Quake Reignited is a gameplay mod that enhances both the player's arsenal and the monsters you'll face. Weapons have been tweaked and reworked to feel more visceral and impactful. To counter this monsters have been made smarter and deadlier, especially on Nightmare. Step into a new Quake experience and test your skills against the Hell-Mother's scariest army yet.

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Welcome to Quake Reignited

Feature

Throughout the years there have been few large-scale attempts to overhaul Quake's core balance. The game's flow is quite odd given its focus on powerups, fast firing weapons, explosive spam, and spongy enemies. Some take a more simple approach, such as Copper and its focus on spiffying up vanilla mechanics without overstepping the bounds of Quake's original gameplay. Others discard the original gameplay entirely for something new, such as Quake 1.5 and its more ZDoom mod-like gameplay. If you're like me, however, sometimes you just want a middle ground. Something that feels comfortably Quake while still breathing some new life into the game.

This middle ground is where Quake Reignited fits in. While ditching many of the common tropes that Quake has built up over the past few decades, it also takes a focus on designer intent and tries to capture the spirit of what id was going for. New mechanics have been kept to a minimum with a larger focus being put on overhauling and improving what's there. It's not Vanilla+ but it's not Brutal Quake either.

The Arsenal

The player's arsenal has seen a major rebalance, one aimed at making every weapon more visceral and satisfying to use. Shotguns have been beefed up with more pellets and damage, but fire rate and ammo have been reduced. Combined with the improved accuracy and fast projectiles they now fire, more emphasis has been put on aiming them carefully. The nailguns have been differentiated with the Nailgun fire rate being increased and the Super Nailgun being given a wind up time, forcing more commitment from the weapon. Launcher ammo has been dialed back significantly with launchers still retaining most of their power, and the Thunderbolt has seen a total rework to make it more befitting of a BFG type weapon while still playing into its lightning theme.

You'll need the Super Shotgun more than ever

The Items

Most items have been nerfed to compensate for the improved player weaponry. Armor has been reworked, putting more emphasis on amount rather than type. This helps alleviate the micromanagey nature of armor while also acting as a nerf given how strong Quake's originally was. Max health has been reduced to 200 to further help make the game more challenging. Quad Damage has been reduced to tri damage to prevent it from being too powerful when used with the improved weapons, and the Pentagram has seen a duration reduction to cut back on how game-changing it is. The ring has seen a complete overhaul and acts more like an improved Partial Invisibility from Doom. Enemies only randomly turn once at the start of their attack, giving the player ample time to react to what direction they're going to fire.

The Bestiary

Players aren't the only ones getting improvements. Flinching has been reworked to give monsters a fairer chance to react to the player while removing a layer of RNG from the gameplay. Monsters have also been made much more intelligent, giving them improved line-of-sight checks to help reduce infighting as well as the ability to fire around corners if their attack already started when their target leaves sight. Ogres can now aim their grenades making them a much more immediate threat. Nightmare has been made further difficult, fixing some of the common issues and bugs that made enemies less effective (Death Knights always charge attacking, Ogres grenade spamming) alongside the ability to lead shots in close range, forcing players to mix up their movement instead of purely circle strafing. Leaping enemies have been given targeted improvements, preventing them from being cheesed by stairs and peeking around corners. Last and most important, the Spawn has been nerfed.

Fiends have a new-found hatred for you

The forces of Quake have never been so challenging. Do you have what it takes to defeat this Nightmare and the evil that lurks in its dark corners?

Quake Reignited v1.1.1 is now live!

Quake Reignited v1.1.1 is now live!

News

This patch brings a whole new set of features to co-op.

Quake Reignited v1.1 is now live!

Quake Reignited v1.1 is now live!

News

With the launch of Quake Reignited v1.1 comes a plethora of changes and some maps to try them out on.

Patch 1.1 Rundown

Patch 1.1 Rundown

News

Take a peek at some of the changes coming with the next update for Quake Reignited.

What Lies Yonder

What Lies Yonder

News

Take a dive into what's planned for the future of Quake Reignited.

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Quake Reignited v1.1.1

Quake Reignited v1.1.1

Full Version 3 comments

Step back into 1996 with a new challenge in this reimagining of Quake.

Quake Reignited v1.0

Quake Reignited v1.0

Full Version 4 comments

Step back into 1996 with a new challenge in this reimagining of Quake.

Comments  (0 - 10 of 13)
RobertCobert
RobertCobert - - 7 comments

any chance for arcane dimensions support

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Frosted_Moontips
Frosted_Moontips - - 70 comments

Silly question but are there any plans for you to make the right-handed weapons mod by Half-Dead compatible with Reignited?

Moddb.com

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Boondorl Creator
Boondorl - - 13 comments

If it has any custom Quake C then probably not. I'd have to make an entirely separate patch for it.

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Frosted_Moontips
Frosted_Moontips - - 70 comments

Ah nw then X3

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flamesoff
flamesoff - - 51 comments

Shotguns with such a high damage and narrow spread pattern are too OP now. Basically you can play entire game with SSG only. Balance is broken.
Also I don't like that gibbing was disabled for weak monsters.

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Frosted_Moontips
Frosted_Moontips - - 70 comments

I honestly really enjoy these buffs given to the shotguns; I mean they're SHOTGUNS for peat's sake, not BB-filled airguns lmao

But yeah, I definitely understand your concerns regarding balance (due to Quake's lower overall monster count per level than say Doom), hopefully this new update alleviates those concerns for ya X3

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Boondorl Creator
Boondorl - - 13 comments

For sure shotguns will be getting nerfed next update. I undervalued just how consistent their spread was so they'll be getting hit in multiple ways while still remaining a viable choice. Gibbing is also being fixed.

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the_vm
the_vm - - 116 comments

I played a few levels and here are my thoughts: First of all, I'm extremely impressed that you managed to fit all of your changes in a such tiny file. The weapons are certainly more impactful, making certain encounters much easier than in vanilla, but... The weapon sounds are horrible! I hope those are just placeholders, because hl2 sounds aren't exactly "punchy" or "visceral", to be honest.

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Boondorl Creator
Boondorl - - 13 comments

There are no custom assets in this mod, only coding changes. I plan to eventually add a model for the pellets, but I'll leave everything else up to how the player wants to mod it.

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the_vm
the_vm - - 116 comments

Right, my bad. Btw I liked that shotguns are not hitscan now, means you can dodge it and there's a bit more skill to it.

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