Report / Published 2026-10-31

Romero Games has a new publisher, 16 developers and a shooter it owns outright

John Romero told VGC the Xbox-cancelled shooter is back with an unnamed publisher, after the studio fell from 110 people to five and rehired ten of its leads.

An empty studio office at night: rows of desks with dark monitors and empty chairs, whiteboards covered in unlabelled line diagrams along the walls, and a blue-lit city skyline through tall windows.
Conceptual editorial illustration; not a photograph of the studio.

THE SHORT VERSION

  • John Romero told VGC at Gamescom Asia that the shooter Xbox dropped now has a new publisher, which he will not name, and that 10 of the studio's leads have been rehired.
  • Romero Games went from 110 people to five after Microsoft pulled its publishing deal. It now has around 15 to 16 staff and a redesigned shooter that reuses art, characters and code the studio owns outright.
  • Romero says the new publisher has no creative goals for the game. Neither the game, the publisher, the platforms nor a date has been announced, and PC Gamer puts the number of developers affected by the cuts at 95.

What Romero confirmed

John Romero has a new publisher for the shooter Xbox dropped, and he will not say who it is. Speaking to VGC at Gamescom Asia, the id Software co-founder said the deal is done and the announcement is not. "I just contacted somebody that I knew, and we basically did a deal, and so we have a new publisher," he said. "Can't say anything about who it is, or when the announce is, or any of that stuff."

PC Gamer reports the same interview and sets out the shape of the deal. Romero Games owns the name, the IP, the art and the code outright, and the new project was designed around reusing as much of that material as possible. The studio is not finishing the game Xbox funded. It is building a smaller one out of the parts. Ten of the old jobs came back after the deal; the rest did not.

From 110 people to five, then back to 16

The headcount explains the redesign. The team was 110 people. It fell to five. VGC reports that Romero has brought 10 people back, the leads of the different sub-teams, which puts the studio at around 15 to 16 staff. "We don't need to be bigger than that," he said. "The game is scoped for a team that's that size and we're just super happy."

How it got there is the part he describes without decoration. The project was defunded last year when Microsoft pulled its publishing agreement during a wave of layoffs. VGC notes that former employees said the whole studio had been let go, and that Romero Games denied it was closing and said it still hoped another publisher could take the project on. Staff were kept on as long as the money lasted, and once people left, the old game became impossible to rebuild.

What survived the cuts

What the studio kept is unusually complete. "We 100% own everything," Romero told VGC. "We own the name, we own all the IP, all the art, all the graphics, the code and everything." That ownership is what makes the redesign possible: characters, weapons and shooter code carry over, which is the head start he describes. What does not carry over is the scale. A 110-person game cannot be finished by 16 people, and Romero says so plainly: "the complexity is too much."

"It's a shooter, that part totally makes sense, but everything else around it is really new," he told VGC, describing the result as a complete redesign of a different game rather than a rescue of the old one. He lists characters, art and code among the parts that moved, and notes that shooters share a lot of common code, which is what made the transfer worth doing. Epic's turn toward AI-assisted tooling in Unreal Engine is the setting that redesign is being built in, and Romero says he is in Unreal Editor himself, making assets and directing the team.

The publisher with no creative goals

The terms are why he sounds relaxed. "The publisher we're with right now has zero creative goals for this game," Romero said. "They're like 'you make what you want, we're publishing it, we're not going to tell you what to make.' That's the perfect deal." He contrasts that with the usual arrangement, where a publisher steers a project toward what it believes will sell, often because it has a specialisation or knows something the studio does not.

That contrast deserves care. A publisher with no creative goals is also a publisher with no creative stake, and the deal has not been announced, so the terms are Romero's account of them. Publishers do make those calls in public: Ubisoft said this week that no further Assassin's Creed remake is in production even after a successful one, which is a decision a publisher makes and a studio does not.

Why he wants the smaller team

Romero's argument for the small team is about the work, not the money. "I've had teams of that size [100+ staff] before, but I don't like it when I'm just in meetings all day," he told VGC. "I like to make the game, designing by hand." There is no producer on the project and he does not want one: "as soon as you need a producer, you're too big." The team is flat, and the people on it are the leads who already know what the game is. He says they are self-driven for that reason, and that decisions move quickly because there is no layer between him and them.

PC Gamer's read is that this fits his record. His best-known work, from Commander Keen through Wolfenstein 3D, Doom and Sigil, came from small teams, while Quake strained id Software and Daikatana had the largest team and the most resources he ever had. That is an argument about how he works. It does not make the layoffs a happy ending, and PC Gamer puts the number of developers affected at 95.

What is still missing

Most of what a reader wants next is absent: the name of the game, the publisher, the platforms, a date, and whether the 10 rehires are permanent. Romero rules out none of it and confirms none of it. Gears of War: E-Day's reported 400,000 sales is the kind of figure that decides how much room a publisher has for a project this size.

The confirmed facts are narrow and worth stating plainly: a new publisher exists, the team is around 15 to 16 people, the studio owns its assets outright, and the game is a redesigned shooter rather than the one that was cancelled. Everything else, including whether it ships, is still a plan. The announcement, whenever it comes, is the next thing that can actually be checked. No date for it has been given, and Romero said he could not give one.

Sources & reporting limits

  1. John Romero confirms his axed Xbox game has a new publisher and he's rehired some staff
  2. Romero Games has a new publisher for the game Xbox abandoned, but its 110-person team is now just 16 devs
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