in the shoes of Quake’s battle-hardened protagonist, Ranger. The story follows Ranger as he attempts to escape an illusory dimension where time is folding upon itself. As players move through the looping cycle of time, they must discover ways to break the loop, acquire upgrades for their health and ammunition, and eventually defeat The Nightmare Machine, which is responsible for Ranger’s planar imprisonment. Yoder advised, “Nothing you see can be trusted… but there is a path to break through the illusion, defeat the schemes of the outer gods and escape.”
The development of the soundtrack was a notable example of collaborative talent. Christian Plogfors, an Advanced Level Designer at MachineGames, contributed music to the project. In addition to designing two levels, Plogfors created a soundtrack with a dark, ambient tone, which suited the expansion’s ethereal setting. Yoder praised his contribution, saying, “Christian proceeded to make a fantastic set of tracks that give the episode its own identity… The whole episode is so much stronger thanks to his contribution, stepping outside his normal role and bringing his other skills and passions to serve the project.”
Reflecting on the franchise’s history, Yoder concluded that the opportunity to create Dawn of the Machine was a privilege. He stated, “The team here owes a lot to Quake and its legacy… Quake Club and our work wouldn’t exist without the wider Quake community and our friends at id Software.”