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Doom Eternal

Doom Eternal is a video game developed by and published by . 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. Released on March 20, , for , , Microsoft Windows, and —with later ports to , , 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. The single-player unfolds on a demon-ravaged and beyond, where the uncovers lore about his origins and the eternal conflict between humanity and Hell's forces, supported by narrative entries and environmental storytelling. In addition to the core , Doom Eternal introduces Battlemode, a 2-versus-1 multiplayer mode pitting two player-controlled against one 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 score of 88 out of 100. Post-launch content expanded the experience with two chapters, The Ancient Gods – Part One and Part Two, which further the 's saga against divine and demonic threats.

Gameplay

Campaign Mechanics

The campaign of Doom Eternal emphasizes a push-forward 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 , armor, and 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 and provide a satisfying visual and auditory feedback loop that reinforces the game's violent rhythm. Resource management is integrated into combat via specialized tools that promote aggressive playstyles. The , accessible via a dedicated button, instantly executes weaker demons to yield , preventing shortages during prolonged fights without requiring switching. The Flame Belch, a shoulder-mounted , 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. 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. 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 provides two quick, omnidirectional bursts for evasion, recharging on the ground to encourage fluid . Wall-climbing enables vertical traversal on designated surfaces, facilitating access to elevated positions. The Meat , 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 , a charged 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 , allowing players to dash through enemy fire, onto Cacodemons for aerial glory kills, or climb to snipe distant threats. Levels are designed as non-linear, multi-tiered arenas that blend intense with and platforming challenges. Environments feature expansive, vertical layouts with destructible elements, hidden paths, and environmental hazards, promoting and strategic routing to uncover secrets. Collectibles such as 1UP , vinyl albums for the player, and dataclogs providing 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 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. The Fortress of Doom functions as the central hub world, a customizable orbiting a demon-infested , 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 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 tweaks and a training arena for practicing against caged demons, ensuring players can refine tactics before deploying to the next hellish . 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.

Battlemode

Battlemode is Doom Eternal's multiplayer mode, developed in-house by as an asymmetric 2v1 PvP experience where one player controls the against two players operating demons. Matches consist of best-of-five rounds played on arena-style maps, with participants alternating roles between the and demons after each round to ensure balanced competition. The relies on mobility, weapon switching, and at supply stations to restock , while demons coordinate to outmaneuver the 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. The Slayer's loadout is highly customizable, drawing directly from the campaign's 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 , , and Mancubus, each offering distinct playstyles centered on unique abilities and the capacity to summon AI-controlled minions for support. The emphasizes close-range aggression with a and axe for blocking and countering, paired with blasts and summons to pressure the Slayer. The 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 unit with flame-based area control from its arms and tail, capable of deploying 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. Post-launch updates introduced additional modes to expand Battlemode's scope. was initially planned as a cross-play feature allowing players to invade ongoing sessions, injecting live opponents into solo play for dynamic encounters, but development challenges stemming from the and led to its cancellation in July 2021. In its place, 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. 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.

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 , facilitated by the Union Aerospace Corporation's (UAC) experiments with Argent Energy. 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. 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. Aided by the artificial intelligence , 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. Central conflicts revolve around the Slayer's brutal confrontations with '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 Energy harvesting. Major locations span war-torn cities like those under UAC control, the desolate facilities on Mars, the fiery expanses of , and the majestic ruins of Sentinel Prime on D'Nur. As the narrative progresses, the Slayer expands his arsenal—incorporating weapons like the Super Shotgun and 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.

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 by Samuel Hayden, exiling him from the battlefield as Earth begins to recover. 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. 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 '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. 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 —guides him against this . Expansions to the demonic hierarchy portray as a structured empire under the , the creator of all existence and the ultimate source of corruption, positioning him as the Slayer's most formidable adversary. Locations such as the Sentinel realms evoke the ancient wars between Argenta warriors and demons, blending ethereal architecture with infernal . The story resolves in a tense standoff within Immora, where the 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 emphasizes the 's unyielding rage against divine and demonic betrayals alike, leaving the fate of hanging in the balance.

The Ancient Gods – Part Two

Following the events of The Ancient Gods – Part One, where the Doom Slayer revives the in the Luminarium on Urdak, the narrative shifts to the Slayer's direct confrontation with this ancient entity. The , 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. The launches his final assault on the demonic forces across key battlegrounds, beginning on a reclaimed where he battles through demon-infested ruins to activate the Gate of Divum, a primordial portal to Immora constructed by the eons ago. This leads to intense conflicts in Immora's blood-soaked swamps and towering spires, as well as expansive cosmic realms where 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 , Davoth, who reveals himself as the true progenitor of the universe, having created Jekkad, the (manifested as ), the Maykrs, and even the Slayer's enhanced form through the Divinity Machine on Argent D'Nur. Davoth's fall stems from a by the 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. 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 and unending fury against Hell's corruption. The Maykr-Sentinel history exposes a tragic soured by Maykr , 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 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.

Development

Announcement and Pre-production

Doom Eternal was announced on June 10, 2018, during the Showcase, where revealed a depicting the battling demonic forces across dimensions in a post-apocalyptic setting. The trailer, presented by 's Hugo Martin and Marty Stratton, emphasized the game's role as a direct sequel to the 2016 , highlighting intensified combat and environmental destruction. Developed by and published by , the announcement generated significant anticipation, promising a return to the fast-paced, gore-filled action that defined the series. 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 as an even more formidable warrior. Composer , 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, assembled a dedicated team to realize this vision, building on the momentum from the reboot's positive reception. Early concepts centered on deepening the Doom Slayer's lore, portraying him as a legendary figure with ancient ties to demonic conflicts inspired by Doom games, while initial planning incorporated ideas for multiplayer integration to complement the single-player campaign. Development shifted to the new 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.

Production

Development of Doom Eternal began shortly after the release of Doom (2016) in May 2016, with initiating early work on the sequel. Full production ramped up following the game's announcement at 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. Marty Stratton noted that 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 in early 2020 forced to adopt policies, but the transition did not disrupt the final release timeline. Technical efforts centered on optimizing the engine for and , achieving consistent 60 FPS frame rates during complex combat scenarios despite the hardware constraints. The PC version included technology, but accidentally shipped with an additional unprotected executable at launch, enabling early ; it was fully removed in a 2023 update. Porting to was planned during production but executed post-launch by Panic Button Games, involving substantial adaptations to maintain core mechanics on the portable hardware. Content creation involved iterative level , where environments were revised multiple times to foster aggressive, fluid movement and . Enemy underwent refinements to enhance coordination and threat levels, making encounters more dynamic and punishing for players. Battlemode multiplayer was developed in-house alongside the , blending single-player with 2v1 demon-versus-Slayer matches to create a unified experience.

Music

Soundtrack

The soundtrack for Doom Eternal was primarily composed by Mick Gordon, blending riffs with electronics, a prominent , and adaptive scoring that builds tension and intensity during combat sequences. Gordon crafted the music to feel like a standalone while seamlessly supporting the game's fast-paced action, using syncopated "energy bursts" to maintain clarity amid chaotic battles. To achieve the choir's guttural, otherworldly chants, he assembled a group of over 20 vocalists through an open call in , incorporating performers from diverse styles including a Mongolian throat singer, all singing in a constructed demonic language tied to the Slayer's lore. 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. 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. 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. 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. 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. For the The Ancient Gods DLC expansions, and handled the composition, preserving the series' aggressive edge through rhythms, swampy basslines, and metallic synths while collaborating to align keys and tempos across levels. focused on visceral, riff-driven pieces for environments like blood swamps, while added industrial flair to industrial sites like UAC , ensuring a cohesive yet distinct extension of the base game's intensity under id Software's creative guidance. 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 blaming 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 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 to 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 or retraction of Stratton's statements. id Software's creative director Hugo Martin issued a public apology in late 2022 on , expressing regret over the handling of the and confirming that internal edits were necessary for seamless game integration, though he emphasized the team's respect for Gordon's contributions. , 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 and calls for his compensation. For the Doom Eternal expansions The Ancient Gods – Part One and Part Two, hired composers and to create new music, marking a shift away from Gordon's involvement. No lawsuits were filed by either party, but continues to fuel community discussions on treatment in game development as of 2025.

Release

Platforms

Doom Eternal was initially released on March 20, 2020, for , , , and Microsoft Windows. Doom Eternal was added to on October 1, 2020, for consoles and December 3, 2020, for PC. Free next-generation upgrades became available on June 29, 2021, for owners of the and versions, enabling enhanced performance on 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 engine. A port for followed on December 8, 2020, developed by , 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 . The Microsoft Windows version launched simultaneously with consoles via and the Launcher, with support added on August 8, 2024. It utilizes the engine, which supports API rendering for optimized performance. The game initially included on PC, which was removed via a on May 27, 2020, in response to on performance impacts. DRM was removed on September 5, 2023. The official system requirements for 60 frames per second are as follows:
SpecificationMinimum (1080p / 60 FPS / Low Quality Settings)Recommended (1440p / 60 FPS / High Quality Settings)
OS64-bit or 64-bit 64-bit
Processor i5 @ 3.3 GHz or 3 @ 3.1 GHz i7-6700K or 7 1800X
Memory8 GB 8 GB
Graphics GTX 1050Ti (4 GB), GTX 1060 (3 GB), GTX 1650 (4 GB) or R9 280 (3 GB), R9 290 (4 GB), 470 (4 GB) GTX 1080 (8 GB), RTX 2060 (6 GB) or Vega 56 (8 GB)
Storage50 GB available space50 GB available space
Additional Notes API and 12 support required; dynamic resolution scaling may be used features like dynamic resolution scaling enabled for stability; for /60 , GTX 1060 (6 GB), GTX 970 (4 GB, medium textures), or 480 (8 GB) supported

Downloadable Content

Doom Eternal's downloadable content consists primarily of two paid expansions released under the banner The Ancient Gods, which extend the base game's single-player narrative by introducing new levels, enemies, and mechanics while integrating seamlessly with the core loop. These expansions were developed by following the base game's launch, with production largely conducted remotely due to the , allowing the team to build upon established systems without requiring ownership of the original title for standalone play. The Ancient Gods – Part One, released on October 20, 2020, for , , PC, and (with later support for next-gen consoles), adds a self-contained campaign chapter that picks up immediately after the base game's conclusion. It features five new levels, including revisits to Urdak and environments like The Holt and The Blood Swamps, alongside returning weapons and abilities enhanced by three new support for improved and efficiency. New enemies such as the Blood Maykr—a agile, projectile-firing variant of the base game's Maykrs—and the massive Trial of Maligog boss emphasize aggressive swarm tactics and environmental hazards, challenging players to maintain momentum in larger arenas. No entirely new weapons are introduced, but the expansion refines glory kill animations and to heighten the fast-paced demon-slaying action. The Ancient Gods – Part Two, released on March 18, 2021, for the same platforms, serves as the conclusive chapter, wrapping up the overarching with a focus on high-stakes confrontations. It includes three new locations, such as the hellish fortress of Immora, and introduces the Sentinel Hammer—a charged via glory kills that unleashes area-of-effect shockwaves to stun groups, destroy shields, and generate resources, fundamentally altering strategies. Additional content encompasses new enemy variants like the Cursed Prowler and Demonic Trooper, which incorporate possession mechanics and enhanced durability, alongside a traversal ability for navigating verticality in demonic realms. These elements culminate in an epic finale that ties back to the Slayer's ancient origins, emphasizing thematic closure over extended level count. The Year One Pass, available as part of the Deluxe Edition or standalone purchase, grants access to both The Ancient Gods expansions, enabling immediate play upon release without additional cost, and is priced at $39.99 across platforms. It focuses exclusively on the campaign content, excluding cosmetic items like skins, which are bundled separately in higher-tier editions. For players without the base game, both expansions were offered as standalone versions on their respective release dates, allowing independent access to the campaigns via digital storefronts like , , and Store, each priced at $19.99. This bundling option, introduced in 2020 and continued into 2021, facilitates entry into the extended storyline without prerequisite ownership, though it omits base game elements like the Fortress of Doom hub.

Post-release Updates

Following the game's launch in March 2020, id Software released Update 1.1 for the PC version on May 27, 2020, which removed the Anti-Cheat integration amid player concerns over its kernel-level access, while also addressing memory-related crashes, skin-loading issues, and reverting a VRAM allocation change that had caused performance problems on certain hardware. Subsequent early patches, such as the June 18, 2020 server-side update, introduced balance tweaks to Battlemode, including reduced damage scaling for demon abilities and adjustments to healing zone effectiveness to promote fairer 2v1 multiplayer matches across platforms. These changes extended to refinements, like tweaks to enemy AI pathing and weapon balance, ensuring smoother progression without overhauling core mechanics. On September 5, 2023, Update 6.66 Rev 2.2 was released, removing from the PC versions and the Boosters feature across all platforms. On October 26, 2021, Update 6.66 arrived as a drop for all platforms, introducing Horde Mode—a co-op wave-based experience where up to three battle escalating hordes across randomized arenas, with progression tied to and upgrade selection between waves. The update also refined Battlemode with , incorporating balance adjustments such as lowered cooldowns for certain summons and improved mobility options, while adding two new Master Levels for single-player replayability; these enhancements addressed community feedback on multiplayer pacing and -inspired asynchronous elements by integrating invasion mechanics into Horde's co-op framework. In 2025, id Software expanded PC customization with the August 7 Mods Update, providing official tools via a new in-game launcher on Steam (with Microsoft Store support following shortly after), allowing players to browse, download, and manage over 650 community-created mods for custom maps, assets, and arenas using the idStudio Beta toolkit, which includes asset packs from the base campaign, DLC, and PvP content. Later that year, a September 23 Steam build focused on stability improvements through backend file optimizations, though specific changes were not detailed in official notes. Console platforms received a stability patch on August 18, approximately 615 MB in size for Xbox Series X, targeting minor bug fixes and performance enhancements without altering gameplay. These updates collectively refined multiplayer connectivity, including better match stability in Battlemode, while maintaining the game's cross-progression between console generations for sustained player engagement.

Reception

Critical Response

Doom Eternal received widespread critical acclaim upon its release, earning aggregate scores of 88/100 on for the PC version based on 61 reviews and 88/100 for the version based on 61 reviews. Critics frequently highlighted the game's intense combat system and innovative level design as standout features, describing the as a masterful evolution of the fast-paced, aggressive formula established in the 2016 reboot. Reviewers praised the fluid gunplay for its emphasis on resource management, mobility, and strategic enemy prioritization, which created exhilarating, high-stakes encounters that rewarded skillful play over button-mashing. The id Tech 7 engine was lauded for its graphical fidelity, delivering detailed environments and smooth performance across platforms, with particular acclaim for its ability to maintain high frame rates during chaotic battles. The in-game soundtrack, composed by Mick Gordon, was another highlight, immersing players in the action through its heavy metal orchestration that synchronized dynamically with combat intensity. However, some critics noted weaknesses in narrative delivery, arguing that the story's lore-heavy exposition through collectibles and codex entries felt disjointed and failed to integrate seamlessly with the relentless pace of gameplay. Platforming sections drew frustration for their imprecise controls and frequent interruptions to the core shooting action, often described as clunky and out of place in an otherwise streamlined . The multiplayer Battlemode received mixed , with complaints about balance issues in its 2v1 asymmetrical format, where the demon player could feel overpowered or under-supported depending on team coordination. The expansions, collectively known as The Ancient Gods, garnered positive but tempered . Part One, released in October 2020, was praised for advancing the with compelling revelations and maintaining the base game's momentum, though it was criticized for its brevity, clocking in at around five hours. Part Two, arriving in March 2021, continued this trend by providing a satisfying conclusion but faced similar critiques for its short length and limited new innovations beyond a few enemy types and mechanics. Post-launch controversies impacted perceptions of the game's technical aspects and audio presentation. The May 2020 update introducing Anti-Cheat sparked backlash over reported performance drops, including stuttering and crashes on PC, leading to remove it shortly after amid player complaints about its kernel-level access and potential privacy implications. Additionally, the official release in April 2020 drew complaints for its poorly mixed tracks, marred by excessive compression and low , which contrasted sharply with the acclaimed in-game audio and contributed to lower user scores for the OST on platforms like .

Accolades

Doom Eternal garnered significant recognition from major gaming awards bodies following its release. At the Game Critics Awards: Best of E3 2019, the game won Best PC Game and Best Action Game, highlighting its strong preview impressions during the event. The title received five nominations at , including Game of the Year, Best Action Game, Best Score and Music, Best Audio Design, and Players' Voice. Although it did not secure any wins, these nominations underscored its critical acclaim across multiple categories. In 2021, Doom Eternal earned nominations at the BAFTA Games Awards for and Technical Achievement. It was also nominated for of the Year at the 24th Annual . Additionally, the game won Excellence in Audio Design at the 2021, with further nominations for Video Game of the Year and other categories.

Commercial Performance

Doom Eternal achieved strong commercial success upon its launch, selling an estimated 3 million digital copies worldwide in its first month of availability in March 2020. This figure more than tripled the 957,000 digital units sold by its predecessor, Doom (2016), during that game's launch month. On Steam, the game reached a peak of 104,891 concurrent players shortly after release, surpassing the previous Doom's peak of around 44,000. The title generated over $450 million in revenue within its first nine months, doubling the launch revenue of Doom (2016). By mid-2021, estimates indicated approximately 6 million units sold across platforms, with strong performance on PC and consoles driving the majority of sales. The port, released digitally in December 2020, expanded the game's reach to portable play and contributed to ongoing sales through frequent bundle promotions. Downloadable content, particularly the Year One Pass, saw boosted sales via deluxe edition bundles and seasonal discounts, enhancing overall revenue streams without relying on microtransactions. In the long term, the addition of official mod support for PC in August 2025 revitalized player engagement, introducing over 650 community-created mods and sustaining interest years after launch. This success paved the way for franchise expansion, directly influencing the and 2025 release of as a continuation.

References

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    DOOM Eternal – Official E3 Teaser - YouTube
    Jun 10, 2018 · Announcing DOOM Eternal, the direct sequel to the award-winning and best-selling DOOM (2016). Developed by id Software, DOOM Eternal brings ...
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