I love Quake. It’s undeniably one of my favorite games of all time. I love it because it’s the textbook definition of a surreal FPS to me: You’re fighting marines, ogres, knights and Lovecraftian horrors with shotguns, nailguns, and a lightning gun through marine bases and castles. If you think about it for more than five seconds, you realize how dumb it all is, that it shouldn’t work.
Yet somehow, in spite of all the turmoil going on internally at id Software – this would be John Romero’s last game with the studio before jumping ship to form Ion Storm and making the abysmal Daikatana, something I previously wrote about – everything fell into place perfectly and Quake became an absolute classic. There are very few games that I think nail this formula, and Quake nails it in spades. (I wonder if there’s any other surreal/absurdist first-person shooters that fit this example. Rise of the Triad is another example I can think of, but I’d love to hear your suggestions!)
I’ve written about countless Quake mods and expansions over the years, I still play it every now and then, I check out the mods made for it, and so on. This time around, there’s a new big Quake mod that was getting a lot of attention at the start of 2026, and naturally I had to check it out. Turns out it’s worth the hype.

Quake Brutalist Jam III is a mod for Quake that’s inspired by Brutalist architecture introduced way back in the 1950s. Based on the existing Copper mod, this mod not only introduces a bunch of new textures for mappers to use, but a new rogue’s gallery of monsters and weapons to make it unique from vanilla Quake. Done as a map jam from October-November 2025 where members worked together to make maps for the mod using the aforementioned new weapons and enemies, the final collection was released in early January 2026.
The Jam is split between three sections: A section for new/inexperienced Quake mappers called “New Faces,” a set of remastered levels from the two previous Quake Brutalist Jams called “QBJ Resurfaced,” and the main set of levels made specifically for this collection.

The maps are made by veterans and newbies from the Quake mapping community, alongside Twitch streamer/boomer shooter enthusiast DraQu, and Robert Yang, famous for Radiator 2 (NSFW), a series of small games with severe homoerotic overtones. And that’s just the ones I recognize. The rest seem to be a cavalcade of various mappers from the community, all with their own style.

Gameplay is similar in nature to classic Quake: kill monsters, hit switches, find keys to open doors, get to the exit. The big changes involve the arsenal and the monsters. A wrench replaces the axe, your starter shotgun is replaced with a Stechkin ApS pistol with infinite ammo (and a reload sequence!), the super shotgun is now the KS-23 Flak which allows the shots to bounce between walls (this became my favorite as I always loved the Flak Cannon in Unreal Tournament for that same ricochet properties), the nailguns are now akimbo, the super nailgun is now a rebar crossbow, the rocket launcher now fires a volley of eight rockets for four shots (wasn’t a big fan of this because it reminded me of Daikatana’s Shotcycler and how wasteful of a weapon that was), and the lightning gun is replaced by the powerful Invoker, which is the BFG-9000 equivalent in that it will kill any enemy in a single hit in a 3×3 grid pattern. Works great when you have to deal with several Shamblers at once.

The bestiary for QBJIII hasn’t been drastically changed. The main Quake rogues gallery is still here, just reskinned and renamed, using the Copper mod’s rebalancing as a base. There’s a few new grunt types like pistol grunts, a rocket launcher grunt who’s basically a glass cannon, often seen alongside the Grenadiers (reskinned Ogres) and Plasma Trenchknights (reskinned Enforcers).
There’s also more horror monsters, like the annoying Amalgams that drop caltrops that do damage to the player if stepped on, as well as the swarmers and blisters, small enemies that often appear in groups that can overwhelm you. I swear a good chunk of my deaths were because I got swarmed by a bunch of swarmers only to be blown up by a blister not long after.
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