A native, cross-platform IDE for QuakeC, the scripting language of id Software's original Quake, written in Rust. It has Zed's editor feel and Roblox Studio's play loop: edit code, press Play, and see the change in the running game in about a second. It ships its own QuakeC compiler (no outside toolchain), a built-in agent that edits, compiles and tests through the same commands as the UI (also exposed over MCP), and a map editor with its own map compiler.
Concept mockup of the approved design, not a screenshot.
Phases 0 to 4 are built: the QuakeC VM and formats, the compiler (checked against FTEQCC and id's qcc on the rerelease and public mods), the language server, the quakec-ide command line, the code editor, the live preview, the built-in agent and signed packages for every platform. The MVP release waits on its sign-off; Phase 5 builds map entity editing. Work is tracked as GitHub issues generated from plan/, on the project board, and built by agents one phase at a time.
Now: Phase 6: brushes and map compiler (gate #171).
Next run: from a clone of this repo, with Claude Code in auto mode (details):
/goal Run /run-phase P6 agents until python3 plan/status.py --phase P6 --track agents prints a last line starting "STATUS P6 agents: COMPLETE" or "STATUS P6 agents: WAITING ON PEOPLE". Run that command at the end of every turn so its last line is in the transcript. Every merged PR passed CI. Stop after 150 turns.
The run stops when the phase is complete or only work for a person is left; start it again after acting on what it lists.
| Document | What it covers |
|---|---|
docs/guide/ |
The user guide: getting started, opening a mod, the play loop, debugging, the agent, MCP, troubleshooting |
docs/roadmap.md |
The overall plan: decisions so far, layers, the phases and their gates, where we are, how to work an issue |
docs/design/design-doc.md |
What we are building and why |
docs/architecture.md |
A higher-level map of the subsystems: how the IDE and the engine fit together, the process model, and the edit-compile-preview play loop |
docs/design/README.md |
The approved mockups and the design language |
plan/README.md |
How the design becomes requirements, issues, phases and gates |
docs/conventions.md |
Rust conventions (based on vouch) |
docs/testing.md |
The testing bar: the per-layer readiness reviews of Phases 1 and 2, and the gate review each later phase has |
With rustup installed (the toolchain is pinned in rust-toolchain.toml):
cargo build --locked
cargo test --lockedCONTRIBUTING.md lists every check a change must pass. Report security
problems as SECURITY.md describes.
GPL-3.0-or-later (LICENSE, ADR-0002). Code ported from id Software's Quake source, which id released under GPL-2.0-or-later, keeps id's copyright notice. Quake's game data is not included and never will be; you need your own copy of Quake.
QuakeC Studio is an independent project and is not affiliated with or endorsed by id Software, ZeniMax Media or Bethesda.
