[ '; } echo '' . $extension[$i] . ' '; if (($i+1) < $count) { echo '| '; } else { echo ']'; } } if ($gpg) { if ($gpg > 1) { echo '
PGP Signatures (to verify archive authenticity) '; } else { echo ' PGP '; } for ($i = 0 ; $i < $count ; $i++) { if ($i == 0) { echo '[ '; } echo '' . $extension[$i] . ' '; if (($i+1) < $count) { echo '| '; } else { echo ']'; } } } } function fileUpdated ($file) { $ftime = filemtime ($file); echo " Updated " . gmdate ("d M Y g:ia", $ftime) . " UTC"; } need ("boxes") ?>

QuakeForge and Quake2Forge are always in constant development. Our development versions have the latest features, but they change rapidly as bugs are fixed and features are added. Stable versions do not change significantly once released, though we sometimes make revisions of the stable branch to fix known bugs. Note: the game data is still non-free; you need either the shareware data (see below) or the registered data.

Current Releases

This is our new development tree (we're back to "quakeforge"), where we're again in the process of merging Quake and QuakeWorld…but this time, it's much better.

While almost always in working order, it's under heavy development so be prepared to encounter some issues (Wear your hard hat!). Please check the docs.

UNIX users: because of the diversity of machines on which QuakeForge runs, we do not provide UNIX binaries. You need to compile QuakeForge yourself. However, it's very easy to compile — please check the build instructions for details.

Version 0.7.2 (released 23 Jan 2013)

Version 0.7.1a (released 19 Jan 2013)

Version 0.7.1 (released 18 Jan 2013)

Version 0.7.0 (released 4 Aug 2012)

Version 0.6.99 Beta 2 (released 17 Jul 2012)

Version 0.6.99 Beta 1 (released 11 Jul 2012)

Version 0.6.2 (released 8 Feb 2012)

Version 0.6.1 (released 7 Jan 2012)

Version 0.6.0 (released 21 Dec 2011)

Version 0.5.99 Beta 4.1 (released 19 Dec 2011)

Version 0.5.99 Beta 3 (released 17 Dec 2011)

Version 0.5.99 Beta 2 (released 11 Dec 2011)

Version 0.5.99 Beta 1 (released 9 Dec 2011)

Version 0.5.5 (released 2 May 2004)


Are you ready to rail? Good, 'cause we are too.

Quake2Forge is the Quake II engine, with a blast of yummy QuakeForge flavor. Undergoing slow but steady development, it aims to be a portable, stable code base maintaining backward-compatibility with Id Software's version.

Version 0.2.1 (released 06/02/03)

Version 0.2 (released 01/02/03)

Version 0.1 (released 17 Sep 2002)

The latest code can be retreived from our server, with the following command:

git clone git://git.code.sf.net/p/quake/quakeforge

Extra Files

Obsolete Releases

Newtree is our sta^H^H^Hdead tree. If we were to work on it again, it would provide the 0.3 and 0.4 series of QuakeForge releases. All activity has long since moved to the development tree, though.

Version 0.3.0 (released 11 Feb 2001)


QuakeForge: NUQ (pronounced "Nuke") was, basically, the Classic Quake version of Newtree. NUQ was based on the WinQuake engine, but with lots of enhancements from the original merged tree and Newtree. Being the inverse Newtree, there is no support for QuakeWorld multiplayer protocols.

The NUQ tree is also dead. Our ‘quakeforge’ tree has the NetQuake and QuakeWorld code together with the bulk of the code merged, so it's now redundant. And since nobody works on it anyway, that's a good thing.

Even though it's dead, NUQ is here anyway. If you want single player, grab quakeforge-current instead, it's much better.

Final Snapshot


Since current work is based on the new merged tree, the old merged tree snapshots are no longer being made. You can still get it directly out of Git, however.

QuakeForge, Version Really Freakin' Old (released 27 Feb 2000)

QuakeForge 0.1 is our initial offering to the public. It's not really for end-users, but served as a proof of concept that the Quake and QuakeWorld trees are more closely related than initial look would indicate.