

DOOM Eternal
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.




01About DOOM Eternal
In DOOM Eternal, you play as the Slayer in a single-player campaign battling demons across dimensions. Its fast first-person combat combines guns, weapon mods, and abilities with a resource loop: Glory kills restore health, burning enemies yields armor, and chainsaw kills replenish ammunition. Battlemode adds multiplayer fights between one Slayer and two player-controlled demons. On Steam, 91% of 187,811 player reviews are positive.
Credits
Lowest recorded in 36 months
$3.992025-09-29 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 10 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | Yes |
| Italian | Yes | Yes | Yes |
| German | Yes | Yes | Yes |
| Spanish | Yes | Yes | Yes |
| Japanese | Yes | Yes | Yes |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | Yes |
| Spanish-Latin America | Yes | Yes | Yes |
| Polish | Yes | Yes | Yes |
| Russian | Yes | Yes | Yes |
Steam PC edition data · 2026-10-19
02Before you buy
Modes
The Steam PC version includes a single-player campaign and Battlemode, a three-player format of one Slayer against two player-controlled demons.
Language
English is listed for interface, full audio, and subtitles.
03Frequently asked questions
What modes are included?
The campaign is single-player. Battlemode is multiplayer, with one Slayer facing two player-controlled demons.
How does combat replenish resources?
Glory kills provide health, burning enemies provides armor, and chainsaw kills replenish ammunition.
What is Battlemode?
Yes. Battlemode pits one Slayer against two player-controlled demons in a best-of-five match.
“A peak high-intensity shooter that weaponizes ammo scarcity, using its resource triangle to keep you forever pushing forward”
Our Verdict
Stitch every dimension together and DOOM Eternal resolves into a game of unmistakable, unapologetic purpose: it never set out to please everyone, only to do one thing perfectly — turn aggression itself into the highest grade of pleasure the genre can offer.
A precision ceiling for the generation's shooters

An 89 on OpenCritic, an 88 on Metacritic, a Mighty rating planted in the top one percent of everything the aggregator has ever scored — the run of figures nails Eternal into place as the series' definitive synthesis, the entry every later DOOM measures itself against.
The thing no rival has cleanly copied is neither the visuals nor the score but that resource triangle forever shoving you forward. DOOM (2016) was only the prototype, the test bed where the ideas first stirred; Eternal is where the concept got machined into a tight, perfectly meshing engine with no slack left anywhere in it.
Add five Game Awards 2020 nominations, Game of the Year among them, plus two BAFTA nods in 2021 for animation and technical achievement, and its coordinates within that crowded class of 2020 look remarkably secure. While other shooters spent the year competing over who could stage the bigger spectacle and the louder set piece, Eternal quietly competed over something far harder to fake: who could build the deeper fight, the one you could still be learning a hundred hours in. That is the contest it won by a mile, and the win is why it still gets cited as the genre's high mark.
Who it is for, and who it will turn away

This is a game that actively selects its players and makes no secret whatsoever of its temper. If you relish the strung-out tension of doing math at a sprint, hands and eyes and brain all redlined together, and you want combat depth far more than you want comfort, then Eternal is practically bespoke for you — it repays every single ounce of study with some of the finest encounters the medium has ever produced.
Flip it around and the warning is just as blunt. If you only want to switch off and spray, unwilling to be drilled by relentless resource pressure and a high mobility bar, it will very likely frustrate and repel you somewhere inside the opening few hours.
There is almost no middle ground on offer here. It is either the most exhilarating shooter you have touched in years or the one you quietly bounce off and abandon for good, and which camp you land in is usually clear within the first level or two. On versions, players chasing peak image quality and frame rate should default to PC or a current-gen console, while handheld-only players can settle for the Switch port provided they accept its visible compromises going in. In the end, Eternal stands as a bold design manifesto, betting that players will willingly cross a steeper threshold to earn a deeper fight — and the market and the reviews both confirm it won that bet outright, because the "most aggressive shooter ever" loop it perfected still has no full equal anywhere today.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Good game with Good Christian ValuesShow moreShow less
I wanted Doom, not spyware.Show moreShow less
My girlfriend left me because I spent 90 bucks for this game instead of taking her to a fine dining at McDonalds. But it doesn't matter. Women are temporary, But Doom is Eternal.Show moreShow less
I'm very conflicted over this game. On the one side, the presentation is phenomenal. They really hit it out of the park with the gun models, the environments and the music. On the other side, they've taken everything that made Doom 2016 good and made it not that way. The UI is bright and crowded. The art style is cartoony and playful. But most importantly, the gameplay is way too complicated and bloated. From all of the press you'd think that the combat is what makes the game enjoyable. However it feels completely unnatural to play. So let's start with ammo. There are no ammo drops (or very little of them). The entire concept of scanning the level for ammo drops is gone. Instead, you're constantly without ammo until you use the chainsaw on an enemy. This would be fine if you could do it on many different enemies and if you didn't run out of fuel. But you're constantly running out of fuel, and certain enemies simply cannot get chainsawed (like arachnotron). Then you've got the monster weaknesses. On paper this sounds great: certain monsters have weaknesses that you can exploit. In practice it's horrific. The cacodemon simply won't die without lobbing a grenade at its face. You can unload your entire machine gun or plasma rifle at it and it won't go down. And before you get to the argument of "well technically, you need to change your playstyle" imagine that you have to get a glorykill on the cacodemon every single time. And the glorykill animation is the same (pull the eyeballs or stabbing it through the eyeball). To make matters worse you have to pick certain upgrades to enjoy the game properly. For instance, you're basically required to pick the machine gun precision aim upgrade in order to properly kill the revenant. Wait, you chose missiles? Well too bad! The revenant will now be a nightmare. You want to use the autoshotty? Too bad! You need to lob the guns off of the arachnotron. There's also a lot of stuff that simply doesn't feel like a good addition to Doom. Why is there so much platforming? What are all of these collectables and upgrades? So much ♥♥♥♥ is thrown at the player at once that it's overwhelming. A good reference for a complex game that continues to introduce mechanics is God of War. You never feel like the game is throwing too much your way. Instead, it feels like the game is expanding. In Eternal it just feels like too much too quickly. And lastly, the ♥♥♥♥♥♥♥ story. I really will keep this brief, but really. What is even going on? How did the Doom Slayer get a fortress? Who is the Kahn Makyr? Who is this Ghost King and what is that orb you pick up? None of this makes any sense! It's been two hours and so much has been thrown my way that I'm ridiculously confused. I'm really, really disappointed by this game. It plays nothing like Doom 2016. And while I'm all for innovation and improvement, this just feels like a massive departure from what makes Doom 2016 good. Doom 2016 is a simple, straightforward and concise shooter. Shooting the guns feels like a dream. Upgrades are slowly drip-fed and certain upgrades are never required to kill demons. The game looks gritty and realistic, not colorful and playful. And ultimately, the focus is on KILLING DEMONS. I can't recommend this game. This is a hard pass for me. Edit: some more problems with the game. The ♥♥♥♥♥♥♥ tutorials. Why does the game completely stop or take me to another room to explain to me how a mechanic works? In a Doom game! This is a bigger design smell (something that indicates there's a larger problem) and the design smell is that the game is simply too complicated. The balance. It's possible to get almost completely stuck on the first level by running out of ammo and fuel for your chainsaw. On top of that, three fuel cells on your chainsaw aren't enough to take down an arachnotron. So, you'll get stuck on the first level fighting an arachnotron. "Well I'll just go back!" you think to yourself. Well actually no, because the ♥♥♥♥♥♥♥ levels LOCK YOU IN. I have gotten completely locked in three different times while playing the game. Edit 2: the fanboys are out in full force defending the game when clearly there are many people who dislike this game. It doesn't take me fifteen hours to figure out if I like a game or not (I've already refunded this game). Also, I never said it was a BAD GAME. If you like this kind of gameplay, feel free to enjoy it rather than come circlejerk in the Steam reviews. However, this game is a large departure from what made Doom 2016 good and frankly it's just not fun for me! It has nothing to do with skill, or liking other games, this game is simply not fun for me.Show moreShow less
This new Mick Gordon album has an excellent demon slaying game attached to it 11/10 Would rip and tearShow moreShow less
I've been a fan of the DooM series for the past 25 years. I loved Doom 2016. I wanted it to succeed so that iD, as a company, would survive. I was overjoyed when it did. Nevertheless, I cannot overestimate how disappointed I am with Doom Eternal. First, credit where credit is due. The music is really good and the graphics are amazing. Some of the levels look absolutely phenomenal. Tons of fan service. You can also bypass a few obnoxious Weapon Mastery Challenges with Weapon Mastery Tokens. The combat is meaty, packs a punch and can be very satisfying. Now onto my issues. Excessive platforming: I understand the devs wanted to make exploration / non-combat gameplay more creative with the platforming, but they overdid it so much that it becomes a pain and a chore very fast. This is coming from a person who loves both Mirror's Edge games - games where the platforming is the entire gameplay. However, ME's did it well; something that I cannot say about Doom Eternal. Quite often you wonder where to jump next. Some of the jumps require absolutely perfect double jump, dash, dash combo timing in order to reach ledges. Regularly, I had issues with Doom Guy either not grabbing climbable walls by himself, or grabbing them unexpectedly, at which point I pressed the Use key myself in order to grab them, which in turn caused me to let go of the walls. Frustrating to say the least. What's worse, platforming makes up approximately 30% of the whole game. This makes me miss the long, 'boring' (i.e. beautifully looking, atmospheric and full of little details) corridors they were attempting to replace. Entire combat loop: I am all for changing the combat a bit, but Eternal's combat is overdesigned and bloated with pointless mechanics that nobody asked for: Why add dashes? Nobody asked for them. What's worse, in order to balance things out, they reduced the player's movement speed. What was the point then? Also, they are on a cooldown. They added a super powerful Blood Punch, but nerfed the regular punch so much that it barely does any damage. Also, it's on a cooldown (i.e. to be precise, it requires 2 Glory Kills to fill). Flame Belch's (or Flame Puff as it should be called) one and only reason for existing is giving you Armor. The fire does not have any other effect on the enemies: they do not panic, they do not receive any debuff. I don't think they even receive any damage and if they do, it is so marginal, that it makes absolutely no difference. And it's on a cooldown. Ice Bomb. An actually cool addition. Pun intended. On a cooldown. Frag Grenade. Better than the one in Doom 2016, especially after upgrades. On a cooldown. Chainsaw is now required to spam, in order not to run dry after firing your gun a couple of times: this is due to the fact that bigger enemies (anything that is not pure cannon fodder) are much more spongy than in Doom 2016 and you can carry even less ammo than in that game. In Doom 2016 I used it more as a f*ck-this-demon-in-particular button and the ammo was a bonus. Here, you very rarely have the opportunity to do so, since you have to use it constantly to replenish ammo, which in turn causes you not to have enough fuel for the larger demons. Also, guess what: it recharges one pip of fuel i.e. it's on a cooldown. See a pattern here? In order to be effective, you need to manage 6 (!) cooldowns as if it's an MMO. Doom 2016 had only one, since all the equipment items shared their cooldown. Now, the entire combat cycle can be summed up like this: Shoot at non cannon fodder demons. Run out of ammo after a minute. Run around looking for cannon fodder enemies, which die to a strong fart. Set them on fire, maybe freeze them (when desperate for health), chainsaw them. If you get damaged badly, skip to step 3. Rinse and repeat. Add some Glory Kills during this cycle. The combat loop changes a bit when the Marauder comes along: Shoot at non cannon fodder demons while avoiding the Marauder. Run out of ammo after a minute while avoiding the Marauder. Run around looking for cannon fodder enemies while avoiding the Marauder. Set them on fire, maybe freeze them (when desperate for health), chainsaw them while avoiding the Marauder. If you get damaged badly, skip to step 3, while avoiding the Marauder. Once everything is dead aside from the Marauder, focus on him. Change your entire behavior that this, and the previous game, have taught you, by standing still and looking for a slight opening when the Marauder's eyes glow green, because this is a 1v1 fighting game now for some reason. Repeat step 7 until either of you is dead. Marauder's design is puzzling to me. As mentioned above, in order for you to be effective against him, you need to do everything opposite to what this series has taught you. Mind you, I'm not talking about the difficulty here: once you discover that you can use a quick SSG-Ballista-SSG combo on him, he stops being so intimidating. It's just he brings the entire pacing of the game to a screeching halt, more so than the platforming sections. You can't stay at long range because he throws axe slashes at you. You can't stay at close range because he shoots the SSG at you. You can't stay at midrange, the one designed to be his weakness, because he may still frigging use his ranged axe or SSG or spam you with wolves for no bloody reason. Oh, and you can't use any Super Weapon against him (unless you are lucky and he spazzes out), because people would just blow him away with a BFG, and rightly so. The designer's wanted to create a cool, challenging enemy, instead they created a personification of everything I dislike in this game. And therein lies the problem. The fundamental issue with this game is the fact that it forces you play in a specific way. Previous games gave you the tools and said "go and have fun!". All guns were, more or less, effective. Yes, this ended up with a lot of people cheesing their way with the SSG and Gauss Cannon, but why prevent them from doing so? If they have fun doing it, why stop them? The devs wanted to prevent this behavior and changed their philosophy to "play exactly like we tell you to play or die". There is no experimentation, no fun discovery. You are literally told what to do against each enemy in a small tutorial screen. And if you fail to adhere to these instructions? Well, this is the reason that the bigger enemies are so damn bullet spongy when not fighting them the 'correct' way. But you know what is the saddest thing in this whole situation? You can still cheese with the SSG, Rocket Launcher and Ballista (stand in for the Gauss Cannon), though now only to a certain extent. This is still the most effective way of fighting, especially on higher difficulties! So despite all of their effort, changing the entire combat flow, adding tons of pointless abilities and annoying enemies, they still failed to prevent cheesing. Pair this with the sucky platforming sections and you have the ultimate failure of design: attempting to approach minor issues with a frenzied exaggerated knee-jerk reaction akin to taking a sledgehammer to a porcelain vase. Now I have buyer's remorse. I pre-ordered the $100+ Deluxe Edition. Sucks to be me, I guess. The worst of all is I know that Doom Eternal is going to sell exceedingly well and, due to this, they will never go back to their previous design philosophy. They will continue on with the current one and I will not be able to enjoy a new Doom game again. Very melodramatic I know, but this is the future I predict and accept. Time to move on.Show moreShow less
1. Pause the Denuvo anti-cheat update. 2. Make a copy of the whole folder C:\Program Files (x86)\Steam\steamapps\common\DOOMEternal and name it DoomEternalCopy. 3. Download the update. Do not run the update. 4. Delete DoomEternal and rename DoomEternalCopy to DoomEternal. 5. Continue enjoying single-player without intrusive and dangerous Denuvo anti-cheat malware. 6. ???? 7. Profit. Edit: These instructions will not work if you already fully downloaded and/or played the update. If you follow them exactly, Denuvo anti-cheat will not even get installed. The whole idea is to trick Steam into running the old version of the game without forcing you to download the update. This is a good game and I recommend you play it once Denuvo Anti-cheat has been removed for the single player. If you still have the old files then you can follow these instructions to play it right now.Show moreShow less
Pay Mick GordonShow moreShow less
haha chainsaw go brrrrrrShow moreShow less
Doom Eternal from Bethesda Softworks, LLC has a moving history behind when it comes to Denuvo. The Anti-Tamper service of Denuvo has been patched out since the Sept. 5, 2023 and since the first implementation at release, there are still few leftovers of Denuvo Anti-Cheat. The review has been adapted and updated 08.09.2023. An archived (german) version can be found in the group archive What does the product do? Nvidia gets feedback about a launched DLSS game Windows 11 users have to deal with Microsoft spyware, because the company secretly activates the Gamebar services in the background and contacts the XBox Live service with related product ID and ImpressionId Bethesda Service is activated Microsoft Azure Playfab and Analytics is activated Through Playfab alone, the product has online compulsion as a prerequisite. Even if this service were not active, Bethesda Service would force users into an online service Microsoft Server Speech Text to Speech Voice API is activated Who runs the product? Developed by IDS Inc. (ID Software) and published by Bethesda Softworks, LLC. id Software acquired by ZeniMax Media, Inc. 2009. Bethesda Softworks is also a sub-organization of ZeniMax Media, Inc. and ZeniMax Media, Inc. was acquired by Microsoft Corporation 2020. Therefore, it is not surprising that Doom Eternal was Bethesda's first title with Microsoft services. Where are the service providers located? Bethesda Softworks, LLC & Zenimax Media, Inc. - 1370 Piccard Drive, Rockville, MD 20850 United States Microsoft Corporation - 1 Microsoft Way, Redmond WA, 98052-6399 What data is collected? Everything and since everything is linked to unique ID's and personal data, using Doom Eternal is anything but not anonymous. Raw data contains really really much, so none of this fits on Steam. Bethesda API Verification of ownership with Serivce account ID, Steam AccountID, Steam Nickname, Login Token. Additionally userdata of the Bethesda platform which includes the Account creation, E-Mail, Username, Language, Last & first name, Location, secret question, sms enabled number, account type, unique id, signature and data for linked "Zenimax Code of Conduct and Privacy policy" stuff Microsoft XboxGamingOverlay The joke here? Even if the gaming overlay features are "DISABLED" in Windows settings, Microsoft gets notified when almost any game is launched. Data is tied to ImpressionID's, related GameID, unique user ClientID Users should block the GameBar.exe in their system enviroment. Even if this means that supposed comfort functions cannot be used. Microsoft Playfab (Analytics) Another critical service by Microsoft. Beginning with the business model of forcing users into the cloud and cloud-only applications (GAAS, SAAS) in perpetuity, the service is responsible for BigData telemetry and analytics in addition to online services like multiplayer services. Microsoft, of course has access to Bethesda's data of users here, as well as well to (if linked) BattleNet, Playstation, XBox, Steam, Nintento and Google data of customers. Raw data of Playfab Just one short example where the campaign were startet { "Events" : [ { "EventNamespace" : "custom.idtech.ghost.client.telemetry", "Name" : "t_ghost_user_activity", "OriginalTimestamp" : "2020-03-20T02:04:51.512477Z", "Payload" : { "correlation" : { "activity" : "e1m1_intro/ST_CAMPAIGN", "activityID" : "4a42a6d5cd3549abb481e45891856dea", "bnetMasterAccountID" : "xxxxxxxx", "build" : "20200313-175403-jolly-goose", "deviceID" : "xxxxxxxx", "platform" : "win", "product" : "ghost", "rootPlatformID" : "76561198113455411", "rootPlatformType" : "STEAM", "runtimeID" : "13c9186e384a46709d84da9c282a31b8", "session" : "campaign", "sessionID" : "5abf5413281f4ba19ed917e8f10b4650", "subActivity" : "starting-map", "subActivityID" : "f74d6f682b054bef84822569208d0650" }, If you want to see more you have the possibility to look at 11 different sections which I have processed for the review on the website. In the passage at the end with the "Additional information" you will find the link. Speech Rest API Developers could use the Microsoft Speech REST API to recognize voice commands from players or to convert text to speech to create an immersive gaming experience. Users should read the Data and Privacy for Speech to text article. The service appears in some Microsoft games, but can be blocked. Can the whole behavior be blocked? No. Telemetry in Microsoft products (Playfab here) is linked to online features (Like Epic Games Online Service), so users have no chance to block harmful and non-privacy compliant behavior. Unless they opt out of the respective product and don't use it. There are games where it is possible to block Playfab, but then users should be aware that their product will either not work at all or only to a half extend. The only good thing - is that there is no active login of the operating system like in Microsoft's own games (as example State of Decay). Because these not only log users into games in the XBox Cloud and thus also into partner platforms, but also switch local system accounts online. User,- and/or Privacy-Agreement Exceptionally, there is one. Can be found on the store page on Steam Additional Info Further information such as a connection overview, company details, involved IPv4 addresses and a german version of the review can be found as usual at https://gameindustry.eu and if you want, join the group Penguin Domination, so you won't miss any review on Steam.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.
