
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 → 15.67/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 | 32.2Kreviews | 88% | — | $47.5M |
| $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 3010 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
One of the best DOOM experiences ever made by all standarts.
I think I just need to accept that Doom really isn't for me anymore. I've absolutely adored the franchise all the way up to 2016, but I've just not been able to love it since. But preferences aside, my experience around this game was absolutely grating. I loved Doom for being a no nonsense, get-to-the-action kind of game, and this felt like anything but. I spent 30 minutes faffing with drivers, and set-up before even running the game. But I kept running into massive performance issues, going back and forth, trying different drivers and trying to troubleshoot why it ran so poorly. After about an Hour I finally ended up with it running at around 20fps, so I could actually play the game. After about an hour faffing with drivers and graphics settings I had the game running on Low settings and it still ran and looked awful, even on my Modern PC that runs everything else. Then, when trying to play the game I just felt myself being barraged by Tutorials. In my 20 Minutes of play I spent about 15 of them reading. Those five minutes of actual gameplay just consisted of me clumsily juggling all these mechanics that had been dropped on me. It wasn't fun at all. I can't understand how this game runs so poorly on settings that make it look worse than a game that came out almost a decade ago, and how there is so much faff and friction to just playing the game. I think it's easier for me to just accept that maybe Doom isn't for me anymore.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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
Can't even get a stable 144FPS on High with FSR set to ultra-performance (equivalent to playing the game at 720p btw) Forced RT was a mistake. I'd have gladly taken the longer dev time for a traditional dynamic lighting approach that runs good. I'd even have taken the disk space for static lightmaps.
dlc까지 재밌게 했습니다
Dejando de lado problemas de performance cuando salio y algunos bugs, este Doom es prueba que Id Software son actualmente de los mejores diseñadores que hay, no solo te traen una secuela con toneladas de ideas nuevas sino que expanden el lore, los personajes, la historia y al final meten un DLC que puede ser probablemente el mejor de la saga, es Doom, es ETERNO!
Хорошая игра мне понравилось. Вот говорят, в DOOM не было секса, но на самом деле он был. Серьёзный такой, можно сказать, суровый. Женщин к нему, ясное дело, не допускали! в revelations динамика и сложность боёв увеличивается в несколько раз благодаря копью и новым врагам в кампании почти нигде не застревал надолго а вот в дополнение мог застрять на одной арене на час не меньше ну и советую пройти мастер уровни после прохождения сюжета дополнения
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.
It's good
Metal, medieval, and utterly unhinged. Game makes you sweat and snicker like Beavis and Butt-Head.
똥손인 편이라 리부트랑 이터널은 정신없이 몰아쳐서 겜을 하면 너무 피곤했음 그에 비해 이번엔 방패를 사용해서 살짝 느린 템포를 가져가지만 묵직한 맛이 있다 개인적으로 이런 느낌을 선호하기에 더 재밌게 즐길 수 있었다. 시원시원하게 잘 놀다감
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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