About the Game
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.
Screenshots
12 images
Version Information
Steam Patch Notes
Official update history
[img src="{STEAM_CLAN_IMAGE}/45053548/a54bb24f6943544ee84467107ccfbaead8fc4b40.jpg"]
Update 3 for DOOM: The Dark Ages introduces Ripatorium 2.0, offering additional Encounter Presets, deeper customization options, additional jukebox tracks and the ability to share your custom encounters on a per-round basis via Passcode sharing.
[p align="start"]This update also includes Campaign quality-of-life updates such as the Brink of Death feature now selectable between Normal and Hard settings via the Difficulty tab, plus player-requested updates including bindable inputs for your active Melee Weapon and Shield Rune.💢Ripatorium 2.0
[img src="{STEAM_CLAN_IMAGE}/45053548/709752e9d52190a4aa4cb59d91762ebfa2206708.jpg"]
[p align="start"]We’ve added even more ways to customize the Ripatorium arena mode, including the ability to share and load presets from each round via our Passcode sharing*.The Ripatorium is now round-based, with players customizing a selection of enemies they will face for up to five rounds
[img src="{STEAM_CLAN_IMAGE}/45053548/32dedfa00de67f8c0918866c3eba126acc582328.jpg"]
Each Ripatorium round can have unique settings and up to 10 respawn waves
[img src="{STEAM_CLAN_IMAGE}/45053548/cacf023d72f1753b5b16dedefa5b5fc688cbda36.jpg"]
In the Settings menu, we've added new options for Time Limit
[img src="{STEAM_CLAN_IMAGE}/45053548/714662a2a62cc7ef61bfad1f33d25ee02598dc41.jpg"]
Each round also features a unique Passcode (highlighted in the image below) that allows you to share your custom Ripatorium round and all its settings with other players
[img src="{STEAM_CLAN_IMAGE}/45053548/2e495be0b74b9b03303d3abff7c7165ca848d585.jpg"]
To play someone else's Ripatorium encounter, select the corresponding round and press the newly added "Enter New Passcode" input at the bottom of the screen
[img src="{STEAM_CLAN_IMAGE}/45053548/2a6b2af8d72aa916a729fca22c3db2ef19d9f82f.jpg"]
[p align="start"]There are also new Encounter Presets to choose from: Medium, Challenging and SadisticNote: You can enable these Encounter Presets in conjunction with any Difficulty Level
[img src="{STEAM_CLAN_IMAGE}/45053548/34577290231f9b8c161b14e0370abacde78625b4.jpg"]
[p align="start"]What are the "Preset Incoming" Encounters? (Highlighted in the image below)We're looking to collect the best custom encounters so that we can curate some community-made presets! Be sure to tag @doom on social with your unique round Passcodes for your best full encounter setups! In time, these will be added in-game via an Active Tunable update (without requiring a client update)
[img src="{STEAM_CLAN_IMAGE}/45053548/b9c6a1725deb19dfede13c203bc6b474421fa814.jpg"]
[p align="start"]The Jukebox now includes five additional tracks:“Theomachy”
“Bloodspill”
“Divine Retribution"
“From the Ashes”
“Wither and Writhe”
[img src="{STEAM_CLAN_IMAGE}/45053548/90164d1c2197e931b6147334d228ee123a794b22.jpg"]
An icon now appears over the heads of the last few remaining enemies in a round
Additional line-of-sight blockers have been added to all arenas
[img src="{STEAM_CLAN_IMAGE}/45053548/866e4c2dd1c40332ef3d87ca7af8d76f4cde1c9e.jpg"]
[p align="start"]End of Level Summary now shows two new tabs: Difficulty and Arena SetupDifficulty: Includes settings used during the Ripatorium run
[img src="{STEAM_CLAN_IMAGE}/45053548/13b4e8161ab229d47c0ea035b90c04834484627e.png"]
Arena Setup: Breaks down total demons killed with separate tabs counting each class of slain demon (Fodder, Heavy and Super Heavy)
[img src="{STEAM_CLAN_IMAGE}/45053548/4e3cc5255a7aa7f43580db522b7392c1cfa446bd.png"]
🎯Gameplay & Quality of Life
[p align="start"]Brink of Death is now an adjustable setting in the Difficulty tabNormal provides the recommended support
Hard provides less support and makes surviving at low health more challenging
[img src="{STEAM_CLAN_IMAGE}/45053548/e5e3679d60c23ac4f3d88510c1dc8f4d14deec2c.jpg"]
[p align="start"]Input BindingsPlayers can now swap their active Shield Rune and Melee Weapon during gameplay
[img src="{STEAM_CLAN_IMAGE}/45053548/9cdfa2e2d79f5127f2c5ac6921199aeaac36e135.jpg"]
[p align="start"]Four new player-requested key bindings have been added to the Input tab:Next Melee Weapon
Previous Melee Weapon
Next Shield Rune
Previous Shield Rune
[img src="{STEAM_CLAN_IMAGE}/45053548/659c5966743e42f6472d4ecd5576c2d1dacb1465.jpg"]
[p align="start"]Controller VibrationAdjusting the vibration intensity slider now correctly adjusts external controllers on Xbox when plugged into a PC
Controller vibration now works correctly with the BFC equipped
👿Enemy AI Fixes
Fixed a crash on PlayStation 5 Pro when initiating a Glory Strike on Heavy and Super Heavy-classed enemies after they're Dazed from the player using the Shredder
The player no longer clips through the geometry of the wall when performing a Glory Strike against the Komodo
Floating VFX will no longer appear over the Cacodemon’s corpse if it is killed while performing a wall attack
The Vagary Champion’s summon VFX are now the correct size
Fixed an issue with the Cacodemon’s shield continuing to block attacks briefly after it visually expires
Added ambient audio to the Cacodemon’s idle animation
⚔️Combat Encounter Updates
[p align="start"]Holy City of AratumAfter the Vagary spawns in the final encounter, additional Mancubus spawns are now replaced with a group of Imps
Removed Chaingunners from the final encounter
The Hell Knight and Imp Stalker that spawn after breaking Morale in the Village Morale fight no longer respawn
The Stone Imps and one of the Nightmare Imp Stalkers in the Swamp Morale fight have been removed
The Hell Knights in the Tank Hangar that spawn after the Leader Battle Knight no longer respawn
Removed one of the Arachnotron spawns from both tower objectives
Removed the additional Revenant spawn in the final encounter
The Mancubus and Arachnotron that spawn after breaking the Pinky Rider Leader's armor in the tank hangar no longer respawn
The Mancubus and Arachnotron that spawn in the final encounter no longer respawn
The Mancubus that spawns after breaking Morale in the first arena fight no longer respawn
The Revenant that spawns after breaking Morale in the second arena fight no longer respawn
Removed Battle Knight maintain status in first arena encounter
Removed Mancubus and Arachnotron in Vagary fight
Removed Arachnotron ambush in Blue Key Komodo fight
Removed additional Revenant spawn in the fight against the Vagary during the first visit to the temple
Removed Arachnotron on barge
Added Hell Knight and Imp Stalker ambush to secret Ruby room
Added Mancubus ambush in Prince Ahzrak toy collectible secret
Added surprise encounter to Wraithstone pickup
Changed the Nightmare Imp Stalker to a normal Imp Stalker in the first encounter
🔧Tweaks & Adjustments
[p align="start"]AtlanAdjusted Brink of Death feature for all difficulties so players have a greater chance to fight back from a near-death situation
Slightly increased the amount of health received from killing Titan enemies
Reduced acceleration of projectiles spawned from the boss’ Super Dive Bomb attack
Reduced base damage of boss’ Spear Throw so that it does not break the player’s Shield in a single shot when enemy damage slider value is 2.0x or lower.
Slightly increased health received by the player when performing a Glory Strike
Reduced the damage scaling on the Gravity Well explosion across all damage slider values 1.0x and above.
Slightly reduced speed of Lightning Wall projectiles
Reduced damage of Guillotine Projectile attack so that the player's Shield doesn't break instantly on block
Fixed a bug where additional damage was sometimes applied when hit by a Cosmic Baron's Guillotine Projectile
Adjusted various weapons and enemies to activate gore with greater frequency and consistency across the player’s arsenal
Adjusted enemy ragdoll behavior for various melee attacks and Shield Charge to further punctuate those actions in combat
🐞Bug Fixes
Fixed an issue with the Atlan’s Brink of Death activating despite the player Perfect Dodging an AOE attack
The spark VFX for using the Shield block no longer appears when taking damage from environmental hazards or other damage that bypasses the Shield
Fixed a bug with the Lore Nerd Milestone not completing correctly after finishing a 100% playthrough
Fixed an issue with the Perfection Skin not unlocking if the player force quits during the third Ripatorium match
Fixed a rare issue where the campaign's Pause and Dossier menus were replaced with Ripatorium menus, leading to save corruption and inaccessible menus
Fixed a bug where debug text would appear after dying in the projectile parry tutorial area
Interrupting the Combat Shotgun burst fire with Shield block no longer causes the player camera to slightly tilt until mantling or restarting the map
Fixed an issue in the Ripatorium where both mods for the Shredder and Accelerator would be active at the same time if the player reloaded the encounter or died and restarted
Hitting a Chaingunner with a pinned fodder demon will no longer instantly kill the demon
Armored enemies will now falter correctly when their armor is destroyed by the Ravager and Pulverizer
Fixed a bug where the first instance of damage the player takes after a checkpoint would not mitigate damage properly if hit from behind
Killing a Vagary, Agaddon Hunter or Komodo in the Ripatorium no longer triggers their related Campaign milestones
The Ripatorium now saves the Melee weapon the player equipped from the previous attempt. In addition, , charges for that weapon are fully replenished if the player swaps Melee weapons before the first round of enemies spawn
Addressed a bug with the firing SFX getting stuck in a loop if the player swapped from the Auto Turret Rune to another Shield Rune after it has already begun to fire in the Ripatorium
🔍 Known Issues
Ripatorium Encounter Presets not resetting after selecting "Reset All Ripatorium Rounds to Default,” (e.g. the “Sadistic” preset remains at “Sadistic” rather than “Default)
Quick Swap Rune and Quick Swap Melee not displaying correctly in the Ripatorium with accounts that have not progressed beyond the Campaign opening
Default Time Limit displaying inconsistently when enabling Encounter Presets
If you're still experiencing issues, please holler at our amazing Customer Service team.
💢The Ripatorium
😌Quality of Life Improvements
Player’s selection of equipped guns, upgrades, melee weapon, and shield rune will now persist once adjusted
Added ammo and health pickups to Ripatorium arenas
🐞Bug Fixes
Fixed the crash issue during combat with too many enemy AI present in the Ripatorium as well as in the campaign
Fixed the issue with the base Vagary not dying when executed while dazed
Fixed the issue where Champion Vagary had a chance to spawn when the base Vagary was selected
Fixed an issue where swapping any Shield Rune after starting the arena would cause some of the upgrades to no longer work, including Steadfast, Harvester, Blade Master, and Retaliation
The Steadfast Shield upgrade now functions when an unbroken shield is restoring health
Fixed an issue where multiple upgrades where being applied at the same time for Accelerator and Shredder
👿Enemy AI
General gameplay balance refinements (some of these were previously Active Tunables that have been removed from that article and committed to the game in Update 2.1 Hotfix 1). These are denoted below as: (*PT) for "Previous Tunable"
Fixed the issue where Imp, Soldier, Zombie, and Arachnotron’s swipe melee attacks dealt no damage if passing through other demons first
Armored enemies will now falter when their armor is destroyed with Shotguns
Fixed an issue where the Vagary did not falter after taking damage from the Dreadmace direct damage or AOE damage once certain upgrades had been purchased
Fixed the issue where Pinky Rider Armor prevented falters from the Slayer’s landing impact
Fixed the issue where Whiplash did not perform a falter from the Slayer’s landing impact
Reverted the Cacodemon health buff applied in Update 2
Reverted the Mancubus health and armor buffs applied in Update 2
Reverted changes to Mancubus Flamethrower damage applied in Update 2
Reverted changes to Mancubus Fireball speed and size applied in Update 2
(*PT) Chaingunner increased cooldown between burst fire attacks & shortened duration of burst fire attacks
🎯Gameplay
Equipped Guns, upgrades, Melee weapon, and Shield Rune are now retained when reloading checkpoints during the campaign and when transitioning between missions
Shield Charge AOE (Area of Effect) will now cause health to drop from killed enemies
Fixed an issue where the Shield Saw could not be raised to perform a Block/Parry during the reload animation of the Super Shotgun
Added the ability to interrupt the Super Shotgun reload animation to melee at the same frame we allow a Block/Parry
Shortened the delay for the player to interrupt Rocket Launcher and Grenade Launcher firing animations to Shield Block/Parry or Melee
Fixed an issue introduced in Update 2 that allowed players to potentially switch weapons earlier than intended after firing certain guns including Super Shotgun, Rocket Launcher, Grenade Launcher
Fixed the brief slowdown experienced after Parrying or using a Melee combo when 'Parry & Melee Slow Down' is set to 0
Players will now be restored to a minimum of 75 health upon checkpoint reload if they hit the checkpoint with less health than that amount (this excludes Pandemonium and Ultra Nightmare which don't have checkpoint reloading)
Corrected an issue where the low ammo notice appears well before the Cycler Plasma Rifle should be notifying for a low ammo state
Fixed the issue where the player could briefly become locked out of swapping to the BFC while using the Chainshot
Fixed an issue where upgrading all melee weapons could prevent the Melee Expert and Berserker achievements from completing
🛡Weapon Balance
[p align="start"]Rail Spike ImpalerDeveloper Clarification: Impaler headshot damage was not universally increased in Update 2. The approach we took generally favored decreasing Impaler body shot damage in instances where scoring all headshots did not result in a meaningful difference in the total number of shots required to daze or kill a demon. We did increase headshot scaling in a few instances (E.G. Cyberdemon and Whiplash) where reducing body shot damage would have resulted in a longer-than-desired time-to-kill
Balance adjustments including:
Reduced Impaler damage vs. Cyberdemon
Reduced headshot scaling of empowered Impaler projectiles (via Salvage and Chronospike upgrades) vs. Whiplash
Reduced headshot scaling of non-empowered Impaler projectiles vs. Revenant
Balance adjustments including:
Increased Super Shotgun damage vs. Hell Knight and Battle Knight
Increased Super Shotgun damage vs. Cosmic Baron
Reverted the damage adjustments against Mancubus and its armor applied in Update 2
Increased Super Shotgun damage vs. Pinky Rider and Armored Pinky Rider
Increased base Super Shotgun (without upgrades) damage vs. Vagary armor
🗺 Levels
Active Tunable gameplay refinements are denoted below as: (*AT) for "Active Tunable"
⚔Combat Encounter Updates
[p align="start"]Holy City of Aratum[p align="start"]🗡Final EncounterAdjusted the Hell Knight respawn
Increased time between maintain spawns in several encounters
Resolved issues where additional combat encounters could be triggered erroneously
Removed the Imp and Mancubus maintain support in the Agaddon Hunter intro
Expanded the Arachnotron maintain window
Removed the maintain support from the Komodo intro
Fixed the Arachnotron maintain respawning with inconsistent timing at the end of the encounter
Fixes the Battle Knight maintain occasionally spawning as another enemy AI
Set Nightmare Imp Stalker maintain to begin after both Imp Stalkers are dead, rather than just one
Resolved issues where additional combat encounters could be triggered erroneously
Added plasma ammo in front of both plasma gates on the Maykr ship
The “Energy Shield” tutorial pop up does bypass the “Tutorials Off” setting
Changed the enemy AI composition in the final Atlan encounter so there are fewer armored enemies
🎰UI
Resolved the issue where viewing Newsfeed body content for live tiles displayed a blank pop-up and caused multiple log errors
Added the 'Energy Shield' popup tutorial to the Pause Menu's tutorial list
The Energy Shield tutorial in Resurrection will now bypass the "Tutorials Off" setting
🏭Engine
Fixed a crash that occurred during Ripatorium Endless mode on Xbox Series X|S & PlayStation 5 when playing for longer than 8 hours continuously
If you're still experiencing issues, please holler at our amazing Customer Service team here
Read all the above in additional languages on Slayers Club here.
Today's minor update for DOOM: The Dark Ages addresses the following:
Fix for 1-frame jitter that can be caused by resolution scaling
Fix for VRS (Variable Rate Shading) setting not changing when applying defaults
If you're still experiencing issues, please holler at our amazing Customer Service team here
This update adds the Ripatorium, an endless arena mode that lets players set up their own combat encounters within 3 unique arenas using a simple menu interface. Also included are two new DOOM Slayer skins (see below for unlock criteria), a loopable demo for Benchmark Mode on PC and a slew of other improvements and bug fixes
✨New Content
[img src="{STEAM_CLAN_IMAGE}/45053548/56ffb2511b6b6834c20fd6b5e8ff972c6577905f.jpg"]
💢The Ripatorium
[img src="{STEAM_CLAN_IMAGE}/45053548/4ce966be32741fd34113fe6a04fd6c110ba48634.png"]
Includes a new Encounter Manager:
[img src="{STEAM_CLAN_IMAGE}/45053548/d8b23af20806abda2b5d49501b0b317371ea2993.png"]
Select type and quantity of demons to spawn
[img src="{STEAM_CLAN_IMAGE}/45053548/cf389e0c50ddc5f2b0a4f1f3706c175a19ebc299.png"]
Set a time limit to challenge yourself or turn on Endless mode
[img src="{STEAM_CLAN_IMAGE}/45053548/f325113d617d0508f13a7419e2e5d3a27f004412.png"]
Use the enemy respawn counter to craft your experience
[img src="{STEAM_CLAN_IMAGE}/45053548/1ecf0371bc277cbaa237e3c40e062c2488c00e91.png"]
Includes 3 arenas:
Arena 1 - City of Ry'uul
Arena 2 - Village of Khalim
Arena 3 - Harbor of Souls
[img src="{STEAM_CLAN_IMAGE}/45053548/c54e636121bca437046c2e7609579e491d02cbc2.png"]
Lastly, a jukebox where you can select a DOOM: The Dark Ages music track for your custom encounter
👁🗨Benchmark Mode
[img src="{STEAM_CLAN_IMAGE}/45053548/04119112441b7d429e06e778ceebae6026facbaa.jpg"]
Added Demo Mode that lets you create a looping playlist sequence of benchmark mode flythroughs
👘New Cosmetic Customization
[img src="{STEAM_CLAN_IMAGE}/45053548/85b0f02f34f861db32950b07048c9cf09c266db0.jpg"]
Limited-Time Free QuakeCon 2025 DOOM Slayer skin*
[img src="{STEAM_CLAN_IMAGE}/45053548/c217d0894ce6059bb3edca74f25130ce1f5c1b62.jpg"]
Earnable Perfection DOOM Slayer skin**
*Requires linking the platform you play DOOM: The Dark Ages on to your Bethesda.net account and launching the game between August 7 and September 1, 2025. Please allow up to 48 hours for skin to appear in-game
** Complete an encounter in each Ripatorium arena (3 total)
🛠Game Updates and Improvements
🎭Difficulty Settings
[img src="{STEAM_CLAN_IMAGE}/45053548/bf0aa9b98b4ae5ba10c8478263d3e581a05ef5a9.jpg"]
Added a new difficulty slider for Max Life Sigils that allows players to set a Life Sigil capacity for their campaign run
[img src="{STEAM_CLAN_IMAGE}/45053548/d2102ba257f7ffbd5541630bbebb05f58fc899a9.jpg"]
Added a new difficulty slider for Atlan Perfect Dodge Window
Allows players to adjust how long the Perfect Dodge window is active when Dashing as the Atlan
💊Life Sigil
Updated the timing of the Life Sigil activation flow to smooth out the experience
Added a line to the Life Sigil activation screen that tells the player which enemy type delivered the killing blow
Added new sounds for when the player receives a killing blow to activate a Life Sigil, as well as a new sound when a Life Sigil is activated
🎛Additional Game Settings
[img src="{STEAM_CLAN_IMAGE}/45053548/c8ff0d3ac8b7b9fbe7593ff6911c2642e88fb8c5.png"]
Added new gameplay slider for Parry & Melee Slow Motion
Allows player to adjust the duration of the slow-motion feedback that occurs on a successful Shield parry or Melee strike when playing as the Slayer
[img src="{STEAM_CLAN_IMAGE}/45053548/b58b00f84c1c8d743f53f1895e51832639650961.jpg"]
Added a new Game Setting for “Weapon Class Switch Style”
Standard \[maintains current weapon swap behavior]
Pressing a Weapon Class input in rapid succession will now always switch to the currently equipped weapon within a given Class
Double Tap \
Pressing a Weapon Class input twice in quick succession at the beginning of a weapon switch will now automatically equip the other weapon in that class if available
🔊Audio
Global pass on combat music to ensure system is being triggered correctly for each encounter
🎯Gameplay
Added ability to interrupt weapon bring-up and Shield Charge recovery animations sooner to perform a block or parry
Loading tip for melee being used to refill ammo will now appear more frequently
🛡Weapons
Increased speed of Weapon Swap animations
Rail Spike Impaler
Balance adjustments including:
Reduced Impaler damage vs. Hellknight and Vagary demons
Reduced Impaler damage vs. armored demons
Put further emphasis on Impaler headshots by increasing headshot damage, and reducing non-headshot damage vs. various demons
Shield Throws that deflect off of larger demons no longer drop Impaler ammo when the Stalwart upgrade is equipped
Reduced the amount of Mace charge received from headshots with the Lobotomy upgrade
Plasma Rifle Class
Lowered base ammo on Plasma Rifle Cycler
Adjusted value of ammo capacity increase earned through Demonic Essence upgrades
Lowered maximum ammo capacity of Plasma Rifle Cycler
Super Shotgun
Reduced Super Shotgun damage vs. Hellknight, Mancubus, Pinky Rider, Cosmic Baron
Reduced Super Shotgun damage vs. armored demons
Player can now interrupt the Super Shotgun reload to perform executions
Chainshot
Lowered starting ammo capacity
Dreadmace
Executions performed with the Dreadmace equipped now drop the same amount of ammo as executions performed with other melee weapons. The amount of ammo dropped as a result of other Mace attacks has not changed
Reduced Dreadmace AOE damage, increased Dreadmace direct-hit damage to compensate for AOE damage reduction
Parrying a Hell Surge attack drops less Dreadmace charge
Drops triggered as a result of Impaler headshots with the Lobotomy upgrade equipped drop less Dreadmace charge
Gauntlet
Lowered the amount of charge received via Duelist upgrade
Shield Saw
Removed the slight cooldown on Shield Throw after catching it from a previous throw action
Refined Shield Saw parry detection
🦾Atlan
Stomp
Adjusted Stomp behavior to apply an electrical stun and shock state to enemies
VFX and audio adjustments to accompany this change
When attacking shocked enemies, the Atlan will punch faster
Updated the tutorials to cover the new behavior
Encounters
Updated Atlan encounters to account for new Stomp behavior
🐲Dragon
Extended empowered shot time
Updated Anti-Dragon AI's projectile attacks in the tutorial section to include line attacks and remove the hourglass projectile
Improved tutorial messaging for assault mode dash directions
Added new HUD elements to indicate when the player should initiate assault mode and dodge actions
Shortened the delay time for AI firing projectiles after lock-on
Players will now skip straight to the Holy City of Aratum if tutorials are turned off
👿Enemy AI
Made the Kreed Maykr fight more challenging
Extended the range on Prince Ahzrak's spear
The Old One’s Aerial Slam damage radius now covers the entire arena
FX and SFX have been added
Increased the AOE of the waveblast from the Komodo’s Graviton arm attack
Completed a pass on AI logic events to ensure they are stopping correctly when AI pain reactions are triggered
The Pinky bite attack has been updated with new animations, FX and audio to help the attack read better
HP buffs have been added to the Cacodemon, Mancubus, and Armored Mancubus.
Addressed the Chaingunner Soldier’s target acquisition, fire rate, and overall player responsiveness
Pinky Rider leader now fires shield projectiles at the start of the flame wall attack instead of basic fire projectiles
Increased Mancubus Flamethrower damage
Increased Mancubus Fireball speed and size
🗺 Levels
Hebeth
A checkpoint now appears after reaching where the Accelerator would be picked up when playing the level through Mission Select
Sentinel Barracks
A checkpoint now appears after reaching where the Pulverizer would be picked up
Reckoning
Added a checkpoint after the intro sync animation for the Prince Ahzrak and Witch fight
⚔Combat Encounter Updates
Sentinel Barracks
🗡Tomb Arena
Reduced number of spawns in the Stone Imp wave
🗡Vagary Champion Encounter
Reduced the Mancubus maintain from 2 to 1
Holy City of Aratum
🗡Secret Gore Nest Encounter
Replaced a Nightmare Imp Stalker with a Chaingunner
Added Mancubus maintain for Pinky Rider Leader support
Added Imp maintain for Pinky Rider Leader support
Siege - Part 1
🗡Southside Gore Nest
Full encounter rework
Abyssal Forest
🗡Overgrowth Mid Encounter
Added 2 mortar Mancubus
🗡Overgrowth Tree
Added Hellknight
🗡Ruins arena
Added 2 Hellknights
🗡Canyon Fight
Added additional fodder along path
Added armored Mancubus with phalanx
🗡Agaddon Boss Fight
Added 2 Mancubus
Added Imps
Ancestral Forge
🗡Mines switch encounter
Added Chaingunner reinforcement
Added 2 Mancubus
🗡Ancestral Final: all 3 switches to activate
Added Nightmare Imp Stalkers
Added Arachnotron
Added Imps
🗡Final fight
Added Arachnotron on morale shield break
Added Hellknight on morale shield break
The Forsaken Plains
🗡Left Tower Combat
Added Arachnotron maintain after morale shield break
🗡Right Tower Combat
Added Arachnotron and Battleknight after morale shield break
Hellbreaker
🗡Castle Interior Ambush
Added Nightmare Imp Stalker spawn and Revenant maintain
Sentinel Command Station
🗡Maintenance Hallway Encounter
Added Imp Stalker maintain
🗡Tank Hangar
Added Arachnotron maintain for leader support
Added Mancubus maintain for leader support
🗡Final Atrium Encounter
Added Mancubus maintain for Cyberdemon support
Added Arachnotron maintain for Cyberdemon support
From Beyond
🗡Machine Space Encounter
Added mortar Mancubus maintain
Reduced soldiers
🗡Summit Encounter
Added Revenant maintain
Spire of Nerathul
🗡Komodo Boss Fight
Added Arachnotrons
🗡Cliffside Extra Life
Added Cacodemon and Battleknights
🗡Gore Nest
Removed Whiplash and added Pinky Rider, Nightmare Imp Stalker, and Revenant before morale break, and Whiplashes after morale break
🗡Hanging Ship Path, Stasis Emitter
Added Arachnotrons
🗡Cathedral Path Stasis Emitter
Added Arachnotrons
🗡Mountaintop Wraith Steel
Added Battleknights
🗡Pre-BFC Gauntlet
Added Whiplash
City of Ry’uul
🗡Undercity Tunnel Arena
Added Imp Stalker support for Vagary
Added Arachnotron support for Agaddon leader
🗡Floating Island Gore Nest
Added barriers around floating arena while in combat
Adjusted timing of some enemy spawns
The Kar’thul Marshes
🗡Northside Monolith Arena
Added Mancubus maintain after morale shield break
🗡Southside Monolith Arena
Increased area in which enemies can engage the player
Temple of Lomarith
🗡Shipyard Arena
Added Arachnotron on maintain around Vagary
Added a change roll command if you ignore the first Arachnotron and Revenant
Added force charge once the morale shield is broken
Belly of the Beast
🗡Belly Formation Encounter
Removed Revenant
Added a maintain group with Mancubus and Armored Arachnotron around Vagary
🗡Temple Return Encounter
Added Armored Arachnotron around Agaddon Hunter
Harbor of Souls
🗡Courtyard Encounter
Added Revenant maintain to Vagary wave
🗡Leader Komodo Encounter
Added Arachnotron maintain to Leader Komodo wave
🗡Barge Deck Encounter
Added Mancubus to the Komodo wave
Added two Mancubus and two Lost Souls on morale shield break
Added Arachnotron maintain for Pinky Rider Leader support
Resurrection
🗡Farm Leader Encounter
Added Whiplash to enforcer group
Added an Armored Arachnotron maintain around Cyberdemon
Change morale break spawns from 2 Whiplashes to Acolyte and Arachnotron
Maintain an Armored Arachnotron after shield break
🗡Graveyard Leader Encounter
Added Cyberdemon to the front portion of the encounter
Changed the Pinky Rider to an enforcer and enforced heavies in that pod
Added Battleknight near the Pinky Rider Enforcer
Added Chaingunner near Arachnotron
Spawn Mancubus once the leader spawns in
Spawn Arachnotron around half leader health
🗡Village Leader Encounter
Maintain Mancubus around leader Acolyte
🗡Cave Gore Nest Encounter
Full encounter rework
🗡Outside Gore Nest Encounter
Added Cacodemon maintain after first superheavy death
🗡Blue Key artillery Berserk Encounter
Added Armored Pinky Rider, Armored Arachnotron, Mancubus, and 2 Whiplashes
Final Battle
🗡All Encounters
Added 1 – 2 additional Titans per area
Reckoning
🗡Final morale fight
Added Battleknight maintain after morale shield break
🗡Boss Vagary rematch
Added Mancubus spawns
Added Armored Arachnotron maintain
💡Lighting
Hebeth: optimized some shadows for potential issue with wide FOV
Minor lighting adjustments to Ancestral Forge and Reckoning to improve readability in combat spaces
🐞Bug Fixes
🆘Crashes
Fixed a rare crash in Harbor of Souls when approaching the Fortress Gate near the Armored Mancubus on PC
Fixed a crash when attempting to load Pandemonium save data from Update 1
Fixed a crash during the Spire of Nerathul water drain cinematic
Resolved a rare crash on the map loading screen when transitioning to Spire of Nerathul
🎯Gameplay
✅Checkpoints
Players who die or reload a checkpoint after receiving a Demonic Essence upgrade no longer need to kill the leader again to receive the upgrade. This change also fixes the map completion being stuck at 99% for some players
Addressed an issue with reloading the checkpoint or dying during the Armored Titan arena that caused new demons to spawn and progression to be blocked
🐾Traversal
Jump Pads: Several jump pads now correctly trigger the launching SFX and launch the player
👁Visual
Fixed a bug where small variations of the camera’s FOV (e.g. 90 to 91 or 92) could cause some grass instances to be culled incorrectly and disappear. This made the ground look like it was flickering when firing weapons in certain locations
🎮PlayStation 5
Fixed a rare crash on PlayStation 5 while in combat in the final demonic portal Slayer arena
🏆Milestones
Fixed an issue that could cause the Berserker Milestone to complete early
👿Enemy AI
Made an adjustment to AI melee attacks to prevent damage from going around the player's shield
Lowered the idle time for the Battleknight between spawning and attacking
Battle Knight: Fixed a bug where axe swings wouldn’t consistently collide with the player when other AI were nearby
Agaddon Hunter now plays death animations and does not go straight into ragdoll
Cacodemon shield now visually appears without any invulnerability window
Fixed an issue with the Komodo, where it could still take damage from a parry AOE when surrounded by the leader shield
Mancubus: The Mancubus and Armored Mancubus now correctly stop firing projectiles from a severed right arm
Armored Mancubus: Parried projectile no longer hovers in air if the AI dies mid-flight
The Old One: The Mace no longer disappears during attacks after using Atlan Siege Breaker
Fixed an issue where Hell Carrier projectiles hitting the Dragon might not cause pain reaction SFX if the target lock was delayed
Addressed a bug where the Whiplash was not immediately stunned by the embedded Shield Saw attack after slithering
Enforcer Buff VFX now correctly display on Cosmic Barons and Imps
🛡Weapons
Resolved a rare issue where the player could get control locked after fully upgrading a weapon
Shield Saw
Shield Charge impact no longer triggers a Glory Kill on nearby dazed enemies
Shield Throw is no longer briefly inhibited after swapping to certain weapons and immediately firing that weapon
Fixed a bug that allowed for multiple parries in instances where it was unintended
Super Shotgun
Fixed a bug where the Super Shotgun reload would prevent Shield Throw
Accelerator
Overload impact VFX of the projectiles is now red instead of blue
Pulse firing the weapon no longer allows the player to charge the weapon for half the ammo cost
Gauntlet
Addressed an issue where Encore upgrade was affecting standard charges of the Gauntlet, increasing its refill rate beyond what is intended
Mace
Fixed an issue where the Mace would no longer cause Heavy Falters after purchasing certain upgrades
🦾Atlan
Fixed an issue where the Atlan was invincible when dodging left
Fixed an issue where the Atlan’s Perfect Dodge window was extending beyond the Dodge action
🗺 Levels
Hebeth
The Zombie fodder AI is no longer placed inside the wall behind the plasma accelerator weapon pickup
The Holy City of Aratum
Fixed a rare bug where the tanks on the assault mode tutorial tower would split in half and fire at the player
The Slayer can no longer become stuck in scaffold wreckage collision near the Cycler pickup arena on the undercity landing zone
Siege – Part 2
The Titan no longer disappears after restarting the checkpoint
The player can no longer respawn behind the demonic barrier by jumping into fade volume near the beginning of the bridge to the elevator room
The Revenant near the turret courtyard no longer becomes idle when pathing through the doorway
Abyssal Forest
The user can no longer become trapped between rocks and fall out of the world
Hellbreaker
Fixed a bug where the Crushinator Mission Challenge was counting Hell Tanks towards its completion
From Beyond
The checkpoint in the machine space now functions correctly and no longer places the player at the pre-summit checkpoint
Spire of Nerathul
The Slayer can now traverse on water in multiple places in sunken path secret area
The wall scrambles in the BFC temple area are now reflected on the Automap
The Imp no longer spawns stuck against the wall in the sunken path secret area
The Kar’Thul Marshes
The minor arena north of the Sentinel shrine will now correctly complete on the Automap
Temple of Lomarith
The Automap now includes the leader encounter Icon in shipwreck arena
The player can no longer hit the metal target node from the ground floor to bypass the Cosmic Eye water tunnel in shipwreck arena
Resurrection
The cave hazards on the path to the Kreed Maykr ship now move correctly after checkpoint reload
Added a delay before the Kreed Maykr can use a laser attack after being interrupted by a falter or daze
Reckoning
The Cosmic Baron in the berserk pickup room encounter before Prince Ahzrak fight can now fit through arched doorways
The Witch now has the daze ring after being dazed
🏭Engine
VRS/VRCS has been implemented for PC, matching the functionality already present on consoles
Corrected an issue in which there was visible banding on water surfaces in some cases
🎥Cinematics
Village of Khalim: The intro text no longer appears in gameplay briefly if the Player skips the cinematic
Barrier Core: Skipping the power core interactive no longer results in vessel door and light/smoke VFX remaining in the game
The Holy City of Aratum: The explosion SFX during the transition between cinematics is no longer cut off with tutorials turned off
Fixed an issue where press hold to skip cinematic is happening before you see the prompt to press hold to skip
Siege - Part 1: Holding down the space bar on the wall climb at the end of the level will no longer cause the player to accidentally skip the cinematic
🎰UI
Bethesda.net: The 20-character password limit no longer blocks players from linking their Bethesda.net account
The Holy City of Aratum: The active Dragon dodge tutorial window no longer overlaps the passive Dragon assault mode tutorial window
Adjusting the "Empowered Attacks" modifier now correctly applies the \[*M] tag to a save file
Benchmark Mode: updated The Abyssal Forest screenshot
Accelerator: Overload: Both charge bars no longer rubber band and drop to lower charge amounts before returning to normal
Settings - Parry & Melee Slow Motion: Removed the extra impulse being applied to a corpse's ragdoll after executing a demon when this setting is turned off
🔊Audio
Grenade Launcher: The Grenade Launcher explosion SFX no longer sounds distorted when firing multiple times in succession
Atlan low health audio no longer plays while around 350 health
Updated Stone Imp immolation sound effects
If you're still experiencing issues, please holler at our amazing Customer Service team here
Update 1 Hotfix is now available on all platforms and resolves degraded visuals appearing as increased graininess and/or blurriness in some video settings configurations. Shoutout to our community for helping identify the issue so we could quickly address it!
Note: Thanks for your patience while we continue to investigate why some PlayStation 5 users have been unable to unlock the Berserker Achievement/Trophy upon obtaining the necessary upgrades
ICYMI check out the full Update 1 Release Notes here
Update 1 Hotfix is now available on all platforms and resolves degraded visuals appearing as increased graininess and/or blurriness in some video settings configurations. Shoutout to our community for helping identify the issue so we could quickly address it!
Note: Thanks for your patience while we continue to investigate why some PlayStation 5 users have been unable to unlock the Berserker Achievement/Trophy upon obtaining the necessary upgrades
ICYMI check out the full Update 1 Release Notes here
Current Release
20760608
Uploaded Mar 29, 2026
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
76.1 GB
20760608
9DB7E82E
2af1e14fb9a0f5293b1319a99e284ec9ac158c563c624690605c24c8122fc2e7
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