
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 →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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): 6.71/day in the week to Jul 30 → 9.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 29.1Kreviews | 97% | — | $7.2M |
| $9.99 | 4.3Kratings | 97% | — | 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 1113 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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.
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.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 7: 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.
Genres
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, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese
| $9.99 |
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| 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 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
DOOM: Classic to this day DOOM II: Level design layout and progression more obscure than your average NES JRPG
---{ Graphics }--- ☐ You forget what reality is ☐ Beautiful ☐ Good ☐ Decent ☐ Bad ☐ Don‘t look too long at it ☑ MS-DOS ---{ Gameplay }--- ☑ Very good ☐ Good ☐ It's just gameplay ☐ Mehh ☐ Watch paint dry instead ☐ Just don't ---{ Audio }--- ☐ Eargasm ☑ Very good ☐ Good ☐ Not too bad ☐ Bad ☐ I'm now deaf ---{ Audience }--- ☐ Kids ☐ Teens ☑ Adults ☑ Grandma ---{ PC Requirements }--- ☑ Check if you can run paint ☐ Potato ☐ Decent ☐ Fast ☐ Rich boi ☐ Ask NASA if they have a spare computer ---{ Game Size }--- ☑ Floppy Disk ☐ Old Fashioned ☐ Workable ☐ Big ☐ Will eat 15% of your 1TB hard drive ☐ You will want an entire hard drive to hold it ☐ You will need to invest in a black hole to hold all the data ---{ Difficulty }--- ☐ Just press 'W' ☐ Easy ☑ Easy to learn / Hard to master ☐ Significant brain usage ☐ Difficult ☐ Dark Souls ---{ Grind }--- ☐ Nothing to grind ☑ Only if u care about leaderboards/ranks ☐ Isn't necessary to progress ☐ Average grind level ☐ Too much grind ☐ You'll need a second life for grinding ---{ Story }--- ☐ No Story ☐ Some lore ☑ Average ☐ Good ☐ Lovely ☐ It'll replace your life ---{ Game Time }--- ☐ Long enough for a cup of coffee ☐ Short ☐ Average ☑ Long ☐ To infinity and beyond ---{ Price }--- ☐ It's free! ☑ Worth the price ☐ If it's on sale ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{ Bugs }--- ☐ Never heard of ☑ Minor bugs ☐ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs ---{ ? / 10 }--- ☐ 1 ☐ 2 ☐ 3 ☐ 4 ☐ 5 ☐ 6 ☐ 7 ☐ 8 ☑ 9 ☐ 10 ---{ Author }--- ☑ https://vojtastruhar.github.io/steam-review-template
it's MF-ing DOOM. What else is there to say? If you're interested, play it already! (I wonder if I can run DOOM on my toliet?)
I pirated this game in 1996 since there was no way for me to buy it legally in the philippines at that time. Buying it 30 years later lol.
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.
[h2] DOOM [/h2] I went into DOOM expecting a game that would feel incredibly dated and that wouldn’t hold up all too well in the modern day, but I was pleasantly surprised. The only parts of DOOM that made it feel old were its simple level design and lack of the ability to look up and down, which hurts aiming a bit. [h2] DOOM II [/h2] DOOM II has the addition of new enemies and the glorious Super Shotgun, but is otherwise very similar to DOOM. It shares the same artstyle and has most of the same weapons, but the new features let it differ from DOOM and feel like a new experience. It was a very enjoyable game, but there were a few levels that were confusing and I got very lost and had to watch a walkthrough in order to figure out where I needed to go and what I needed to do. [h2] Master Levels for DOOM II [/h2] This is by far among my least favorite of the games included in this collection and is one of the few games in general I got little to no enjoyment from. Master Levels for DOOM II is just DOOM II but with some of the most frustrating level designs known to man. It was all total nonsense and I have no idea how anybody was supposed to navigate the game normally. One example that still stands out to me was having to walk along a thin, invisible pathway along a wall to access a small room that contained the red key. The only indicator was a barely noticeable detail in the map. There were only a handful of levels where I didn’t need to look up a guide or watch a video. This game alone almost made me not recommend DOOM + DOOM II and I never want to return to it. [h2] TNT: Evilution [/h2] TNT: Evilution is when the level design started getting really good. The levels started having more and more small details that make it feel like an actual place instead of a basic environment with a general theme. The game was much more enjoyable and easier to navigate, unlike Master Levels for DOOM II. However, it started to drag and get boring as it went on. Aside from the level design, the game feels very similar to DOOM II and got repetitive, something that persisted through the following games. [h2] The Plutonia Experiment [/h2] God is not as forgiving as I once thought. [h2] No Rest For The Living [/h2] This one is a breath of fresh air after the previous games. No Rest For The Living still does feel like DOOM II, but is a lot more bearable because it has even more detailed levels than the previous games and doesn’t have absolutely absurd enemy spam like The Plutonia Experiment. It's also really short, which makes it a lot more digestible. [h2] Sigil [/h2] While No Rest For The Living is a breath of fresh air, Sigil is completely refreshing. Sigil only uses weapons and enemies from the original DOOM, which not only makes it feel different from the other games, it also makes it so you don’t have to worry about Chaingunners and Revenants. It also has some of my favorite level designs of all of the games included in this collection. I really enjoy having to shoot the hidden eyes in order to progress, and they’re never too difficult to find. It kind of gives it a sense of identity and stands out a little more compared to the other games. [h2] Sigil II [/h2] Sigil II is very similar to Sigil, but has a higher difficulty. It handles the difficulty increase better than previous games do. Instead of having insanely complex levels or an absurd number of enemies, it gives you more digestible encounters that are fair and more of a challenge and makes you mindful of your ammo, something you didn’t really have to think about in the other games. The only issue I have with Sigil II is that it gives you a lot of enemies that require a lot of ammo to defeat, or at least a significant amount, like Cacodemons and Barons of Hell. [h2] Legacy of Rust [/h2] Legacy of Rust brings back an issue I had with most of the other games. It is difficult, but in an annoying way that feels unfair rather than a reasonable and enjoyable way. It is rather upsetting considering how close this was to being likely the best in this collection. The new weapons and enemies made it feel new and not repetitive, it had unique levels which had new art, the music was phenomenal. Most levels were extremely enjoyable until you reached a certain part that was so annoying that it ruined the entire level. Soul Silo would have become my favorite DOOM level if it weren’t for the [spoiler] eight Cyberdemons [/spoiler] at the end of the level. I ran out of ammo after only killing half of them. I tried running around and getting them to shoot each other for 10 minutes but not one died. It was so close to being super enjoyable but just ended up being really frustrating.
great games, but i dont get why they made the cacodemon flash its hole at you and flutter its eyelashes
ayuda me esta acosando ungordo que quiere q sea su novia solo por q estoy jugando esto xddddddd
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 806 | 74% | — | |
| $807.5K | 8.8K | 93% | $4.99 | |
| — | 1.3K | 86% | — | |
| — | 9.1K | 95% | — | |
| $3.8M | 16.4K | 96% | $9.99 | |
| $2.6M | 10.4K | 95% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.2M | 14.2K | 96% | $12.99 | |
| $7.2M | 12.3K | 97% | $24.99 | |
| $7.2M | 7.3K | 74% | $24.99 | |
| $7.2M | 44K | 89% | $5.99 | |
| $7.2M | 10.1K | 94% | $19.99 | |
| $7.2M | 3.8K | 80% | $59.99 |