Microsoft’s ongoing cost-cutting measures at Xbox have reached the doors of id Software, resulting in the loss of roughly half the studio’s staff. The news comes as part of a massive restructuring that has seen 3,200 total employees cut across the Xbox division, leaving a historic pillar of the gaming industry in a state of uncertainty.

A Veteran’s Perspective on the Cuts

Michael Maynard, a game developer with over 40 years of experience, including a 21-year tenure at id Software, took to LinkedIn to express his frustration. Maynard, who worked on projects ranging from RAGE to the upcoming DOOM: The Dark Ages, confirmed that he was among the 50% of the team let go.

"Big day today at Id Software!" Maynard wrote. "We produced arguably THE BEST first person action games, in the entire industry. DOOM, DOOM: Eternal, DOOM: The Dark Ages. The quintessential modern trilogy of first person action! Yet today, Microsoft/XBOX decided half the team was no longer needed and should be let go."

Maynard’s post highlights the loss of deep institutional knowledge at a studio widely considered the pioneer of the first-person shooter genre. He expressed sadness that the studio is now being treated as just another set of assets to be reorganized, rather than a legacy developer.

Industry Response and the Legacy of id Software

The scale of the Xbox layoffs has drawn sharp criticism across the industry, with unions and developers alike questioning the sustainability of current profit-chasing strategies. These cuts follow a broader pattern of instability across the sector, including significant workforce reductions at companies like Bungie, which has also faced internal turmoil regarding its Destiny 2 development teams.

John Romero, co-founder of id Software, reached out to the affected staff online. Romero commended the team for carrying on the studio’s legacy, noting that their recent output demonstrated a level of care and skill that defined the company’s reputation. Romero also holds a private collection of historical id Software assets—materials he believes the studio no longer possesses itself.

For a studio that defined the FPS genre with titles like DOOM (2016), the current situation marks a sobering moment in its history. Whether the remaining team can maintain the standard set by the modern trilogy remains the primary concern for those who have followed the studio's work for decades.