John Romero, co-creator of DOOM, is back with indie projects like SIGIL and a rumored new shooter. Explore his enduring legacy and what’s next for the FPS pioneer.
John Romero released SIGIL in 2019, a free mega-WAD for the original DOOM that quickly became one of the most celebrated expansions in gaming history. The five-episode campaign, largely created by Romero alone, proved that his design instincts remain sharp three decades after he helped define the first-person shooter genre.
Romero co-created DOOM in 1993 while at id Software, establishing the template for fast-paced, movement-heavy combat and deep player-modding capabilities. The game’s engine, designed by John Carmack, combined with Romero’s level design—emphasizing non-linear exploration and constant threat—set a standard that persists today. DOOM shipped with nearly 50 million units across platforms and spawned a still-active competitive community.
“The speed of DOOM is what makes it timeless. You’re always moving, always deciding—that’s where the thrill lives.” — John Romero, 2021 interview
SIGIL reaffirmed Romero’s core principles: tight corridors, ambushes, and a relentless pace. Critics praised its unapologetic difficulty and retro aesthetic, demonstrating that a large audience still craves classic FPS design. Since SIGIL, Romero has hinted at a new, unannounced project that will carry forward this philosophy.
SIGIL arrived at a time when the indie scene was already embracing retro shooters. Games like Dusk, Amid Evil, and Ion Fury had shown that old-school mechanics—no reloading, fast strafing, key hunts—could succeed with modern audiences. Romero’s direct contribution validated the trend and gave it a flagship.
The expansion was released in two versions: a free digital edition and a limited physical release including a new soundtrack by Buckethead. Within its first year, SIGIL received over 500,000 downloads, and the physical run sold out within hours. Romero also announced Blackroom in 2016, a Kickstarter campaign for a new DOOM-like title with modern graphics. Though the project was later scaled back, it signaled his intent to return to active development.
“SIGIL proved that if you build the kind of game we made in the ’90s, people will still play it. The audience never left—they were waiting.”
The indie revival of boomer shooters directly draws from Romero’s blueprint. Developers cite his level design as the gold standard for pacing and encounter density. SIGIL became a reference point for how a veteran designer can bridge nostalgia with new expectations.
Romero has been coy about details, but in 2025 he confirmed via Twitter that he is working on a new first-person shooter that will be “closer to DOOM than anything I’ve made since.” Sources close to the project describe it as a single-player campaign with mod support, built on a modern engine but adhering to the fast, arcade-style movement that defined his early work.
Beyond his own game, Romero remains a vocal advocate for modding and community ownership. He regularly participates in DOOM mapping contests and gives talks on preserving game history. His influence is visible in the design of recent shooters like Prodeus and Turbo Overkill, which explicitly cite Romero’s work. Much like how Spike Lee uses technology to tell powerful stories, Romero uses game engines to craft visceral experiences that prioritize player agency.
“Modding kept DOOM alive for 30 years. That’s the kind of relationship I want every player to have with my games.”
Romero’s career also offers lessons in resilience and entrepreneurship. After leaving id Software, he founded Ion Storm and later Monkeystone Games, facing both hits and failures. His ability to adapt—returning to indie development, embracing crowdfunding, and re-engaging with the community—mirrors the adaptive strategies seen in other industries. Karren Brady’s business lessons highlight similar themes of reinvention and persistence.