Sentences written about this title, gathered by type from the Japanese and English Wikipedia articles (as of 2026-8-30).
Doom was included in the first ten "game canon" video games selected for preservation by the Library of Congress in 2007, and its soundtrack was selected for preservation in the National Recording Registry in 2026.
At the start of 1993, id put out a press release, touting Hall's story about fighting off demons while "knee-deep in the dead".
Petersen later recalled that John Carmack and Romero wanted to hire other artists instead, but Cloud and Adrian disagreed, saying that a designer was required to help build a cohesive gameplay experience.
Rather than calculating how light traveled from light sources to surfaces using ray tracing, the game calculates the "light level" of a small area based on the predetermined brightness of said area.
Taylor said that the work gave him such a rush that he would pass out from the intensity.
Upon its release in December 1993, Doom became an "overnight phenomenon".
By May 1994, Wilbur said that the game had sold over 65,000 copies, and estimated that the shareware version had been distributed over 1 million times.
In 1995, Wilbur estimated the first-year sales as 140,000, while in 2002 Petersen said it had sold around 200,000 copies in its first year.
In April 1994, a few months after release, PC Gamer UK named it the third-best computer game of all time, claiming "Doom has already done more to establish the PC's arcade clout than any other title in gaming history," and PC Gamer US named it the best computer game of all time that August.
Reviewers heavily praised the single-player gameplay: Electronic Entertainment called it "a skull-banging, palm-sweating, blood-pounding game", while The Age said it was "a technically superb and thrilling 3D adventure".
Other reviewers, while also praising the gameplay, commented on the lack of complexity: Computer and Video Games found it captivating and praised the variety and complexity of the level design but called the overall gameplay repetitive, while Dragon similarly praised the fast gameplay and level design but said that overall it lacked depth.
The 3D graphics and art style earned glowing reviews as well; Computer Gaming World called the graphics remarkable, while Edge said that it "made serious advances in what people will expect of 3D graphics in future", surpassing not only prior games but games that had yet to be released.
Computer Gaming World also praised the music, as did The Mercury News, which called it as "ominous as the scenario".
Historians such as Tristan Donovan in Replay: The History of Video Games (2010) have termed it as causing a "paradigm shift", prompting the rise in popularity of 3D games, first-person shooters, licensed technology between developers, and support for game modifications.
In their book Dungeons & Dreamers: A Story of how Computer Games Created a Global Community in 2014, Brad King and John Borland claimed that Doom was one of the first widespread instances of an "online collective virtual reality", and did more than any other game to create a modern world of "networked games and gamers".
PC Gamer proclaimed Doom the most influential game of all time in 2004, and in 2023 said its development was one of the most well-documented in the history of video games.
In 2007 Doom was listed among the ten "game canon" video games selected for preservation by the Library of Congress, and in 2015 The Strong National Museum of Play inducted Doom to its World Video Game Hall of Fame as part of its initial set of games.
In 2026, the game's soundtrack was selected by the Library of Congress for preservation in the National Recording Registry for having "cultural, historical or aesthetic importance in the nation's recorded sound heritage".
In 1995, Next Generation said it was "the most talked about PC game ever".
GameTrailers ranked it the most "breakthrough PC game" in 2009 and Game Informer again ranked it the sixth-best game that same year.
Red line ("doom+clone" or "doom+clones") peaks at about 400 in 1996, and tails off to zero again by 2002.
Blue line ("first+person+shooter" or "first+person+shooters") grows mostly monotonically to about 1120 by 2002, with an intermediate peak of about 850 in 2000.
Both lines are close to zero before late 1993, when "Doom released" is noted with a visual marker.]]
In 1998, PC Gamer declared it "probably the most imitated game of all time".
In Germany, shortly after its publication, Doom was classified as "harmful to minors" by the Federal Department for Media Harmful to Young Persons and could not be sold to children or displayed where they could see it, which was only rescinded in 2011.
While planning for the massacre, Harris said in his journal that the killing would be "like playing Doom".
In 2016, Romero created two new Doom levels: E1M4b ("Phobos Mission Control") and E1M8b ("Tech Gone Bad").
Sandy Petersen, one of the development staff, said that sales in the first 1 years were in the region of several hundred thousand copies, and speculated that they had probably levelled off because of widespread piracy.
Doom is a 1993 first-person shooter game developed and published by id Software for MS-DOS.
Id published Doom as a set of three episodes under the shareware model, marketing the full game by releasing the first episode free.
Doom was included in the first ten "game canon" video games selected for preservation by the Library of Congress in 2007, and its soundtrack was selected for preservation in the National Recording Registry in 2026.
Id only gave a single press preview, to Computer Gaming World in June, to a glowing response, but had also released development updates to the public continuously throughout development on the nascent internet.
At midnight on December 10, 1993, after working for 30 straight hours testing, the development team at id uploaded the first episode to the internet, letting interested players distribute it for them.
The first port of Doom was an unofficial port to Linux, released by id programmer Dave Taylor in 1994; it was hosted by id but not supported or made official.
The ports did not all have the same content, with some having fewer levels, such as the 32X port created by John Carmack, which was released with only two-thirds of the game's levels in order to meet the console's launch date, while the PlayStation port includes The Ultimate Doom and Doom II.
Although the company estimated that only 1% of shareware downloaders bought the full game, this was enough to generate initial daily revenue of , selling in one day what Wolfenstein had sold in one month.
In 1995, Wilbur estimated the first-year sales as 140,000, while in 2002 Petersen said it had sold around 200,000 copies in its first year.
The 3D graphics and art style earned glowing reviews as well; Computer Gaming World called the graphics remarkable, while Edge said that it "made serious advances in what people will expect of 3D graphics in future", surpassing not only prior games but games that had yet to be released.
Dan Pinchbeck in Doom: Scarydarkfast (2013) noted the direct influence of Dooms design choices on those of first-person and third-person shooter games two decades later, as influenced by the games released in the intervening years.
Historians such as Tristan Donovan in Replay: The History of Video Games (2010) have termed it as causing a "paradigm shift", prompting the rise in popularity of 3D games, first-person shooters, licensed technology between developers, and support for game modifications.
In their book Dungeons & Dreamers: A Story of how Computer Games Created a Global Community in 2014, Brad King and John Borland claimed that Doom was one of the first widespread instances of an "online collective virtual reality", and did more than any other game to create a modern world of "networked games and gamers".
Blue line ("first+person+shooter" or "first+person+shooters") grows mostly monotonically to about 1120 by 2002, with an intermediate peak of about 850 in 2000.
After completing Doom, id Software began working on a sequel using the same engine, Doom II, which was released to retail on October 10, 1994, ten months after the first game.
In Germany, shortly after its publication, Doom was classified as "harmful to minors" by the Federal Department for Media Harmful to Young Persons and could not be sold to children or displayed where they could see it, which was only rescinded in 2011.
On January 26, 1994, university student Brendon Wyber led a group to create the first full level editor, the Doom Editor Utility, leading to the first custom level by Jeff Bird in March.
It was followed by "countless" others, including many based on other franchises like Aliens and Star Wars total conversion mods, as well as DeHackEd, a patch editor first released in 1994 by Greg Lewis that allowed editing of the game engine.
Thousands of user-created levels were released in the first few years after the release; over 3000 such levels for Doom and Doom II were included in the official retail release Master Levels for Doom II (1995).
Sales stopped at 1,500,000 copies, short of titles such as Myst which sold more than 12,000,000, but the shareware (download) version is said to have had 15,000,000 to 20,000,000 users.
Experts put sales of the packaged version as of 1999 at about 20,000 to 3,000,000 copies.
" ), this game placed 1st in the 1994-2 issue, and "there is nothing as addictive as NetDoom, played with 4 bad friends!
It sold an estimated 3.5 million copies by 1999, and up to 20 million people are estimated to have played it within two years of launch.
As id would make the most money from copies they sold directly to customers—up to 85% of the planned price—he decided to leverage the shareware market as much as possible.
In 2004, John Carmack estimated that the total cost of development was less than US$1 million.
Although the company estimated that only 1% of shareware downloaders bought the full game, this was enough to generate initial daily revenue of , selling in one day what Wolfenstein had sold in one month.
By May 1994, Wilbur said that the game had sold over 65,000 copies, and estimated that the shareware version had been distributed over 1 million times.
In 1995, Wilbur estimated the first-year sales as 140,000, while in 2002 Petersen said it had sold around 200,000 copies in its first year.
According to Wilbur, by June 1996 it had been downloaded 20 million times.
According to PC Data, by April 1998 Dooms shareware edition had yielded 1.36 million units sold and in revenue in the United States.
The Ultimate Doom sold over 780,000 units by September 1999, and all versions combined sold 3.5 million copies by the end of 1999.
In addition to sales, an estimated six million people played the shareware version by 2002; other sources estimated in 2000 that 10–20 million people played Doom within 24 months of its launch.
Because it is a historic classic, and as a technical challenge with an element of joking, there have also been many attempts to port DOOM to hardware that is clearly underpowered or that does not normally run games, to the point that it is said that "there is no hardware DOOM has not been ported to".
This led PC Data to declare it the country's 4th-best-selling computer game since 1993.
Doom was highly praised in contemporaneous reviews.
Reviewers heavily praised the single-player gameplay: Electronic Entertainment called it "a skull-banging, palm-sweating, blood-pounding game", while The Age said it was "a technically superb and thrilling 3D adventure".
PC Zone called it the best arcade game ever, and it and Computer Gaming World praised the variety of monsters and weapons.
Other reviewers, while also praising the gameplay, commented on the lack of complexity: Computer and Video Games found it captivating and praised the variety and complexity of the level design but called the overall gameplay repetitive, while Dragon similarly praised the fast gameplay and level design but said that overall it lacked depth.
Edge praised the graphics and levels but criticized the straightforward shooting gameplay.
Computer Gaming World also praised the music, as did The Mercury News, which called it as "ominous as the scenario".
The PlayStation version was rated highly by HobbyConsolas, GamePro, and Maximum, which praised the inclusion of Doom II and extra levels, and favorably compared it to other PlayStation shooter games.
Later 1990s ports received worse reviews; the 3DO port was panned by GamePro and Maximum for having worse graphics, a smaller screen size, and less intelligent enemies than any previous version, and the Sega Saturn port also met with low reviews for poor graphics and low quality from Mean Machines and Sega Saturn Magazine.
Tom Hall, a member of the team, drew up a document setting out the background and the basic specifications, and at that stage the content was intended to resemble Dungeons & Dragons, with which the development team was familiar.
The designer Tom Hall initially wrote a science fiction plot, but he and most of the story were removed from the project, with the final game featuring an action-heavy design by John Romero and Sandy Petersen.
The working title was Green and Pissed, but Carmack renamed it Doom based on a line from the 1986 film The Color of Money: What you got in there?' / 'In here?
He was replaced by Sandy Petersen in September, ten weeks before the game was released.
As recently as 2019, community members have broken records originally set in 1998.
At the time this game was released, violent content in games such as Mortal Kombat, released the previous year, was being treated as a problem, and because of that content the Super 32X version was rated M by the ESRB (Mature, for ages 17 and up).
The team agreed to pursue the Doom concept, and development began in November 1992.
Doom again sparked controversy in the United States when it was found that Eric Harris and Dylan Klebold, who committed the Columbine High School massacre on April 20, 1999, were avid players.
"Thy Flesh Consumed" was announced after DOOM 2, which was released in 1994, and it is more difficult than the other three episodes.
Fusion reviewed the edition positively, praising the difficulty of the new levels, as did GameSpot, which reviewed it from the perspective of introducing the game to new players.
Petersen later recalled that John Carmack and Romero wanted to hire other artists instead, but Cloud and Adrian disagreed, saying that a designer was required to help build a cohesive gameplay experience.
The morning after release, John Carmack quickly released a patch in response to complaints of network congestion from administrators, who still needed to implement Doom-specific rules to keep their networks from crashing from the load.
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