Quake Champions dumps the live-service junk and goes $10 - the arena shooter finally gets out of its own way
Battle pass, loot boxes, shards and champion grind are gone. Quake Champions is now a $10 Steam game, free to keep if you already played it - with framerate limiter and network fixes, plus a datacenter consolidation worth watching.
Rene Sjeverac
Thursday, September 24, 2026

I've always said Quake Champions had one of the best movement cores of any shooter from the last decade, buried under the worst wrapper imaginable. Strafe-jumping, rocket timings, item control - all of it was there. And all of it sat behind shards, loot boxes, battle passes and a champion-unlock grind that made a pure skill game feel like a mobile gacha.
As of September 23, that wrapper is gone. Quake Champions is now a paid game on Steam at $10, and if you ever played the free-to-play version there, you keep it at no extra cost - with everything you hadn't bought unlocked. The battle pass, weekly and event challenges, the store, Platinum and Shards, loot boxes, daily login rewards and champion progression are all ripped out. What stays is the part that mattered: ranked, custom games and bots (reportedly improved), and your stats and progression carry over.
Honestly? Right call, even if it lands most of a decade late. An arena shooter lives and dies on one thing: everybody in the lobby having the same tools. Locking champions behind a grind was always a strange fit for a genre where the rocket launcher is the great equalizer. Flatten the roster, slap one price tag on it, and you've got a game pitched at exactly the people who still play it.
The bit I actually care about is technical. The update mentions framerate limiter improvements and network optimization. In a game where tracking a strafing target with the lightning gun and timing splash damage is the entire skill expression, a cleaner limiter is not a footnote. An uneven cap is exactly the kind of thing that makes your aim feel "off" in a way you can't put your finger on. I'll believe it when my frametime graph is flat, but it's the right thing to touch.
The flip side is datacenter consolidation. Fewer regions almost always means higher ping for somebody, and in a railgun duel an extra 20 ms is a real handicap, not a rounding error. If your local servers get folded into a bigger hub, you'll feel it before you read about it.
One more thing: the Microsoft Store version is being retired and the game goes Steam-only. Players on that version with a linked Bethesda account can claim it on Steam for free until October 7. Miss that window and you're paying the tenner like everyone else.
Will $10 bring a flood of new blood? I doubt it. But even a small paywall thins out throwaway smurf and cheater accounts, and it turns the store page into an honest pitch: here's Quake, it costs ten bucks, go learn to strafe. I'll take that over "Season 14 Battle Pass now live" every single time.
Image: QuakeCon / CC BY 2.0, source: https://commons.wikimedia.org/wiki/File:Rapha_at_QuakeCon_2019.jpg