
DOOMED is a First Person Shooter with horror elements, heavily inspired by old-school shooter classics.
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Aug 18 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Well after a full completion of this game this is what I can say {} Plot: Your a soldier that was unfrozen in a strange and horror lab of "Unknown organization", to escape from which you need to kill all moving aggressive fellas and find group of soldiers to evac. {}Gameplay: It`s remind me of atmosphere of DOOM 64 and gunplay of first Serious Sam. There are 18 levels, that you can divide to first half(1-10) and second(11-18). =In the first you`re just walking around pick uping new guns, seeing new enemies, that are not difficult at all, there are secrets in some levels with supplies, but most of the time you have enough ammo to beat the level. Level 10 is the last of the "Learning the game basics", where you`re getting "ambushed" and loses all your armory(even tho you stayed at full health and had a whole angar in your pockets) =Second half is alot more active where enemies now have a rocket launcher, a new enemy thats hides in the shadows and levels that have "Boss fight" in it. But most of the time seeing exactly the same game as in the first half. =Enemies with gins in this game are trying to be more careful and maneuver, but most of the time they just standing and shooting like turrets and hitting A LOT of shots, good thing that their damage is low(except with rockets). Melee enemies have no tactics and just going straight to you and can stuck behind the walls and doors, but if they hit, you lose around 25-50 hp. =Enemies have very small HP and dying after 3-6 shots from all weapons and can`t drop you ammo. And cool but useless feature, is that you can saw off the head of chainsawman =Healing in this game is too easy, in every level there are like 50 health packs and each heals 20-40 hp, that is to many and you can`t feel yourself in a danger [] Now it`s time to talk about or weaponry: Time to reload is the same on every gun Axe: nothing special, but it`s very important in the 1 and 11 levels and for breaking crates Desert Eagle: the most democratic gun and first gun in the entire game kills most of the enemies with 2-4 shots, you can even "inspect it" if you spam R Shotgun is a Pancor Jackhammer: it`s semi-automatic and have 6 bullets in the mag, effective range is very small 1-2 meters, like what, bullets to this thing are quite rare LMG: it has broken sounds, it`s sounds very fast but the fire rate is slower(but you can increase fire rate by tapping the mouse), which can confuse, has 40 in mag and kills in 5-13 shots Famas: it`s was unexpectedto see it in this game, it`s too have bugged sound and animations, sound is like from SMG and can sometimes just "increase" the fire rate, that can feel like you wasted the second mag already, but on practise you only shotted 5 bullets(you can increase fire rate by tapping the mouse), has 20 in a mag and bullets like with LMG are quite rare in the first half. P90 aka. the sniper rifle: I don`t know why and how, but this SMG sound like Gauss rifle from STALKER, it has 4 charges in a mag(but in irl p90 it`s) and can kill most of the enemies in 1 or 2 shots from all distances on ease, which is realy funny, considering it`s has the shortest barrel, but also it`s the fastest gun in a game and ammos can be found realy easy. The game have some issues with optimization when enemies starts to spawn ---Game is lacking some harsh environment of survival, more balanced and logical weapons(like with SMG that cosplaying for a SR), enemies that tries using tactics and not just stucking in the walls. Explaining in gameplay for why we losing all out armory. Having a setting menu Also there is a problem that the game can crash after completing 4 or 5 levels(good thing this game has autosaves) There is some vents(at level 4 I think the red one) that can bug you to be left handed and not having opportunity to change weapons except you reload a safe. Some enemies can just freeze and move like in Virtual insanity clip. +++For the possitive side I can say: that game is short and can be played on most PC`s, somewhat interesting level desigh, cheap, have very small amount of gambreaking bugs, have some cool soundtracks, physics. Well that all, peace
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ya doomed right
Doo doo
DOOMED is an uncompromising indie first-person shooter that draws heavily from classic FPS design while filtering it through a grim sci-fi horror lens. Developed and published by Bloody Pixel Games, the title is built around intensity, isolation, and constant threat, favoring atmosphere and pressure over modern shooter conveniences. It doesn’t attempt to modernize the genre in a mainstream way; instead, it leans into raw, sometimes abrasive design choices that deliberately echo the unforgiving nature of older shooters. The premise is simple but effective in setting tone. You awaken from cryosleep to discover that everything has gone wrong—your crew has been stolen, experiments have spiraled out of control, and the environment around you is actively hostile. The narrative is minimal and largely environmental, conveyed through surroundings rather than exposition. This lack of hand-holding reinforces the feeling of abandonment and danger, making the player feel less like a hero and more like a survivor struggling to endure a collapsing facility filled with unknown threats. Gameplay is fast, aggressive, and often punishing. Combat favors constant movement and sharp reflexes, with enemies that rush, ambush, or overwhelm if you hesitate. Weapons feel deliberately heavy and rough, prioritizing impact over finesse. There is little emphasis on balance or fairness in the traditional sense; instead, encounters often feel stacked against the player, reinforcing the game’s survival-horror undertones. Health and resources are limited, forcing players to engage carefully and make quick decisions under pressure rather than relying on brute force alone. Level design emphasizes claustrophobia and tension. Corridors are tight, lighting is sparse, and sightlines are often restricted, keeping players on edge even when no enemies are immediately visible. The environments feel industrial and decayed, with a strong sense of neglect that complements the narrative backdrop. Exploration is straightforward but tense, as every corner feels like it could conceal danger. While layouts can occasionally feel repetitive, they serve the game’s core goal of maintaining unease and unpredictability. Visually, DOOMED adopts a gritty, retro-inspired aesthetic that prioritizes mood over clarity or detail. Textures are rough, models are angular, and animations are functional rather than smooth. This presentation may feel crude to players accustomed to modern polish, but it aligns well with the game’s identity. The visual roughness contributes to the sense of instability and decay, making the world feel uncomfortable rather than cinematic. It’s a style that sacrifices refinement for atmosphere, and that choice will strongly influence how players perceive the experience. Sound design plays a crucial role in maintaining immersion. Weapon fire is loud and aggressive, enemy noises are unsettling, and ambient sounds fill the silence with unease. Music leans toward heavy, ominous tones that heighten tension without overwhelming the action. Moments of relative quiet are particularly effective, as they make sudden encounters more startling. While the audio mix is not subtle, it succeeds in reinforcing the constant sense of threat that defines the game. The game’s rough edges are impossible to ignore. Controls can feel stiff, technical inconsistencies occasionally interrupt the flow, and some mechanics lack refinement. These issues contribute to the game’s mixed reception, as they can push frustration beyond intentional difficulty. For some players, these flaws break immersion and highlight the game’s indie limitations. For others, they blend into the experience, reinforcing the idea that DOOMED is not meant to be comfortable or polished. Ultimately, DOOMED is a game that knows exactly who it is for. It is not designed to compete with large-budget shooters or to appeal to a broad audience. Instead, it targets players who appreciate old-school FPS sensibilities, oppressive atmosphere, and a survival-focused approach to combat. When judged on those terms, it delivers a tense and memorable experience that values mood and intensity over refinement. While it may alienate players seeking smooth mechanics or narrative depth, it stands as a committed, unapologetic indie shooter that embraces discomfort as part of its identity and leaves a lasting impression through sheer hostility and tone rather than spectacle. Rating: 5/10
Alright, the game play is pretty routine for retro style FPS. You start the game on level one and progress through additional levels, collecting a variety of weaponry while also encountering new enemies. Some enemies will shoot at you while others rush you to get into melee range. The level design mostly consists of a underground base with decent textures, but gets kinda boring kinda quick...however, the soundtrack for this game is really good. Combat is pretty fluid, you can go close and long range depending on which weapon your using, but some of the monsters do glitch out sometimes. Also, the final monsters you see in the later levels are just really over powered and have lots of other monsters with them which feels kinda stupid instead of challenging. I guess if I had to pick a word to describe the experience, this game is kinda "Mild" in my opinion. Ultimately, If you got 5$ and 3 hours to burn then this game is entertaining for that price.
Short, janky, simple and average FPS. Crashes a lot. Frustrating enemy spawns designed to put the player in a near guaranteed death situation. At least It wasn't boring and the art style looks great.
oyun tek kelime ile mükemmel tek problenmi 8bölümde crash veriyor
la verdad es muy bueno tiene partes dificiles y eso se aprecia. el motor que usa es muy viejo pero lo puede usar con facibilidad el creador
弹药少了点
It's an FPS Creator (I think now called Game Guru?) game. It functions exactly like pretty much every FPS creator game. Flat shooting, poor AI that mostly runs towards you or constantly side-steps your aim. The graphics aren't good and lack any real style or consistency. Just not really that good.
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Players by region
Where this game's players are, estimated from review languages.
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