
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 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

Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
세일해서 990원에 산 게임(걍 천원짜리 겜). 잘 모를 사실 같은데 이 게임은 FPS Creator라는 게임 툴로 만들었다. 그러니까 이 게임은 알만툴로 만든 게임과 궤를 같이함(이하 엪만툴로 표기). 그래픽(게임툴이니까 사실 스킨)은 나름 레트로틱하게 잘 만들었는데, 초반 레벨은 흥미롭게 플레이 했으나 진행 할수록 엪만툴 게임의 단점이 고스란히 드러난다(비슷한 레벨, 성의없는 몹배치, 억지 퍼즐, 이상한 무기 설정, 버그). 이런 게임은 값싼 만큼 짧고 간결한 게 나을 수 있다. 요즘 나오는 뉴트로 FPS를 기대하면 당연히 비추천 주고 나는 엪만툴 게임의 밑바닥부터 플레이 해봐서 추천줄 수 있음
Игра чем то похоже на Doom 1-3, проблема в том что иногда багаются, игра вылетает. А так пройти игру возможно и получить от него удовольсвие.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
HEY MOM I MADE A VIDEO GAME
Although I enjoy these kind of retro games, this is pretty bad done. The only pros I have for this game is that the graphics are at point, the 90s/2000s cheap looking graphics have been achieved damn fine, kinda reminds me of Dusk at some points in the game. Also the one difficulty the game has is fairly playable, getting harder at some parts. About the cons... Game crashes a lot. (The autosaving feature before loading a new level saved me from restarting a lot of times though) Jumping is almost non-existant. It's a lot glitchy: Enemies usually get stuck on the walls. At few times, enemies get frozen without attacking the player. I also got my weapon glitched in the game and it swapped from right to left handed. I wasn't able to change weapons so I had to save and reload my game. Hitboxes are weird and shooting some guns (like the machine gun) are very unpleasant, like I can't really tell if I'm really shooting the target or not (worse if it's too far away). Enemies' aiming are way too precise (not that I'm complaining except for... ->) to the point they get to shoot you even through walls/boxes while you're covering. Some enemies are way too of a bullet sponge, like literally to the point to wasting my entire ammo of my entire deck of weapons on a single enemy. (Talking about those alien-like enemies with rocket launchers at the end). Despite that, I had a little of fun playing this, but I'd not recommend it to most people.
게임 보이나 옛 콘솔 감성을 살려서 만들려고 한 것 같은데, 그냥 대충 만듦. 옵션이 따로 없어서, 미친듯이 큰 게임 소리를 전체 볼륨 단위로 줄여야 함. 사거리만 닿으면 근접 공격하는데, 벽 뒤도 포함임. 원거리 공격 AI는 그냥 일정 범위 밖을 나가진 않는 듯, 니가 와를 시전. 샷건은 권총보다 좋지 못함, 권총 두 방 나는 몹을 근거리에서 쏘더라도 가끔 한 방에 안 죽음. 그래도 못 써먹을 정도는 아님. 탄은 자기 멋대로 튀는데, 히트박스가 미친듯이 관대함. 총을 다양하게 주는데, 도끼랑 권총 선에서 대부분 마무리가 됨. 가격이 싼 편이라서 이런 걸 볼호하는 취향만 아니면 살 만은 하지만, 다른 재미있는 게임이 더 많아서, 돈 더 보태서 다른 게임 사는 게 만족도 면에서 좋을 것 같음.
Doo doo
Great oldschool janky shooter, its a lot of fun, so fun I made a guide for it check it out. To go over more detail on this game, its 60 cents on sell, has secrets and 18 levels, and has some good music and atmosphere. Is it jank, is it glitchy, is it going to lock up and suck you into a wall? YES! Save often tho, its not that big a deal.
This feels like a game that was in mid-development, but instead of being finished was just released....*sigh* where to start.. Lets start with the cons.... == CONS == - Every weapon feels the same. - Every gun is semi-auto despite the models used being full-auto weapons. (Full-auto shotgun, M249 LMG, P90) - P90 full mag is 4 bullets. FOUR. BULLETS. WHAT??!?? - Enemies get stuck in geometry and when they do they lose their hitbox until they get unstuck. - Every level for the first 14 levels are 2 - 3 minutes long. - Levels 15 - 18 are 30 - 45 seconds long. - Game crashes CONSTANTLY. (Literally every 4 or 5 save loads or every 2 to 3 levels progressed). - No Graphics settings - No Audio settings - No control rebinding - No flashlight (game is super dark) - Every level looks the exact same. - only 5 or 6 total enemy types throughout the 18 total levels and they all feel the exact same somehow. Now for the pros... == PROS == Has banger music I would highly suggest avoiding this game. But if you truly must see/experience it for yourself, don't say I didn't warn you.
not a perfect game ,but i had fun playing it ,just like the old first person shooters i use to play way back .thanks for making this game.
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
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.3M | 5.5K | 93% | $12.49 | |
| $8.6K | 66 | 52% | $4.99 | |
| $3.2M | 7.5K | 94% | $19.99 | |
| $807.5K | 8.8K | 93% | $4.99 | |
| $5.6K | 306 | 51% | $0.64 | |
| $111.4M | 217.4K | 91% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $26.6K | 187 | 67% | $4.99 | |
| $26.6K | 69 | 80% | $8.99 | |
| $26.6K | 2.7K | 90% | $0.74 | |
| $26.6K | 297 | 73% | $3.99 | |
| $26.6K | 416 | 72% | $2.99 | |
| $26.6K | 56 | 46% | $14.99 |