
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 → 13.6/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% | — | $47.3M |
| $49.99 | 18.7Kratings | 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 2983 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Худший дум, в который я играл. Всего того, что я любил в этёрнале, более нету. Игра стала гораздо медленнее, у игрока забрали возможность избежать получения урона, в игре более нету деша в стороны. Новый Шит не может этого компенсировать в полной мере, ведь щит вынуждает тебя парировать врагов в ПЕРЕД ТОБОЙ, И ПАРИРОВАТЬ ТЫ НЕ СМОЖЕШЬ ВСЕХ, а 2 ,ну максимум 3 или 4 противника. Те, кто, стоят сбоку от тебя будут тебя просто JlИ3диTb. (и да, быстро двигаться ты теперь можешь только вперёд) Больше никак врывов и уничтожение противника на реакции, тут у нас парирования теперь, а ускорение только вперёд. Спасибо большое. Отдельно хочу добавить спасибо за появление противников-турелей. Именно этого игре не хватало. Ведь именно стоящей туши, которая СТОИТ И cEpИT по тебе с дистанции, не имея при этом атак ближнего боя, и не хватало. Ты не можешь одним метким выстрелом отстрелить назойливый пулемёт при помощи пробойника, ведь теперь он не ломается, у нас тут ШАГ ВПИРЁТ) и ты либо терпишь спам и сражаешься с остальными, в ожидании расправы с этим сраным пауком, либо идёшь через всю араву с целью уничтожить его первым. Стоит добавить деградацию окружающих тебя арен, больше никакого веселья, когда ты летел на джамп паде и стрелял из ракетомёта, арены теперь строго горизонтальные. А то вдруг работяга после работы не сможет разобраться в арене с вертикальностью? А от такого проджаи падают. Боёвка на мехе вообще не впечатляет, она максимально примитивная. Не могу не отметить подачу сюжета и кат-сцен. Показывают новых персонажей так, будто ты смотришь сериал, у которого уже было 22 сезона. Кто это, зачем они воюют, что 6Jl9дb за аргент сердце ♥♥♥♥♥ оно нужно? Да чёрт его знает. Оно сильное. Хватит на этом. Кат-сцены, местами, обрываются на половине слова. Вот ты добрался до конца уровня, тебе показывают Короля Новика, Палач поднялся при помощи поврежденного меха... выстрел!... Король новик бежит, бежит.... и кат-сцена резко обрывается и тебе показывают подсчёт итогов. В ведьмаке 3 охоте крепкой они более логичные, чем тут. Ну и заправить коричневый торт хочется музыкой, которая тут никакая от слова совсем. Если музыку из Дум2016 и дум этёрнал я ставил на тытубе при игре в другие игры и помню её до сих пор, то музыка из этой игры забывается сразу после выхода из неё. И да, кстати, где глори килы делись? Резюмируя - это не тёмные века, это - Doom the scuf age
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $47.4M | 92.9K | 93% | $19.99 | |
| $47.5M | 56.6K | 93% | $49.99 | |
| $47.5M | 102.9K | 96% | $19.99 | |
| $47.5M | 91.8K | 97% | $19.99 | |
| $47.1M | 109.8K | 93% | $24.99 | |
| $47M | 261.8K | 96% | $9.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $111.4M | 217.5K | 91% | $29.99 | |
| $71.6M | 221.7K | 96% | $19.99 | |
| $19.3M | 13.6K | 61% | $49.99 | |
| $810.2K | 8.8K | 93% | $4.99 | |
| $53.2M | 135.9K | 90% | $29.99 | |
| $13.6M | 18.8K | 92% | $39.99 |
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
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 3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fantastic game, and the DLC is great too. Screw Microslop for gutting ID Software. My only issues with the game are some of the unbalanced DLC enemies and the uninteresting plot
When I first played this on launch, I hated it. I couldn't' stand it. I came straight out of an ultra-nightmare run for Doom Eternal, ready for more high-speed gameplay with fast movement. I was very dissatisfied after beating the first mission, so much so that I never touched it again after that. Then, when Revelations released, I figured I'd give it another go. I can't call myself a huge Doom fan if I don't even give it a chance, right? I'm glad I did!!!! While there are still a few things I think the game got wrong, i believe the things that it got right heavily outnumber them. I started my run on nightmare with the parry window as tight as it can be. I struggled, I suffered, and when I had those "lock-in" moments i felt like i hit ♥♥♥♥♥♥♥ nirvana dude. The gameplay loop is very different, but when it hits, it really ♥♥♥♥♥♥♥ HITS. I just wish that 2/3rds of the weapons were fun to use. When I found my small little loadout, I never touched anything else. Maybe on the ultra-nightmare run for TDA.
Así me gustan los juegos, para hombres muy machos!
My friend Shayne can't beat this because he's built incorrectly, fun game though
kill
Ну вот очередной проект после которого придется ждать новую часть еще 5 лет... Просто молодцы. Не теряйте хватку )
the base game was great i loved it, its just the DLC the start were you lose the shield and can only use the spear was so horrible that it completely ruined the rest of the game, the spear in the early game is genuinely so awful that it makes no sense to use it over the shield.
НИКОГДА. НИ-КО-ГДА не понимал типов которые осуждают дум етернал и дум зе дарк ейджес то за слишком легкий геймплей, то за слишком тяжелый геймплей, ведь если ты просто решил спамить лкм-мом, то тебе даже не стоит покупать эти игры, а так я очень советую эту игру
First off, I want to address the barrier to entry to play this game. This game demands a graphics card capable of ray tracing and an NVME SSD for storage. My computer just barely meets the recommended specifications and it chugs quite a bit even when running at 1080p. I think it was a real shame that players who may have enjoyed the two previous games but were running older hardware were boxed out from trying this game. You might reason that five years had gone by between [i]Doom Eternal[/i] and this game’s launch, giving players ample time to upgrade their hardware. The issue with this rationale, however, is that the current state of the PC component market is utterly abysmal. Anyone that might want to upgrade their hardware right now will have to settle for exorbitant prices (thank you AI) just to afford decent RAM and storage, never mind a powerful enough graphics card. With all of this in mind, the timing of this game’s release and its demanding specifications couldn’t have been worse. Now, onto the game. This game strays considerably from the formula established in 2016’s [i]Doom[/i] and perfected in [i]Doom Eternal[/i]. While those games had you constantly on the move and making use of platforming and verticality to better position yourself against enemies, this game still has you constantly on the move but it cuts out the platforming and verticality (during combat, at least). If anything, this game actually plays a lot like the original [i]Doom[/i] games did, and I really appreciate that. Some of the levels in this game place you in vast, open arenas and battlefields, a lot like the “city” levels from [i]Doom II[/i]. As a result, enemy encounters also somewhat resemble those from the classic games, spread out over the arena and a bit slower paced compared to those in [i]Doom Eternal[/i]. Personally, I find the shield satisfying to use during combat, though I understand some people may feel differently about it, especially with the byproduct of parrying being a core part of the game’s combat loop. Prior to playing [i]Doom: The Dark Ages[/i], I had not played any games that had parrying as a key gameplay mechanic, so learning the system took some getting used to. I think the one moment in the game where the parry system feels tiresome and cheap is the final boss, and it just artificially makes said battle more difficult when you miss a single parry in a chain of attacks. This is the first [i]Doom[/i] game with intricate, customizable difficulty settings. Before starting a new game file, you are presented with a list of different gameplay parameters that you can modify via sliders and drop-down lists to make certain aspects of the game easier or harder. Examples of such parameters include damage dealt to the player, damage dealt to demons, and parry window duration, just to name a few. While I prefer the simplicity of just picking a preset difficulty level and jumping right into the game, the extra customizability can offer interesting options for challenge runs or to train specific skills (or to help game journalists rush through the game). I have some mixed opinions about the weapons in this game. There are six “classes” of weapons in the game: shotguns, plasma rifles, skull crushers, rail spikes, reaver, and launchers. Each class, with the exception of the reaver class, have two weapons to choose from. My main problem with this system is that there is usually one weapon of the two that outshines the other. In some classes, both weapons may have a specific use case like the shotguns or the rail spikes. For others, this is not the case. Of the plasma rifles, once I acquired the “Cycler” later on in the game, the previous “Accelerator” plasma rifle basically never got used again. The same thing happened with the launcher weapons when I got the rocket launcher after the grenade launcher. As cool as the skull crusher weapon designs are, their utility quickly faded after I got other weapons and upgrades, with the shield becoming a better crowd control device than the skull crusher. It’s not like [i]Doom Eternal[/i] where each weapon had a purpose, no matter what part of the game you were in. I think this game made a tradeoff of having more total levels at the expense of having less memorable levels. While the levels in the latter half of the game are more unique, I personally found the Cosmic Realm to be dull. The few really cool things to come out of its inclusion in the game are the designs for the baron of Hell and cacodemon. [i]Doom Eternal[/i] had about half the number of levels, but each level was very distinct and had their memorable moments. Also, on the subject of the levels, I need to talk about the mech and dragon levels. The mech levels were not awful when I first played the game on a lower difficulty with a more generous parry window. However, on nightmare and with the tightest parry window, the mech sections are frustrating because it is hard to tell when a titan’s attack is going to connect to the mech. The dragon sections didn’t add much to the game and simply consist of flying from point A to point B to progress the story. There are some secret landing zones in dragon levels, but not much else that makes flying around with the dragon feel any more special than running around in a normal level. I agree that the soundtrack as a whole is weaker than that of 2016’s [i]Doom[/i] and [i]Doom Eternal[/i], I think there are a few really standout tracks in this game’s OST that elevated the levels in which they played. At the time of release, I’m pretty sure there were audio mixing issues that made the music hard to hear during combat, but when I returned to the game after some of its patches it sounded good. I think it would have been interesting if Andrew Hulshult had been brought on to work on the main soundtrack considering his great work on [i]The Ancient Gods[/i], but alas, it never happened. Fortunately, Andrew would have at least some recognition in this game’s DLC for his work on remastering tracks from the classic [i]Doom[/i] games. Finally, the [i]Revelations[/i] DLC. It was a blast to play through, and the spear was overall a satisfying addition to the game with the many abilities you unlock. While the base game strayed from the hectic combat loop of [i]Doom Eternal[/i] where you flew around the arena, [i]Revelations[/i] is a perfect marriage of the two games’ different playstyles. After acquiring the spear, it took some time to adjust after becoming used to the shield, and I had to spend some time reconfiguring my binds to make sure everything played smoothly. One thing I noticed during my time playing with the spear is how little I ended up switching to the shield after getting the shield back towards the end of the DLC. Switching between the shield and spear is something I will have to try out in future runs of the game because they are probably very powerful when used in tandem. I enjoyed my time with this game despite how different it is from 2016’s [i]Doom[/i] and [i]Doom Eternal[/i]. I do believe it is the weakest of the three modern [i]Doom[/i] games, but that is simply a matter of personal preference for the old playstyle. I think id Software went above and beyond when they worked on [i]Doom Eternal[/i] and there was frankly no way they could have topped it, so they instead went for a much different gameplay loop when developing this game. [i]Revelations[/i] was a way of bringing back a hint of that crazy gameplay into [i]Doom: The Dark Ages[/i] and I think they did it masterfully. With the news of the layoffs that hit id Software just before the DLC released, the future of the [i]Doom[/i] franchise is uncertain, but supposedly there is already work being done on a new game. I wish the developers at id Software the best in these rough times that the video game industry is currently in.
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.