Doom Eternal
Doom Eternal is a 2020 first-person shooter video game developed by id Software and published by Bethesda Softworks.[1] It serves as the direct sequel to the 2016 Doom reboot, continuing the story of the Doom Slayer, an ancient warrior who combats demonic invasions across dimensions to avert humanity's extinction.[2] Released on March 20, 2020, for PlayStation 4, Xbox One, Microsoft Windows, and Stadia—with later ports to Nintendo Switch, PlayStation 5, and Xbox Series X/S—the game emphasizes fast-paced, aggressive combat mechanics, including glory kills for health recovery, a diverse arsenal of upgradable weapons, and platforming elements integrated into its levels.[1][3][4] The single-player campaign unfolds on a demon-ravaged Earth and beyond, where the Slayer uncovers lore about his origins and the eternal conflict between humanity and Hell's forces, supported by narrative codex entries and environmental storytelling. In addition to the core campaign, Doom Eternal introduces Battlemode, a 2-versus-1 multiplayer mode pitting two player-controlled Slayers against one demon player, blending asymmetric gameplay with the series' signature intensity. The game received widespread critical acclaim for its exhilarating combat, level design, and soundtrack by Mick Gordon, earning a Metacritic score of 88 out of 100.[1] Post-launch content expanded the experience with two DLC chapters, The Ancient Gods – Part One and Part Two, which further the Slayer's saga against divine and demonic threats.[5]Gameplay
Campaign Mechanics
The campaign of Doom Eternal emphasizes a push-forward combat philosophy, where the Doom Slayer aggressively advances through hordes of demons in fast-paced, arena-based encounters, rewarding constant movement and offensive pressure over defensive tactics. Resources such as health, armor, and ammunition are scarce and primarily obtained through direct engagement with enemies, encouraging players to maintain momentum to survive intense battles. Glory kills, brutal finishing moves performed on weakened foes, restore health and provide a satisfying visual and auditory feedback loop that reinforces the game's violent rhythm.[6][7] Resource management is integrated into combat via specialized tools that promote aggressive playstyles. The chainsaw, accessible via a dedicated button, instantly executes weaker demons to yield ammunition, preventing shortages during prolonged fights without requiring weapon switching. The Flame Belch, a shoulder-mounted flamethrower, ignites groups of enemies to generate armor shards from their charred remains, allowing players to build defenses proactively even when at full capacity. These mechanics create a cycle where players must prioritize enemy prioritization and positioning to sustain resources, distinguishing Doom Eternal from its predecessor by making scavenging an active, combat-embedded process.[6][7] The Slayer's arsenal consists of a diverse set of weapons, each equipped with modular upgrades that alter firing modes and enhance tactical options. The Combat Shotgun, the starting pump-action shotgun, fires spread shots for close-range crowd control and features Sticky Bomb mod for explosive grenades or Full Auto mod for rapid-fire suppression. The Super Shotgun delivers devastating close-range blasts and features a Meat Hook mod for grappling to enemies or environmental points, enabling rapid repositioning. The Chaingun provides sustained suppressive fire to stagger tougher foes, upgradable with Mobile Turret mod to deploy a remote gun or Siege Mode for a powerful charged shot. The Heavy Cannon serves as a precision rifle with scope and micro-missile mods for targeted weak-point damage. The Ballista, an energy crossbow, launches piercing bolts, modifiable with Destroyer Blade for vertical slashing beams or Arbalest for horizontal area coverage. The Plasma Rifle provides sustained energy fire, upgradable with heat blast for staggering crowds or microwave beam for armor penetration. The Rocket Launcher launches explosive projectiles, modifiable with remote detonator for area control or lock-on for homing attacks. The BFG 9000 fires a massive energy sphere that chains to nearby targets, ideal for crowd clearance. The Crucible, an energy sword, executes instant kills on most demons and serves as a melee option. Finally, the Unmaykr unleashes rapid energy bolts from an ancient Maykr design, excelling against shielded foes. Weapon switching is fluid and essential, as enemies often resist specific armaments, requiring quick adaptations via the radial menu or hotkeys to exploit vulnerabilities. Upgrades, purchased with points earned from kills, further customize mods at the Fortress of Doom hub.[6][8] Mobility mechanics amplify the Slayer's agility, transforming levels into dynamic playgrounds for evasion and attack. The double jump allows mid-air elevation for reaching higher platforms or dodging projectiles, while the dash provides two quick, omnidirectional bursts for evasion, recharging on the ground to encourage fluid combos. Wall-climbing enables vertical traversal on designated surfaces, facilitating access to elevated combat positions. The Meat Hook, integrated into the Super Shotgun, pulls the Slayer toward grapple points or demons, combining traversal with offensive launches to close distances swiftly or redirect momentum in fights. The Blood Punch, a charged melee ability powered by glory kills, propels the Slayer forward with an explosive impact that staggers enemies and generates armor and ammo. These features integrate seamlessly with combat, allowing players to dash through enemy fire, hook onto Cacodemons for aerial glory kills, or climb to snipe distant threats.[6][7] Levels are designed as non-linear, multi-tiered arenas that blend intense combat with exploration and platforming challenges. Environments feature expansive, vertical layouts with destructible elements, hidden paths, and environmental hazards, promoting backtracking and strategic routing to uncover secrets. Collectibles such as 1UP toys, vinyl albums for the soundtrack player, and dataclogs providing lore entries are tucked away in optional areas, rewarding thorough investigation with upgrades or cosmetic unlocks. Platforming segments, involving timed jumps, dashes, and hooks across chasms or ruins, punctuate combat sequences, though they maintain the game's high tempo without halting progression. These elements create layered encounters where players must manage waves of demons across multiple elevations, using mobility to flank or escape.[6][9] The Fortress of Doom functions as the central hub world, a customizable space station orbiting a demon-infested Earth, accessible between missions for preparation and progression. Players select upcoming levels from a mission terminal, apply collected resources like Sentinel Batteries to unlock new areas, and use upgrade stations to spend tokens on Praetor Suit enhancements, such as increased resource capacity or rune abilities for combat buffs. Suit customization allows equipping cosmetic armor sets and displaying collectibles like toys on shelves, personalizing the Slayer's base. Additional facilities include a mod bot for weapon tweaks and a training arena for practicing against caged demons, ensuring players can refine tactics before deploying to the next hellish battlefield.[9][6] Combat encounters revolve around a variety of demon types, each with distinct behaviors, weaknesses, and counters that demand adaptive strategies. Imps, agile humanoid demons, hurl fireballs and claw in close range; they are vulnerable to quick shotgun blasts or hooks for glory kills, but their teleporting variants (Prowlers) require freezing with ice bombs to immobilize before engaging. Cacodemons, massive floating orbs, spew homing fireballs and can be used as temporary platforms; their primary weakness is the mouth, where grenades can be tossed for easy glory kills or to stagger them for heavy weapon follow-ups. Marauders, shielded knight-like warriors, deflect attacks with axes and summon spectral wolves; they become vulnerable only when their eyes glow green, signaling a brief window for precise shots from weapons like the Super Shotgun or Ballista, often requiring environmental lures or distractions from other demons. Other foes, such as the durable Hell Knights staggered by chainguns or the turreted Arachnotrons neutralized by precision rifle fire, force players to cycle weapons and prioritize threats in chaotic groups, embodying the game's "combat chess" depth.[10][6]Battlemode
Battlemode is Doom Eternal's multiplayer mode, developed in-house by id Software as an asymmetric 2v1 PvP experience where one player controls the Doom Slayer against two players operating demons. Matches consist of best-of-five rounds played on arena-style maps, with participants alternating roles between the Slayer and demons after each round to ensure balanced competition. The Slayer relies on mobility, weapon switching, and resource management at supply stations to restock ammunition, while demons coordinate to outmaneuver the Slayer using environmental hazards, summons, and special powers activated by collecting power spheres scattered across the map. These spheres grant temporary abilities such as area denial or offensive boosts, adding strategic depth to demon gameplay.[11][12] The Slayer's loadout is highly customizable, drawing directly from the campaign's arsenal of weapons, mods, and upgrades, allowing players to select four primary weapons along with rune perks for enhanced mobility or combat efficiency before entering a match. Demon players choose from classes like the Marauder, Revenant, and Mancubus, each offering distinct playstyles centered on unique abilities and the capacity to summon AI-controlled minions for support. The Marauder emphasizes close-range aggression with a shield and axe for blocking and countering, paired with shotgun blasts and wolf summons to pressure the Slayer. The Revenant focuses on aerial dominance via jetpack flight, homing missiles, and ground-pound attacks, while summoning rocket-firing drones to maintain distance. The Mancubus serves as a tanky artillery unit with flame-based area control from its arms and tail, capable of deploying imp minions to swarm objectives. These classes encourage teamwork, as demons share a shared health pool and must combine their strengths to overcome the Slayer's firepower.[13][14] Post-launch updates introduced additional modes to expand Battlemode's scope. Invasion was initially planned as a cross-play feature allowing demon players to invade ongoing campaign sessions, injecting live opponents into solo play for dynamic encounters, but development challenges stemming from the COVID-19 pandemic and remote work led to its cancellation in July 2021. In its place, id Software released Horde Mode on October 26, 2021, via Update 6.66, as a single-player arcade-style survival experience featuring escalating waves of enemies across three levels, randomized modifiers for replayability, weapon upgrades earned mid-run, and online leaderboards for competitive scoring. Horde Mode emphasizes fast-paced demon-slaying with glory kills to build resources, distinct from Battlemode's PvP focus by prioritizing solo endurance against AI hordes.[15][16][17] Throughout Doom Eternal's support period, id Software issued multiple patches to refine Battlemode's balance and performance, addressing player feedback on asymmetry and connectivity. Early updates, such as Update 1 in May 2020, which introduced empowered demon variants with enhanced abilities, and Update 2.1 in August 2020, which adjusted Slayer weapon damages—like reducing the precision bolt from 400 to 300 damage against player demons—to promote fairer engagements. Subsequent patches, including Update 2.1 in August 2020 and server-side changes in June and July 2020, tweaked demon cooldowns (e.g., increasing the Marauder's shield recovery time), minion behaviors, and rocket launcher lock-on mods while fixing bugs in role-switching and match stability. Later efforts in Update 6.66 added Battlemode 2.0 with refined netcode for smoother cross-play, reduced latency in demon summons, and new maps to improve overall multiplayer responsiveness and competitive viability. These iterations ensured Battlemode evolved into a polished, frenetic extension of the game's core combat loop.[18][19][20]Plot
Main Campaign
Doom Eternal's main campaign is set in the year 2163, fourteen years after the events of Doom (2016), at a time when demonic forces from Hell have overrun Earth, facilitated by the Union Aerospace Corporation's (UAC) experiments with Argent Energy.[21] The invasion has left humanity on the brink of extinction, with demons consuming the planet's resources and populations in a relentless assault across multiple dimensions.[22] The protagonist is the Doom Slayer, an ancient warrior originating from the fallen realm of Argent D'Nur, where he fought as a member of the Night Sentinels before being empowered by a divine machine to become Hell's eternal nemesis.[21] Aided by the artificial intelligence VEGA, a remnant from prior UAC encounters, and utilizing the Fortress of Doom as his orbital headquarters and armory, the Slayer launches a one-man crusade to eradicate the demonic threat and uncover the deeper conspiracies behind the invasion.[22] Central conflicts revolve around the Slayer's brutal confrontations with Hell's armies, led by the Hell Priests, alongside the betrayal orchestrated by the Khan Maykr from the heavenly realm of Urdak, and explorations of Night Sentinels lore revealing ancient alliances and deceptions involving Argent Energy harvesting.[21] Major locations span war-torn Earth cities like those under UAC control, the desolate facilities on Mars, the fiery expanses of Hell, and the majestic ruins of Sentinel Prime on Argent D'Nur.[22] As the narrative progresses, the Slayer expands his arsenal—incorporating weapons like the Super Shotgun and Crucible blade—to systematically dismantle enemy strongholds and key demonic icons. The campaign builds to a climactic assault on Urdak, teasing unresolved cosmic perils and the Slayer's ongoing war against Hell's creators, paving the way for further expansions without fully concluding the multiversal struggle.[21]The Ancient Gods – Part One
Following the defeat of the Icon of Sin in the main campaign, the Doom Slayer is betrayed and sealed away in a sarcophagus by Samuel Hayden, exiling him from the battlefield as Earth begins to recover.[23] However, with Hell's forces now unleashed across dimensions after overrunning Urdak—the heavenly realm of the Maykrs—the Slayer is awakened by an ancient ally, the Seraphim, compelling his return to the fray to restore cosmic balance.[24] The narrative centers on the Slayer's quest to reclaim Urdak and confront escalating demonic threats, forging an uneasy alliance with the Night Sentinels, the warrior race from Argent D'Nur, to push back Hell's invasion. Key events unfold across demonic strongholds like Immora, the blood-soaked capital of Hell where grand battles rage against fortified legions, and the festering Blood Swamps, a toxic wasteland teeming with corrupted lifeforms.[25] These conflicts highlight the Slayer's relentless advance, culminating in a direct assault on the demonic hierarchy's core. The expansion deepens the lore by unveiling the Maykrs' manipulative agenda to harvest Argent energy from souls, sustaining their immortality at the expense of other realms, while the Seraphim—revealed as a pivotal figure in the Slayer's empowerment—guides him against this betrayal. Expansions to the demonic hierarchy portray Hell as a structured empire under the Dark Lord, the creator of all existence and the ultimate source of corruption, positioning him as the Slayer's most formidable adversary.[26] Locations such as the Sentinel realms evoke the ancient wars between Argenta warriors and demons, blending ethereal architecture with infernal desecration. The story resolves in a tense standoff within Immora, where the Slayer shatters a critical artifact tied to the Maykrs' power—the Father's life sphere—disrupting Hell's dominance but unleashing unforeseen consequences that propel the conflict forward. This cliffhanger emphasizes the Slayer's unyielding rage against divine and demonic betrayals alike, leaving the fate of creation hanging in the balance.[27]The Ancient Gods – Part Two
Following the events of The Ancient Gods – Part One, where the Doom Slayer revives the Dark Lord in the Luminarium on Urdak, the narrative shifts to the Slayer's direct confrontation with this ancient entity. The Dark Lord, now in physical form, commands the Slayer to prove his worthiness before their inevitable clash in Immora, Hell's fortified capital. To prepare, the Slayer travels to Jekkad, the ruined homeworld of the Night Sentinels, where he retrieves the powerful Sentinel Hammer from the spirit of Valen, the Betrayer, a former Night Sentinel commander, enhancing his arsenal for the impending demonic onslaught.[28][29] The Slayer launches his final assault on the demonic forces across key battlegrounds, beginning on a reclaimed Earth where he battles through demon-infested ruins to activate the Gate of Divum, a primordial portal to Immora constructed by the Father eons ago. This leads to intense conflicts in Immora's blood-soaked swamps and towering spires, as well as expansive cosmic realms where Sentinel forces join the fray against waves of Hell's legions, including new foes like the Demonic Trooper and Blood Maykr. These battles culminate in a multi-phase showdown with the Dark Lord, Davoth, who reveals himself as the true progenitor of the universe, having created Jekkad, the Father (manifested as VEGA), the Maykrs, and even the Slayer's enhanced form through the Divinity Machine on Argent D'Nur. Davoth's fall stems from a betrayal by the Father and the Maykrs, who usurped his power, twisted the Sentinels into warriors for their wars, and perpetuated Hell's eternal cycle of invasion to harvest Argent Energy for their immortality—a cycle the Slayer unwittingly fueled by allying with the corrupt Maykrs.[29][30][28] In the lore's closure, the Slayer's transformation is fully elucidated as a fusion of human rage from his Argent D'Nur origins and Maykr-engineered divinity, granting him immortality and unending fury against Hell's corruption. The Maykr-Sentinel history exposes a tragic alliance soured by Maykr deception, leading to the Sentinels' fall and the Slayer's rise as their avenging champion. Hell's cycle, born from Davoth's vengeful creation of demons after his betrayal, ends decisively when the Slayer mortally wounds Davoth by stabbing his life sphere, causing all demons beyond Hell's borders to disintegrate and severing the energy siphons that sustained the invasions. Exhausted from the exertion, the Slayer collapses, and the Night Sentinels, honoring his role in breaking the cycle, entomb him in a stone sarcophagus to preserve his essence for potential future threats, providing definitive resolution to the trilogy's arc of cosmic war and the Slayer's quest for vengeance.[29][28]Development
Announcement and Pre-production
Doom Eternal was announced on June 10, 2018, during the Bethesda E3 Showcase, where id Software revealed a teaser trailer depicting the Doom Slayer battling demonic forces across dimensions in a post-apocalyptic Earth setting. The trailer, presented by id Software's creative director Hugo Martin and executive producer Marty Stratton, emphasized the game's role as a direct sequel to the 2016 reboot, highlighting intensified combat and environmental destruction. Developed by id Software and published by Bethesda Softworks, the announcement generated significant anticipation, promising a return to the fast-paced, gore-filled action that defined the series.[31][32] In pre-production, the creative direction focused on expanding the scope beyond Doom (2016), with Martin stating the game would feature twice as many demon varieties to heighten the intensity of encounters and portray the Slayer as an even more formidable warrior. Composer Mick Gordon, known for his work on the previous title's acclaimed soundtrack, was confirmed to return, aiming to deliver a new pulse-pounding score that amplified the chaotic gameplay. Following the commercial success of Doom (2016), which sold over three million copies in its first year, id Software assembled a dedicated team to realize this vision, building on the momentum from the reboot's positive reception.[31][33] Early concepts centered on deepening the Doom Slayer's lore, portraying him as a legendary figure with ancient ties to demonic conflicts inspired by the original Doom games, while initial planning incorporated ideas for multiplayer integration to complement the single-player campaign. Development shifted to the new id Tech 7 engine, designed from the outset to prioritize seamless performance, targeting a stable 60 frames per second for fluid, responsive combat even in large-scale battles. This engine choice reflected id Software's commitment to technical innovation, allowing for destructible environments and enhanced visuals without compromising speed.[34]Production
Development of Doom Eternal began shortly after the release of Doom (2016) in May 2016, with id Software initiating early work on the sequel. Full production ramped up following the game's announcement at E3 2018 and continued through 2020, leading to its launch on March 20, 2020. The production process encountered key challenges, including significant crunch in 2019 as the team pushed to meet an initial November release date. Executive producer Marty Stratton noted that id Software was "crunching pretty hard most of last year" amid efforts to refine the game. This led to a delay until March 2020 to allow for further polish on gameplay and performance. The emerging COVID-19 pandemic in early 2020 forced Bethesda Softworks to adopt remote work policies, but the transition did not disrupt the final release timeline.[35][36][37] Technical efforts centered on optimizing the id Tech 7 engine for PlayStation 4 and Xbox One, achieving consistent 60 FPS frame rates during complex combat scenarios despite the hardware constraints. The PC version included Denuvo anti-tamper technology, but accidentally shipped with an additional unprotected executable at launch, enabling early piracy; it was fully removed in a 2023 update. Porting to Nintendo Switch was planned during production but executed post-launch by Panic Button Games, involving substantial adaptations to maintain core mechanics on the portable hardware.[38][39][40] Content creation involved iterative level design, where environments were revised multiple times to foster aggressive, fluid movement and resource management. Enemy AI underwent refinements to enhance coordination and threat levels, making encounters more dynamic and punishing for players. Battlemode multiplayer was developed in-house alongside the campaign, blending single-player mechanics with 2v1 demon-versus-Slayer matches to create a unified experience.[41][42][12]Music
Soundtrack
The soundtrack for Doom Eternal was primarily composed by Mick Gordon, blending heavy metal riffs with industrial electronics, a prominent demonic choir, and adaptive scoring that builds tension and intensity during combat sequences.[43] Gordon crafted the music to feel like a standalone heavy metal album while seamlessly supporting the game's fast-paced action, using syncopated "energy bursts" to maintain clarity amid chaotic battles.[43] To achieve the choir's guttural, otherworldly chants, he assembled a group of over 20 heavy metal vocalists through an open call in Austin, Texas, incorporating performers from diverse styles including a Mongolian throat singer, all singing in a constructed demonic language tied to the Slayer's lore.[44] Standout tracks exemplify the score's integration with gameplay. "The Only Thing They Fear Is You" drives high-stakes combat with its relentless riffing and escalating choir, amplifying the player's sense of unstoppable fury.[43] Similarly, "BFG Division"—a reimagined piece from the 2016 Doom—powers arena encounters, boss fights, and glory kill animations through its pounding rhythm and explosive dynamics, syncing musical peaks with on-screen violence.[43] Technically, the soundtrack relies on dynamic layering to adapt in real-time to player actions and arena environments, blending orchestral swells, synth drones, and sound effects like idling chainsaws into the percussion for immersive feedback.[43] Categorized into four tiers—high-level combat, medium combat, incidental skirmishes, and exploration—the music shifts ambient tones for locations like the heavenly Urdak or ruined Sentinel Prime, ensuring it escalates appropriately during fights.[43] The full in-game implementation draws from an extensive library, with Gordon composing 142 minutes of core material that id Software expanded to over 4 hours of adaptive playback.[45] For the The Ancient Gods DLC expansions, Andrew Hulshult and David Levy handled the composition, preserving the series' aggressive edge through heavy metal rhythms, swampy basslines, and metallic synths while collaborating to align keys and tempos across levels.[46] Hulshult focused on visceral, riff-driven pieces for environments like blood swamps, while Levy added industrial flair to industrial sites like UAC Atlantica, ensuring a cohesive yet distinct extension of the base game's intensity under id Software's creative guidance.[46] Bethesda Softworks released the official Doom Eternal soundtrack digitally as part of the Collector's Edition, compiling 59 tracks of Gordon's work despite initial delays in finalization.Soundtrack Dispute
Mick Gordon, the composer for the 2016 Doom reboot, was initially contracted to create the soundtrack for Doom Eternal, delivering raw audio stems and compositions throughout 2019 to facilitate integration with the game's adaptive music system. However, id Software's audio team, led by Chad Mossholder, began assembling an alternative official soundtrack using these stems as early as August 2019, incorporating rejected tracks, mockups, and demos without Gordon's approval or involvement in the final mixing process. This in-house mixing was done to meet release deadlines, but Gordon later described the resulting OST as a "hacked together" product of poor quality, deviating from his intended heavy, industrial sound design. In May 2020, id Software executive producer Marty Stratton published an open letter on Reddit blaming Gordon for delays in delivering a complete soundtrack mix and accusing him of unprofessionalism, which Gordon contested as false. Gordon remained silent for over two years amid ongoing private negotiations but publicly disassociated himself from the Doom Eternal OST in November 2022 via a detailed Medium post, alleging unpaid wages for approximately 142 additional minutes of music used in the game—equivalent to nearly five hours total—despite a contract guaranteeing compensation for extras. He claimed payments were withheld for seven months from January to October 2019, and that id Software had offered him a six-figure settlement to remain silent and accept blame for the OST's shortcomings, which he rejected due to the lack of apology or retraction of Stratton's statements. id Software's creative director Hugo Martin issued a public apology in late 2022 on social media, expressing regret over the handling of the soundtrack and confirming that internal edits were necessary for seamless game integration, though he emphasized the team's respect for Gordon's contributions. Bethesda, id Software's publisher, responded officially in November 2022 by rejecting Gordon's account as a "distortion of the truth" and a "one-sided" narrative, while affirming support for Stratton and the audio team; the company cited documented evidence but declined to elaborate publicly, instead urging fans to avoid harassment. The dispute sparked significant fan backlash, with many in the gaming community siding with Gordon based on his detailed allegations, leading to online campaigns criticizing id Software and calls for his compensation. For the Doom Eternal downloadable content expansions The Ancient Gods – Part One and Part Two, id Software hired composers Andrew Hulshult and David Levy to create new music, marking a shift away from Gordon's involvement. No lawsuits were filed by either party, but the controversy continues to fuel community discussions on freelancer treatment in game development as of 2025.Release
Platforms
Doom Eternal was initially released on March 20, 2020, for PlayStation 4, Xbox One, Google Stadia, and Microsoft Windows.[1] Doom Eternal was added to Xbox Game Pass on October 1, 2020, for consoles and December 3, 2020, for PC.[47] Free next-generation upgrades became available on June 29, 2021, for owners of the PlayStation 4 and Xbox One versions, enabling enhanced performance on PlayStation 5 and Xbox Series X/S hardware. These upgrades introduced support for up to 120 frames per second, ray tracing, and improved load times powered by the id Tech 7 engine.[48][49] A port for Nintendo Switch followed on December 8, 2020, developed by Panic Button, featuring the complete base game content alongside graphical downgrades to accommodate the console's hardware limitations, such as lower resolution textures and simplified effects while maintaining the core fast-paced gameplay.[50][51] The Microsoft Windows version launched simultaneously with consoles via Steam and the Bethesda Launcher, with Epic Games Store support added on August 8, 2024. It utilizes the id Tech 7 engine, which supports Vulkan API rendering for optimized performance. The game initially included Denuvo Anti-Cheat on PC, which was removed via a patch on May 27, 2020, in response to community feedback on performance impacts. Denuvo Anti-Tamper DRM was removed on September 5, 2023.[52][53][54][55][56] The official system requirements for 60 frames per second are as follows:| Specification | Minimum (1080p / 60 FPS / Low Quality Settings) | Recommended (1440p / 60 FPS / High Quality Settings) |
|---|---|---|
| OS | 64-bit Windows 7 or 64-bit Windows 10 | 64-bit Windows 10 |
| Processor | Intel Core i5 @ 3.3 GHz or AMD Ryzen 3 @ 3.1 GHz | Intel Core i7-6700K or AMD Ryzen 7 1800X |
| Memory | 8 GB RAM | 8 GB RAM |
| Graphics | NVIDIA GeForce GTX 1050Ti (4 GB), GTX 1060 (3 GB), GTX 1650 (4 GB) or AMD Radeon R9 280 (3 GB), R9 290 (4 GB), RX 470 (4 GB) | NVIDIA GeForce GTX 1080 (8 GB), RTX 2060 (6 GB) or AMD Radeon RX Vega 56 (8 GB) |
| Storage | 50 GB available space | 50 GB available space |
| Additional Notes | Vulkan API and DirectX 12 support required; dynamic resolution scaling may be used | id Tech 7 features like dynamic resolution scaling enabled for stability; for 1080p/60 FPS, GTX 1060 (6 GB), GTX 970 (4 GB, medium textures), or RX 480 (8 GB) supported |