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Quake Coverart.jpg
Mission Pack No. 1
Mission Pack No. 2
Release dates
June 22, 1996
Mac OS
January 22, 1997
May 20, 1999
Quake at Co-Optimus
Quake at SteamDB
 Quake at Wikipedia
Quake 1996
Quake II 1997
Quake III Arena 1999
Quake 4 2005
Enemy Territory: Quake Wars 2007
Quake Live 2010

This page is for the original Quake. For Valve's GoldSrc multi-player remake, see Deathmatch Classic.

Key points

Advantage Engine is open source with modern multi-platform ports available; see Recommended engines
Advantage Can run on low end hardware
Advantage Small but hardcore community
Advantage Easy to mod
Disadvantage The Steam Version lacks the Soundtrack, but this can be fixed
Disadvantage Vanilla Quake sometimes has trouble running on modern machines. It is recommended to use a Source port

General information

More information Quake Wiki - A detailed wiki for every Quake game made.
More information Quake Owner's Manual (Steam Community) - A very detailed guide on configuring Quake
More information Func_Msgboard - The mapper hub, new map releases, technique improvements.
More information bit7.org/quake (archived) - Community site with extensive mirrors section, reviews and details on editions of the game.
More information Inside3d - The modder hub, QuakeC tutorials and an active forum.
More information Quaddicted - Great collection of categorized and rated single player maps as well as a ton of general information and history.
More information QuakeOne - Original network style multiplayer hub, player community.
More information QuakeWorld nu - QuakeWorld multiplayer hub, competitive player community.
More information GOG.com Community Discussions for game series
More information GOG.com Support Page
More information Steam Community Discussions
More information Steam Users' Forums for game series


Source DRM Notes Keys
Retail DRM details are not known
GamersGate Availability Table Icons - Steam.svg
GOG.com DRM-free Also includes both expansions and the game soundtrack
Steam Availability Table Icons - Steam.svg Does not come with game soundtrack; see CD Music. Also, the version of GLQuake included (v0.95) is outdated. See GLQuake for a download link of the latest version (v0.97).
Advantage The Steam version (and others) can also be played on OS X and Linux using a source port; see Recommended engines.

Downloadable content (DLC) and expansions

Name Notes
Mission Pack 1: Scourge of Armagon Available on Steam DOSWindows
Mission Pack 2: Dissolution of Eternity Available on Steam DOSWindows



A technology test released on February 24, 1996, a few months before the full release. Meant to showcase the multiplayer and level themes of the full game. Includes 3 maps and many elements of the game that were either cut or changed for the final release.

The tech test can be downloaded from PCGamingWiki.

Further details can be found on Quake Wiki.


The original DOS version. Can only be run in MS-DOS (or DOSBox for newer systems). Fullscreen only.

Quake (shareware)[edit]

This version is the official demo for the game (besides Qtest). Only the first episode ("Dimension of the Doomed") is available to play. All other features and episodes are locked until the full version is bought.

The shareware can be downloaded from PCGamingWiki.

Also, the shareware PAK file can be downloaded separately from the main release (to be used with source ports).


This version is optimized to run under Windows 95/98 as an independent exe file. Allows the game to appear in a window and screen resolutions can be selected in-game.

The source port can be downloaded from PCGamingWiki.


Information This version will not run on computers with Nvidia graphics cards. See Recommended engines for a source port.

A special version that was designed to run with 3D accelerators (now known as graphics cards), unlike Quake and WinQuake (all graphics rendering and game logic calculations were done by the CPU only). Rendered with OpenGL, it improves the overall look of Quake greatly (smoothed textures, transparent water, etc.) and allows widescreen resolutions. Screen resolutions need to be entered in via console commands before launch.

The source port can be downloaded from PCGamingWiki.


A multiplayer only version of Quake specifically designed to play over the Internet. A version rendered using OpenGL is also available (GLQuakeWorld). See Quake or QuakeWorld? for specifics.

V Quake[edit]

The first hardware accelerated version of Quake, released shortly before GLQuake. VQuake is optimized to run with graphics cards using the Vérité chipset. Beyond being able to run better on a very specific set of graphics cards, it presents nothing special. It is impossible to play it on modern machines today. Avoid it.

Essential improvements[edit]

Quick Setup Guide Video[edit]

This video guide explains the basics you will need in order to get Quake working with a modern engine. Later sections on this page go into deeper detail on each subject.

Quake Setup Guide on YouTube

Recommended engines[edit]

  • DarkPlaces - Though there are many engines for many needs out there, DarkPlaces is a common one for new players due to its support for modern Windows environments, Linux, and OS X along with modern graphical features such as realtime shadowmaps, bloom, and normalmapping. It also supports both the netQuake, and QuakeWorld networking protocols, as well as its own. It scales well on visual effects from the modern to the classic and sports a fast rendering for modern GPUs. It has some problems with mods that depend on the original Quake's bugs that the engine has fixed.
  • DirectQ - DirectQ is a Direct3d oriented engine with a few tweaks to the menu but little to graphical improvements, it simply runs on DirectX instead of OpenGL. It mostly resembles the classic look, but performs excellently.
  • Fruitz of Dojo Quake - A Cocoa port of the engine, it allows Quake and QuakeWorld to be played on modern Macs.
  • FTEQuakeWorld - FTEQuakeWorld is targeted at QuakeWorld players while adding support for other Quake engine games, it features enhanced visuals, voice chat support, and better modding capability for QuakeWorld servers.
  • QuakeSpasm - QuakeSpasm is a descendant of FitzQuake and like that engine, it focuses on fixing bugs and stability, lifting engine limits such as maximum items and geometry detail and restoring the missing functionality that the original software renderer had but the OpenGL renderer lacked. Unlike many other engines, QuakeSpasm does not alter the style of the original game and doesn't fix game-changing bugs that affects mods. It runs under Windows, OS X and Linux.
  • Ultimate Quake Patch - Designed for the Steam version of Quake but is also compatible with retail versions by changing the install path of the mod. It includes Darkplaces along with the soundtrack. However, the source port included uses an outdated version and the Scourge of Armagon soundtrack is clipped.

For starting out, go with whatever your engine of choice supports and then explore the other as you wish. This can be simplified by using DarkPlaces which will connect to either.

Installing and Using Mods[edit]

Mods are accessed via an amendment system, where you tell the engine where to look first for game data, and then it falls back to the default subfolder (id1) for the base game. The subfolder root for the mod will either have a progs.dat file, or a .pak or .pk3 file.

Fix Installing a mod

  1. Extract the mod from the compressed folder.
    • If the mod does not come in a folder after extracting, create a new one and place all the mod files into it.
  2. Move the mod folder into <path-to-game>.

Fix Running a mod


  • Most source ports provide bug fixes to the original Quake engine. Some of these fixes may break compatibility with certain mods, rendering them unplayable (unreachable items floating in the air, enemies falling out of the world, etc.).
  • Many modern mods for Quake require a source port to run, as they break the original engine limitations (larger maps, more enemies, more scripting commands, etc.).
    Mod creators will state this requirement in the mod page or README file (if available).

Installing and Playing Custom Maps[edit]

Fix Installing a custom map

  1. In the Id1 folder (located in the main Quake directory), create a folder named maps.
  2. Extract the map files (usually a BSP and a text file) from the compressed folder into the maps folder.
Information For maps requiring mods to function, create the maps folder inside the folder for the mod.

Fix Running a custom map

  • Use the +map <name of the BSP file (excluding the extension)> command line argument. Alternatively, the -map <name of the BSP file (excluding the extension)> command can be used in the in-game console (~).
    • Ex: +map jawbreak / -map jawbreak runs the Jawbreaker map by Matt Sefton

CD Music[edit]

The Steam version lacks the original soundtrack. The Ultimate Quake Patch will restore music to the Steam version and add the features of the DarkPlaces engine mentioned above. This fixes compatibility problems found on modern versions of Windows and restores the soundtrack.

If you prefer to use the original engine you can download the soundtrack from the Steam forums. Either burn a new CD from the image file or use a CD emulator like WinCDEmu to mount the image.

Installers and Launchers[edit]

Quake Injector: Automatic Installer for Mods and Maps[edit]

Quake Injector is a Java-based client for the Quaddicted single player map and mod database that runs on Windows, OS X and Linux. It provides the ability to install and uninstall maps and mods (with their requirements/dependencies) from the site directly on Quake with a single click and includes information about each mod, such as release data, rating (from the Quaddicted editor), title, authors, a brief description (from the editor) and screenshot. Also it can (with varying levels of success) figure out if there are known maps already installed.

Quake Injector does not provide access to every map released for Quake (it has no support for multiplayer maps, for example, unless they come as part of a singleplayer map pack or they are singleplayer maps in addition to multiplayer), but it is very close to that and provides an easy method to try new maps and mods.

Please note that under Linux (and maybe OS X, depending on the file system) many older maps will need manual editing of their filenames because the original files contained mixed case or upper case letters.


MiniQL is a small Quake launcher that provides an easy front-end to running any user map or original map by scanning Quake and mod archive files (PAK files) and displaying all maps to select from. It can also be used to supply default variables (such as fov) and screen resolution when starting the

MiniQL can be downloaded from here.

Texture Packs[edit]

Game data[edit]

Configuration file(s) location[edit]

Windows <path-to-game>\Id1
Mac OS

Save game data location[edit]

Windows <path-to-game>\Id1
Mac OS

Save game cloud syncing[edit]

System Native Notes
Steam Cloud Native support
GameSave Manager Native support

Video settings[edit]

In-game general settings.
In-game screen resolution settings for WinQuake.
In-game screen resolution settings for GLQuake.
Graphics option Option WSGF Notes
Widescreen resolution Hackable WSGF WS Gold.svg See Widescreen resolution.
Multi-monitor Hackable WSGF MM Silver.svg A source port is required. See Recommended engines.
Field of view (FOV) Hackable See Widescreen resolution.
Windowed Native support
Borderless fullscreen windowed Unknown
Anisotropic filtering (AF) Hackable A source port is required. See Recommended engines.
Anti-aliasing (AA) Hackable A source port is required. See Recommended engines.
Vertical sync (Vsync) Hackable A source port is required. See Recommended engines.
60 FPS Native support
120+ FPS Native support Framerate is uncapped.

Widescreen resolution[edit]

By default Quake doesn't have any widescreen support and while it can use some widescreen resolutions, it will not adjust the FOV for them. The default is 90° horizontal FOV for 4:3, so for a 16:9 or 16:10 aspect ratio this must be increased to 106 or 100. Of course since many players like to play with an increased FOV even in 4:3, you may set it to 110, 115, etc. Some engines will provide automatic adjustment of the FOV so when you set the FOV to 90 (for example), the engine will adjust it to 106 (for 16:9).

Changing the FOV is as simple as opening the console and typing fov n where n is the new FOV. Keep in mind that extreme FOV values may have negative side effects on the game's display.

Some engines will not save your screen settings, so you may want to modify the executable shortcut or launcher settings (see below) to specify the resolution you want. All Quake engines accept the -bpp and -width parameters for specifying the bits per pixel and horizontal resolution. Most engines also support the -height parameter for vertical resolution. If you want to set a console variable (such as fov), you can put a + in front of it.

An example for the QuakeSpasm engine would be:

quakespasm.exe -width 1920 -height 1080 -bpp 32 +fov 106

Input settings[edit]

Keyboard and mouse Native Notes
Remapping Native support
Mouse acceleration Native support
Mouse input in menus Hackable A source port is required. See Recommended engines.
Mouse Y-axis inversion Native support
Controller support Hackable See <path-to-game>/Docs/JOYSTICK.TXT.
Full controller support No native support
Controller remapping Hackable
Controller Y-axis inversion Hackable

Xbox 360 Controller support[edit]

Using existing joystick support, it is possible to add support for XInput-based controllers.

A list of configurations for the devices can be found in the Files section.

Audio settings[edit]

Audio options Native Notes
Separate volume controls Native support
Surround sound Native support
Subtitles No native support
Closed captions No native support
Mute on focus lost Native support


Language UI Audio CC Notes
English Native support Native support Not applicable


Multiplayer types

Type Native Players Notes
LAN play Native support 16
Online play Native support 16

Connection types

Type Native Notes
Matchmaking No native support
Peer-to-peer Native support
Dedicated Native support
Self-hosting Native support
Direct IP Native support


Protocol Port(s) and/or port range(s)
TCP (outbound) 26000
UDP (outbound) 26000
Information This is the default port used. It can be changed in-game by the user

Issues fixed[edit]

Running the original GLQuake[edit]

Although this is not recommended, some people might wish to play using the original OpenGL version of Quake. On some machines this still works out of the box, but on some (Nvidia only) it simply won't due to the GPU extensions overflowing the engine's buffer when trying to print them into the console. If it doesn't run there are a few ways this can be achieved, though:

  • Go into the control-panel of your Nvidia graphics card and look for an option to enable an "Extension Limit", this will prevent the buffer of the engine's console to overflow
  • Run the original glquake.exe with the commandline parameter -no8bit

The last step is optional, some cards would display all textures blank without it, though.

This fix can also be applied to other games running using the GLQuake engine, as well as the pre-alpha version of John Romero's Daikatana which was released in 2004. A tutorial on how to fix these issues with Nvidia cards permanently and without recompiling the source code can be found here.

Music does not loop[edit]

This is a known issue on some Windows Vista and 7 machines

Fix Possible fix[1]

  1. Rip your game CD-ROM's music. .ogg and .mp3 codecs should be fully supported
  2. Install patched _inmm.dll and open its main folder.
  3. Navigate to <path-to-game> and drag your game executable on _inmmconf.exe.
  4. Copy the newly created .exe back to the old position (backup and overwrite old one if needed)
  5. Open _inmmconf.exe and set DirectShow player for default file type in the method tab
  6. Add your previously ripped audio tracks in the _inmm.ini tab
  7. Press the save button and provide it your <path-to-game>


Information Further explanations are available on gemot encubed

Other information[edit]


Technical specs Supported Notes
OpenGL 1
Software renderer Native support
DOS video modes VGA
64-bit executable Hackable A source port is required. See Recommended engines.

Getting Started[edit]

Quake is primarily played with modified engines which make use of modern technology and operating systems. Installing them is as simple as extracting them into the same folder you can find WinQuake.exe and running the modified engine's exe. For multiplayer all you need is to pull down the console (~) and type connect <server address or ip>.

Many modern engines have a setting for mouse looking in their options menu, but if it doesn't exist you can enable it from the console by entering +mlook. The plus sign in front of the mlook' is a modifier that means "enable". You can disable it later with -mlook.

From the options menu, you may also want to set Always Run to On and set Lookstrafe and Lookspring to Off.

Quake or QuakeWorld?[edit]

When Quake initially launched its netcode was not optimized for the dial-up connections of the time, and so consequently QuakeWorld was created, a separate exe for the game which was multiplayer only with adjusted physics and severely revamped netcode. As personal internet connections improved, the original Quake protocol became more relevant. The original, non-QuakeWorld version, is now often revered to as NetQuake and there is a divide as to which to play. Serious competitive players are very sensitive to the differences between them, however for the starting out player the differences will be barely noticeable, and the experienced but more casual players play whichever, simply going for servers where a fun time can be had.



Created as an April Fools/promotional item for Superhot, the mod adds Superhot's primary game mechanic (time stops when the player is not moving) and art style to Quake.

It can be downloaded from the official site.

Note that the mod comes in a self-contained package, configured with the shareware version of Quake and a modified Darkplaces engine (source code modifications are available on request). For OS X, the mod comes pre-configured for Wine via WineBottler.

The mod is not compatible with other source ports.

System requirements[edit]

Minimum Recommended
Operating system (OS) 5.0 6.2
Processor (CPU) Intel 486 DX4 100 MHz
Intel Pentium 75 MHz
Intel Pentium 133 MHz
System memory (RAM) 8 MB 16 MB
Hard disk drive (HDD)
80 MB
Video card (GPU) VGA VESA 2.0/3.0-compliant video card
Mac OS
Operating system (OS)
Processor (CPU) PowerPC 601
System memory (RAM) 16 MB
Hard disk drive (HDD)
Minimum Recommended
Operating system (OS) 95 98, ME, 2000
Processor (CPU) Intel 486 DX4 100 MHz
Intel Pentium 75 MHz
Intel Pentium 133 MHz
System memory (RAM) 16 MB 24 MB
Hard disk drive (HDD)
80 MB
Video card (GPU)
Operating system (OS) Kernel 2.0.x
Processor (CPU) Intel Pentium
System memory (RAM) 16 MB
Hard disk drive (HDD)


  1. How to fix CD audio looping on Windows Vista/7 - Steam Community Guides