Legendary FPS developer John Romero has revealed that his studio, Romero Games, has secured a new publisher for a project that was previously canceled by Xbox. The studio, which now consists of 16 developers, is working on a new game designed to utilize assets from the abandoned title.
Romero explained in an interview with VGC that after Xbox canceled the unannounced shooter project last year, the team was initially kept on while the studio sought new funding. However, as time passed and staff departed, it became clear that the original ambitious project could not be completed with the remaining resources. The team eventually reduced to five people, prompting Romero to design a new game that could leverage the existing work.
"We own the name, we own all the IP, all the art, the graphics, the code and everything," Romero stated. "And so I needed to basically design a new game that could use as much of that stuff as possible, to just basically get a head start."
Romero confirmed that he has contacted an acquaintance and established a deal with a new publisher, though details regarding the publisher's identity and the game's announcement remain undisclosed. The current team size of 16 is considered suitable for the game's scope. Romero expressed satisfaction with the project's progress, describing it as a shooter with "everything else around it is really new."
He clarified that the current game is not a continuation of the original 110-person project, but rather a complete redesign that reuses considerable work from previous efforts. Romero voiced his preference for smaller teams, highlighting their ability to pivot quickly. He also noted the ideal publisher relationship: one that allows creative freedom.
"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."
The article also reflects on Romero's history, suggesting that his most successful games were developed by smaller teams, drawing parallels to titles like Doom and Sigil. Conversely, larger projects like Quake and Daikatana were more taxing or divisive. While acknowledging the positive aspects of smaller team development, the piece notes the unfortunate circumstances—Xbox's cancellation and the subsequent layoffs—that led to this situation.