
Developed by id Software, and originally released in 1993 and 1994, the definitive, newly enhanced versions of DOOM + DOOM II are available as a combined product.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 135 reviews with recorded playtime.
Reviews
Themes across 135 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
great games, but i dont get why they made the cacodemon flash its hole at you and flutter its eyelashes
Finally got to playing this 33 years after it's release date, and it still might be one of the greatest games of all time.
Культовая классика жанра "Шутер" Тут 100% ставлю 10 из 10
Is DOOM...
[h1] An old fox is not easily snared [/h1] DOOM is a classic. DOOM is something that still stirs the mind to this day, a franchise that hasn't been forgotten, one that pulled off a successful reboot and brought new fans to the series. The only problem is, not everyone's up for messing around with a bunch of programms like GZDoom, checking WAD compatibility, and so on. The modern player just wants to click an icon in Steam and – voilà – the game runs and plays. Without a doubt, DOOM deserves to have our valiant warriors – Nightdive Studios, armed with the KEX Engine, ready for pulling off yet an another feat – a solid port. Quake and Quake II turned out great, so nobody was expecting any catch here... This collection includes not only the original games but also "official" WADs and a new campaign, Legacy of Rust. Alas, despite the colossal number of positive reviews that the games themselves (DOOM and DOOM II: Hell on Earth) absolutely deserve, the quality of the port leaves a lot to be desired. Whoever decided to leave all the old bugs and problems intact must be left Knee-Deep in the Firing Pit. The devs chose to keep the original code, so as already mentioned, the old bugs and etc. remain in place. Along with them, there's no fix for the bulky hitboxes on many new enemies like the Arachnotron and Mancubus. The chainsaw also works "the old way," and sawing enemies isn't fun at all. I understand why it was done this way, my guess – to appease the most retrograde old-school community members, who accept nothing but crooked chunk of code and if anyone complains, devs just can say, «Well, there you go – the original DOOM experience!». The problem is, nowdays most people play on U/GZDoom or at least DSDA-Doom. Sure, some WADs need specific ports, but the ones I've just listed are the most popular, especially U/GZDoom, which lets you adjust so many options and things you probably never even know DOOM could have. It's also crucial that these ports provide QoL features like fixed hitboxes, a properly working chainsaw, the absence of bugs, and so on. They also offer proper mouselook and a near-faithful 3D environment without horrible distortion while using Hardware Acceleration. Okay, perhaps not everyone needs all that. After all, the original DOOM and DOOM II have been and still can be beaten just fine without all of those bells and whistles, and the same goes for other WADs here. But now we have an another problem: both TNT and Plutonia were developed by people who, well, were far from common sense and any understanding of balance (hello, hordes of Revenants and Chaingunners). Playing them on Vanilla Doom is hard not because of a skill issue, but because it's simply inconvenient and sometimes downright unfair. Ofc there are people who can do it without any trouble, even on that old chunk of code, but let's not normalize eating up bad ports when there are good ones out there. At the end of the day, reboots, remakes, re-releases, etc. and all that are make precisely so you can play comfortably. Playing with this port is UNCOMFORTABLE. That's essentially the one and only point I wanted to make with this entire write-up. This is a terrible port, and the funniest part is it lets you play WADs inside it that were never designed for such an archaic code. This port can only appeal to the most retrograde and conservative players – the ones who, frankly, were already happily sitting on Vanilla and Chocolate without it. For new players, it will be awkward and present the game in a worse light than it actually deserves. For those who play on U/GZDoom, this is just a useless piece of code, except maybe achievement hunters. It's hard for me to recommend this product on Steam, because on one hand, it's my favorite game and I want to recommend it, but Nightdive Studios went out of their way to make playing it unbearably unpleasant.
[h1] Interesting concept for a niche upcoming hobby [/h1] I like the new concept of first person shooter! surely its launch won't have repercussions in the future. Oh..
I've been playing this game for the past 2 days nonstop and it's SO addicting. I can't get the game out of my head and when i close my eyes at night i can only see doom, it's actually terrifying.
As I was reading David Kushner's Masters of Doom, I was overcome with a powerful desire to replay DOOM. I grew up with the game. I have fond memories of being eleven or twelve years old and getting my hands on GZDoom for the first time. I had not played video games in a few years, putting a comfortable distance between now and my hardcore days and allowing me to approach a video game with entirely new, sober eyes for the first time in my life. DOOM might not have been the first first-person shooter but it is the alpha, one of the most important video games to ever exist. It's a watershed moment in history, where the course of gaming was changed forever, elevating it from a silly activity for children into a silly activity for adults. It was equally important to the world of computers, culminating with Bill Gates donning a black trench coat and shotgun in front of a green screen to sell Windows 95 as the Gamer's Operating System. Its impact on the software industry and the 90s as a whole cannot be understated. Made by a team of only six people, the development of DOOM and the rise of id Software is a picaresque example of the American Dream in action. Programmers, misfits, gamers; highly intelligent, possibly highly autistic too, with a dream and a vision and ludicrous profits from a radical new model of game distribution create something that has never been seen before. It's a classic tale, but does DOOM hold up? Of course it holds up; in part because of a brilliant decision in tech-anarchism by lead programmer John Carmack in releasing the source code to the public in 1997—allowing fans and programmers to break the game wide open and modify it to their liking, create their own tools, make their own maps, port it to whatever system they wanted and essentially ensuring the game eternal life by doing so—but also because of its stellar design. Where Carmack was the wiz kid, the programmer's programmer and the brains of the operation, Romero was the gamer's gamer and its heart. He knew what made a good level, what monsters needed to be in order to be fun to fight, how they needed to be placed in levels for interesting encounters, and most importantly, he understood the psychology of the player and how to play with their expectations. It's a masterclass in design. Every monster serves a distinct purpose. They have very distinct attacks. Each monster has a corresponding weapon they are most easily dealt with. The difficulty and fun comes from how these monsters are mixed and matched and where they're placed in the levels. It is so perfect that it approaches quintessence. DOOM is the video game equivalent of chess. This more so applies to the second game, where the roster of monsters was greatly expanded and the addition of the Super Shotgun essentially solved the tediousness that bogs down the latter half of this game. This brings me to the biggest issue with the first DOOM game: it starts high and ends low. Episode 1 is a blast whereas the other two lose steam quick. Episode 3 is the worst when it should be the coolest because that's when you're actually in hell. The levels get more abstract and less fun to navigate, downright frustrating at points, such as the infamous E3M2 - Slough of Despair, which is essentially a gimmick level, because Sandy Peterson thought it would be cool to make a level shaped like a hand. But DOOM is more than just the base 3 episodes. Two years later, in 1995, there was an Episode 4, Thy Flesh Consumed. In 2019, John Romero himself returned to make an Episode 5, SIGIL, and in 2023, for the 30th anniversary of the original game, he made SIGIL II. On top of that, there are thousands of brilliant user-made maps that essentially wipe the floor with DOOM's stock levels. There are ridiculous total conversion mods like Batman DOOM. There are mods that are crossovers with other games, like Bloom, mixing the game with 1997’s Blood. Even Bethesda is still keeping it alive with re-releases, ports, and new content. DOOM is timeless. It might be the one video game that will never be forgotten. Even though I might hate a lot of the later levels. I can always boot up Knee Deep In The Dead for an hour or so of great fun. In an industry where upwards of 85% of all games released before 2010 are no longer commercially available, where games get shutdown a handful of years into their life cycle or downright taken off of download servers for no reason, where current-gen titles get remastered on that same gen lest they become "obscure and forgotten," the persistence and continued cultural relevance of this now over 30 year old game just really warms the heart.
The game in windows is a lot faster then the dos version with improved sound and music. Keeps you on your toes. cheers
Oh, I was hyped that they added Andrew Hulshult's music until I realized they added an in-game mod browser that's completely broken. Once a mod is enabled, there are ZERO options to disable it, and you must exit the game to even delete the folders in your windows file explorer. This isn't even mentioning that they only allow one mod loaded at a time. Genuinely mindboggling how they funked this up. Yet another franchise ruined by Bethesda being greedy wastes of oxygen. DON'T GET THIS PORT; LOOK ELSEWHERE.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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