
DOOM: The Dark Ages is the prequel to the critically acclaimed DOOM (2016) and DOOM Eternal that tells an epic cinematic story worthy of the DOOM Slayer’s legend. Players will step into the blood-stained boots of the DOOM Slayer, in this never-before-seen dark and sinister medieval war against Hell.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 29.57/day in the week to Sep 15 → 17.71/day in the week after.
About
BECOME THE SLAYER IN A MEDIEVAL WAR AGAINST HELL
DOOM: The Dark Ages is the prequel to the critically acclaimed DOOM (2016) and DOOM Eternal that tells an epic cinematic story worthy of the DOOM Slayer’s legend. In this third installment of the modern DOOM series, players will step into the blood-stained boots of the DOOM Slayer, in this never-before-seen dark and sinister medieval war against Hell.
DOOM: The Dark Ages is a dark fantasy/sci-fi single-player experience that delivers the searing combat and over-the-top visuals of the incomparable DOOM franchise, powered by the latest idTech engine.
REIGN IN HELL
As the super weapon of gods and kings, shred enemies with devastating favorites like the Super Shotgun while also wielding a variety of new bone-chewing weapons, including the versatile Shield Saw. Players will stand and fight on the demon-infested battlefields in the vicious, grounded combat the original DOOM is famous for.
STAND AND FIGHT
Experience an epic story of the DOOM Slayer’s rage in this cinematic and action-packed story. Bound to serve as the super weapon of gods and kings, the DOOM Slayer fends off demon hordes as their leader seeks to destroy the Slayer and become the only one that is feared. Witness the creation of a legend as the Slayer takes on all of Hell and turns the tide of the war.
DISCOVER UNKNOWN REALMS
In his quest to crush the legions of Hell, the Slayer must take the fight to never-before-seen realms. Mystery, challenges, and rewards lurk in every shadow of ruined castles, epic battlefields, dark forests, ancient hellscapes, and worlds beyond. Armed with the viciously powerful Shield Saw, cut through a dark world of menace and secrets in id's largest and most expansive levels to date.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 46.1Kreviews | 88% | — | $47.5M |
| $49.99 | 18.8Kratings | 86% | — | not modelled | |
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
Reviews
Themes across 3047 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I am not really a fan of the lore and story, but gameplay-wise, this is one of the best FPS experiences I have ever had!
Interesting Weapons. Decent Soundtrack. Wide variety of enemies.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 4: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 58.43/day in the week to Jul 30 → 59.57/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
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*, Arabic, Korean, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese, Spanish - Latin America* +3 more
| $69.99 |
| 16Kratings |
| 93% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 3.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Jogão
Самая лучшая трилогия лично для меня. Каждая часть уникальна и старалась не повторяться. Каждый раз - новые впечатления. Очень жаль, что так произошло со студией. Да, была новость, что Doom продолжит выходить, но судя по всему, таких усилий при разработке уже не будут прилагать. Возможно, серия снова станет просто шутером без новых механик. 10 попа-раздирающих бронированных Арчвайлов из 10.
Back when DOOM The Dark Ages released, if you asked me how I felt about it, I'd say it was an amazing game that deserved a lot more praise than it was getting. A lot of people liked to harp on it, simply because it's not Eternal again, and that's unfair. But since then, I've had a lot of trouble getting myself to replay it. Not that I didn't try. I tried multiple times, but always found myself dropping the playthrough once I hit the third or fourth level. It's been the only DOOM game in the soft reboot trilogy that I haven't replayed multiple times. I've played through 2016 about three times, and I've played Eternal a countless amount of times, but there was always something about TDA that I just couldn't get into. If it weren't for the DLC, which I thoroughly enjoyed on console (although I'm hesitant to call it amazing until I eventually replay it and see if I really liked it, or if it was the hype talking), I wouldn't have replayed this entire trilogy from the beginning, with 2016, to the end, with TDA. And now that I've finally replayed TDA in it's entirety, I think I can nail down what does, and doesn't exactly work for me. To start out with the positives, I think the guns look and feel great. There's a lot of really punchy sound effects that work perfectly with each individual weapon. I also love the addition of the shield and quite enjoy the parrying system. It adds a lot of fun utilities to gameplay, all of which I frequently used. The melee system is a great concept, even if I don't feel like it's executed very well. I'll miss the glory kills, as most people do, but axing them does give the player a bit more agency with how they wanna handle close up melee strikes if done well. I enjoy parts of it, as well as the three different melee weapons to choose from. And as always, the enemy variety in both badass designs and devastating attacks is awesome. While I do have my gripes here and there with the OST, I think it's overall a great soundtrack. It receives a lot of flak for not being as good as Mick Gordon's OST, but that's just a completely unfair comparison to make. I don't think anything will quite match the genius of Mick Gordon's mind when it comes to DOOM OST, so expecting different musical artists to perfectly recreate that is begging to have your expectations let down by having it too high. The OST here is great as a soundtrack separate from any unfair comparisons. 'Nuff said. And now there's the stuff I don't like. I'll start with the one thing that causes gameplay to take a substantial hit, and why I just couldn't get myself into the game upon trying to replay it. Most weapons in the weapon wheel, despite looking, sounding, and feeling awesome, are completely useless compared to others. Early game weapons will very quickly be outclassed and replaced by new weapons and upgrades. I played through the game on UV the very first time I played it on console, and here on PC, and on both playthroughs, by the time I grabbed the super shotgun, I primarily stuck with that weapon, would rarely switch over to the chainball and rail spike when the time called for it, and never touched a single other weapon without ever being punished for it. I only used three out of the eleven weapons in the game for a majority of my playthroughs, without ever facing difficulty for neglecting eight other weapons. This would've been fixed if there was any type of important resource management, similar to DOOM Eternal. And I don't mean to say this game has to copy everything Eternal did. But resource management wasn't something that exclusively makes Eternal better, and it wasn't something that doesn't work for any other potential DOOM games. It could've even helped with 2016's gameplay loop if it was incorporated at the time. This game could've very much benefitted from resource management without just turning into an Eternal copy. The reason Eternal had strict resources was to encourage you to swap between all your weapons in order to spread out your ammo usage so that when the time came to finally use your chainsaw to restock your ammo, you had three gas canisters that would allow you to refill your ammo and take out a heavy demon. TDA has nothing like that. You will never have to worry or be conscious about ammo because you'll always be stocked up. Melee charges essentially replace the gas canisters. You can hold three melee charges at max. They don't instantly take out demons, but melee attacks that land, including finishing blows that don't use a melee charge, fill up a large chunk of ammo for every weapon category. And they aren't tricky to save up like gas canisters. All three melee charges will automatically refill over time and can be sped up by parrying. You will almost always have multiple melee charges, and by extension, plentiful ammo. You can very comfortably stick with one extremely powerful weapon like the super shotgun without ever worrying about running out of ammo for it for the entire game. That's how much this system can be abused. And because of how closely linked melee is to everything, you don't even really have to put any effort into thinking about using melee charges, because using them quickly because second nature due to how easy they are to use. And because you're primarily sticking with one weapon for most of the playthrough, with the shield being an exception but playing a big part in making other weapons feel obsolete, things can get repetitive. And, again, I'm not asking for an Eternal copy. I'm not asking for weapon quick swapping on the same frantic level of Eternal, but I am asking for reasons to use more than half of my arsenal throughout the game. It feels like the devs wanted to distance this game from Eternal to prevent comparisons. And while that didn't exactly work, it's understandable why they wanted to. But it feels like they distanced it too far from Eternal, and in the process they cut gameplay attributes from Eternal that would've helped TDA's gameplay. You may say "well then just switch between weapons on your own, you don't have to stick with one weapon". But, why should I? The game doesn't punish me for it. It's extremely easy to do. So why shouldn't I stick with one weapon? The game should find ways to encourage and push me to swap between most of my weapons, like 2016 and Eternal do, although 2016 suffers from similar problems as TDA but not on the same scale. If I have to FORCE myself to use the other weapons in the game in order to have more fun, then the game isn't very well designed. That's my biggest gripe for the game, but there's some other things, like the story here. They chose to have a bigger focus on the story this time around, and this just feels like the antithesis of DOOM. One thing that's stayed consistent about these games is that they know you're not here for the story, you're here for cool ♥♥♥♥ and the gameplay. 2016 was so self aware of this that even Doomguy constantly rejects the idea of sitting around for people to talk and the story to play out. And I love stories in games. Some of my favorite games ever have a large focus on story, but the DOOM franchise is not meant to have large focus on it's stories. At least there's still plenty of cool ♥♥♥♥ that happens, so there's that. There's a lot to like about The Dark Ages, but it's got it's obvious blemishes, and after the original honeymoon phase I had all the way back at launch, I gotta say this entry is a pretty disappointing one. Still somewhat fun, but disappointing. 7/10
They added a spear and the game is now good
You can do a lot of damage just need to know how pretty tough game. A LOT of random demons bit to mutch really some have bugged health. Great game though.
Main campaign is awesome. The gameplay is great, maybe my favorite of the three newest DOOM games, and I really dig the story. Took me about 25 hours to beat the game and get most of the achievements which I think is a good length for this type of game. I played on Hurt Me Plenty and I thought it was a good overall challenge with a few fights taking a couple tries, but nothing too hard.
DOOM.
Base game is fun, DLC is even more fun.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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