A purist Quake source port that restores the original look and feel of v1.09 and earlier.
See the codeChocolate Quake is a minimalist source port of Quake focused on preserving the original experience of version 1.09 and earlier DOS releases. Inspired by the philosophy of Chocolate Doom, this project aims for accuracy and authenticity over modern enhancements.
Chocolate Quake's aims are:
This port is for purists: no fancy enhancements, no modern effects, just Quake as it was. If you're looking for visual upgrades or modern features, this may not be the port for you. But if you want Quake exactly as it felt in the '90s, you're in the right place.
Chocolate Quake uses CMake (>= 3.21) and is built as a C99 project. Predefined CMake presets are provided to simplify building across platforms.
The repository includes vcpkg as a Git submodule, which is the recommended way to build Chocolate Quake on Windows and macOS.
If you are not using vcpkg:
git clone https://github.com/Henrique194/chocolate-quake.git
If you plan to use vcpkg to manage dependencies:
git clone --recurse-submodules https://github.com/Henrique194/chocolate-quake.git
If you already cloned the repository without submodules and want to fetch vcpkg later:
git submodule update --init --recursive
The project provides CMake presets to build with vcpkg. From the repository root:
cmake --preset release-vcpkg
cmake --build --preset release-vcpkg
For a debug build:
cmake --preset debug-vcpkg
cmake --build --preset debug-vcpkg
On Linux, Chocolate Quake is typically built against system-provided libraries.
Install the required dependencies using your distribution's package manager, then build using the provided presets:
cmake --preset release
cmake --build --preset release
For a debug build:
cmake --preset debug
cmake --build --preset debug
Once compilation is complete, the resulting executable can be found at:
cmake-build-release/src/Releasecmake-build-debug/src/DebugTo run Chocolate Quake, you need a directory named id1 containing your
game data (PAK files). You can also customize the location and name of the
game directory using the command-line parameters (-basedir and -game,
respectively). Most IDEs also allow you to set a working directory so the
game directory can be placed in a more convenient location, without the
need for command-line parameters.
By default, Chocolate Quake searches for the id1 directory in the following
location:
/Users/<your-user>/Library/Application Support/chocolate-quake/home/<your-user>/.local/share/chocolate-quakeChocolate Quake supports external music playback in MP3, OGG, FLAC and WAV formats. To enable it:
music inside your id1 game folder.Tracks should follow the naming convention track02.ogg through track11.ogg, matching the original CD audio.
| Platform | is supported? |
|---|---|
| Windows | yes |
| Linux | yes |
| MacOS | yes |
Chocolate Quake builds upon the work of the Quake community and open-source contributors. Special thanks to:
Additional thanks to the broader Quake modding and source port community for maintaining an ecosystem that made this project possible.
29 followers · starred Jul 2025
1,483 followers · starred Apr 2026
437 followers · starred Sep 2025
215 followers · starred Nov 2025
A purist Quake source port that restores the original look and feel of v1.09 and earlier.
See the codeChocolate Quake is a minimalist source port of Quake focused on preserving the original experience of version 1.09 and earlier DOS releases. Inspired by the philosophy of Chocolate Doom, this project aims for accuracy and authenticity over modern enhancements.
Chocolate Quake's aims are:
This port is for purists: no fancy enhancements, no modern effects, just Quake as it was. If you're looking for visual upgrades or modern features, this may not be the port for you. But if you want Quake exactly as it felt in the '90s, you're in the right place.
Chocolate Quake uses CMake (>= 3.21) and is built as a C99 project. Predefined CMake presets are provided to simplify building across platforms.
The repository includes vcpkg as a Git submodule, which is the recommended way to build Chocolate Quake on Windows and macOS.
If you are not using vcpkg:
git clone https://github.com/Henrique194/chocolate-quake.git
If you plan to use vcpkg to manage dependencies:
git clone --recurse-submodules https://github.com/Henrique194/chocolate-quake.git
If you already cloned the repository without submodules and want to fetch vcpkg later:
git submodule update --init --recursive
The project provides CMake presets to build with vcpkg. From the repository root:
cmake --preset release-vcpkg
cmake --build --preset release-vcpkg
For a debug build:
cmake --preset debug-vcpkg
cmake --build --preset debug-vcpkg
On Linux, Chocolate Quake is typically built against system-provided libraries.
Install the required dependencies using your distribution's package manager, then build using the provided presets:
cmake --preset release
cmake --build --preset release
For a debug build:
cmake --preset debug
cmake --build --preset debug
Once compilation is complete, the resulting executable can be found at:
cmake-build-release/src/Releasecmake-build-debug/src/DebugTo run Chocolate Quake, you need a directory named id1 containing your
game data (PAK files). You can also customize the location and name of the
game directory using the command-line parameters (-basedir and -game,
respectively). Most IDEs also allow you to set a working directory so the
game directory can be placed in a more convenient location, without the
need for command-line parameters.
By default, Chocolate Quake searches for the id1 directory in the following
location:
/Users/<your-user>/Library/Application Support/chocolate-quake/home/<your-user>/.local/share/chocolate-quakeChocolate Quake supports external music playback in MP3, OGG, FLAC and WAV formats. To enable it:
music inside your id1 game folder.Tracks should follow the naming convention track02.ogg through track11.ogg, matching the original CD audio.
| Platform | is supported? |
|---|---|
| Windows | yes |
| Linux | yes |
| MacOS | yes |
Chocolate Quake builds upon the work of the Quake community and open-source contributors. Special thanks to:
Additional thanks to the broader Quake modding and source port community for maintaining an ecosystem that made this project possible.
29 followers · starred Jul 2025
1,483 followers · starred Apr 2026
437 followers · starred Sep 2025
215 followers · starred Nov 2025