DOOM 1 APK (FULL GAME)

1.0.13
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Updated
Sep 11, 2026
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310 MB
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1.0.13
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8.0
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Description

DOOM 1 drops a lone marine onto Phobos with a pistol, a pair of fists and 36 levels of demons standing between him and the exit. New players who bounce off the phone controls in the first ten minutes will find the settings, weapon habits and movement patterns that make a touchscreen work. The lowest skill setting halves the damage you take and doubles the ammo in every pickup, which matters far more on a phone than any aiming trick.

How to Play DOOM 1 on an Android Phone

DOOM 1 on Android is a paid port of the 1993 first-person shooter, and you play one marine clearing 36 levels of demons across four episodes. You move, shoot, find coloured keys, open matching doors and reach the exit switch. There is no cover system and no reload.

The game runs from a single $4.99 purchase by Bethesda Softworks, built on id Software’s original design. Health never regenerates on its own. Instead, players pick up medkits, armour and bonus vials scattered around each map.

Because the whole loop is movement based, the phone version rewards players who keep a thumb sliding rather than tapping. Imps throw fireballs that travel slowly, so sidestepping beats standing still. Two named Android rivals sit close by, and both come up further down.

What the Run and Gun Combat Loop Asks From You

Combat here runs on three inputs at once: move, turn and fire. Demons do not flinch reliably, and most of them close distance fast. Players who stop moving die in open rooms, especially once Pinky Demons charge.

Ammo is the second half of the loop. Every shell and bullet sits on the floor somewhere, so shooting a Zombieman with the chaingun wastes a resource you will want later. First clear the weak enemies with the pistol or fists, then save shells for the tougher ranks.

Phobos, Deimos and the Story Behind the Invasion

The story starts at a UAC research base on Phobos, where teleport experiments tear open a gateway and let Hell through. Your marine survives because he was posted outside the main facility. Everyone else on the base is dead or possessed.

Episode one covers Phobos. The second episode moves to Deimos, the third drops into Hell itself, and Thy Flesh Consumed closes the arc with nine harder maps. Text screens between episodes carry the whole narrative, so the tone stays grim without cutscenes.

How This Shooter Sits Next to Other Android Retro Shooters

Two real competitors share this niche on Google Play. DOOM II is the direct sequel, also $4.99, and it swaps the episode structure for one long campaign plus twenty extra community-built maps. Delta Touch, by contrast, is a paid app that runs classic engine ports and lets players supply their own level files.

The trade-off is simple. This port gives polish, official support and a menu that works out of the box, while Delta Touch gives deeper control at the cost of setup work. For a first purchase, the official app wins because nothing needs configuring before the first shot.

Android Version vs the PC and Console Releases

The Android build sells for $4.99 against roughly the same price on other platforms, and it carries the same four episodes. What it lacks is input freedom. Controller, keyboard and mouse support is standard on the console and desktop releases, while the phone build limits players to onscreen buttons plus basic controller input.

Console and desktop players also get split-screen matches and cross-play lobbies. The phone release, however, centres almost entirely on the single-player campaign. Progress does not sync between platforms either, so a save on a laptop stays on that laptop.

Touch Controls, Sensitivity and Video Options

The Android build locks its onscreen buttons in fixed positions, and sensitivity is the only control value players can change. Buttons cannot be resized or moved. Controller input works, although the buttons cannot be remapped either.

Video Options carries more flexibility than the control menu does. Frame rate, refresh rate and aspect ratio all sit there, and each one changes how readable a firefight feels on a small screen.

Sound matters as much as sight in this shooter, so headphones help more than settings do. Demons announce themselves before you see them. For example, a Cacodemon’s idle noise carries through a wall long before the sphere floats into view.

Aiming and Firing With the Onscreen Buttons

Aiming works by sliding a thumb across the right side of the screen, then tapping to fire. Sensitivity sits in the settings, and the default value feels slow for one swipe and fast for the next. Most players land somewhere in the lower middle after a few tries.

Because there is no vertical aim, height differences resolve automatically. That single design quirk is what makes touch controls survivable. Aim left and right, keep moving, and the game handles the rest.

Frame Rate, 16:9 Rendering and Aspect Ratio Choices

A recent update brought 16:9 rendering, so the view fills a phone screen instead of sitting in pillarboxes. Video Options also holds 60 FPS support, along with 90Hz and 120Hz output for screens that can handle it. Smoothness matters here because demons cross a room in under two seconds.

Aspect ratio choices remain useful for anyone who wants the original framing. Purists can keep the narrow view, while everyone else takes the wider one. Battery drain climbs noticeably at 120Hz, so long sessions are steadier at 60.

Quick Save, Quick Load and Level Select

Quick Save and Quick Load arrived in an update and changed phone play completely. A pause and one button press stores your exact position, health and ammo. Loading takes the same two steps.

Level Select sits alongside them in the menu. Players pick any episode, any map and any skill setting without finishing what came before. Anyone replaying a favourite map, therefore, skips straight to it.

How to Unlock Every Weapon From Pistol to BFG 9000

Eight weapons sit in the arsenal: fists, chainsaw, pistol, shotgun, chaingun, rocket launcher, plasma rifle and BFG 9000. Players unlock none of them through menus. Each one appears as a floor pickup inside a specific level, and walking over it adds it permanently for that episode.

Weapons do not carry between episodes. Start Inferno and you begin with the pistol again, which is why the first ten minutes of any episode feel thin. That reset is deliberate and it shapes the pacing of every campaign.

Ammo types split four ways: bullets, shells, rockets and cells. Each weapon draws from one pool, so a full backpack of shells does nothing for a rocket launcher. Switching happens instantly, with no animation to wait through.

The Shotgun and Chaingun Carry Knee-Deep in the Dead

The shotgun shows up early in the first episode, usually dropped by a Shotgun Guy or sitting in plain view. It kills an Imp in one or two shots at close range. Most of episode one runs on this single weapon.

The chaingun arrives soon after and serves a different job. Its rapid fire staggers weaker demons and keeps them from closing in. For crowds of Zombiemen, therefore, the chaingun wins, while single tough targets still belong to the shotgun.

Rocket Launcher and Plasma Rifle Pickup Points

The rocket launcher turns up midway through the first episode and again early in each later episode. Splash damage hurts the shooter too, so firing it in a corridor at close range often kills you rather than the demon. Keep at least half a room of distance.

The plasma rifle appears later and burns through cell ammo fast. Against a Baron of Hell, a steady plasma stream ends the fight before it starts. Cells are scarce in the early episodes, though, so most players save them for boss rooms.

When the BFG 9000 Finally Appears

The BFG 9000 sits in specific maps, often behind a secret wall or in a heavily defended room. It fires a single green blast that damages everything in front of it, and one shot can clear a whole group of Cacodemons. Forty cells go per shot.

Timing matters more than aim with this weapon. The blast deals its main damage after the projectile lands, so keep facing the target for a moment longer. New players fire and turn away, then wonder why the Cyberdemon survived.

How to Get the Free Add-Ons Including SIGIL

Players reach the free add-ons through the Add-Ons entry on the app’s main menu, then pick a pack and let it download inside the game. No extra payment appears at any stage. Every pack listed there is included with the base purchase.

The catalogue holds SIGIL, SIGIL II, Final DOOM and No End In Sight, among others. New packs have been added over time, and the list has grown steadily since add-on support first arrived.

Here is a detail almost nobody mentions: the free add-on library inside this app now contains more levels than the paid 36-level campaign it shipped with. No End In Sight alone carries more than 30 maps. That single fact changes the value maths on a $4.99 purchase.

Downloading Add-Ons From the Main Menu

Open the app, tap Add-Ons on the main menu, and a list appears with a short description for each entry. Tap one and the download starts. Files are small compared with the base app, so most finish in under a minute on decent Wi-Fi.

Once installed, an add-on shows up as its own campaign. Players pick a skill setting exactly as they would for episode one. Progress in an add-on stays separate from campaign progress.

What SIGIL and SIGIL II Add After Thy Flesh Consumed

SIGIL is John Romero’s own episode, built to follow Thy Flesh Consumed, and it is deliberately harder than anything in the base campaign. Expect tight ledges, dark rooms and heavy Satanic imagery. Romero co-founded id Software and designed many of the original maps, so the level logic feels familiar even when the difficulty spikes.

SIGIL II continues in the same direction with a fresh set of maps. Both assume you already handle Barons of Hell without panicking. Neither is a good first stop for a new player.

Which Add-On Fits Best Right After the Four Episodes

Final DOOM is the natural next step for most players. Its maps are longer and more maze-like, but the demon roster stays recognisable. Anyone comfortable on Hurt Me Plenty will cope.

No End In Sight suits players who want volume above all. With more than 30 maps, it outlasts a full campaign run. Save SIGIL for last, since its difficulty makes more sense once the earlier packs are behind you.

How DOOM 1 Episodes, Keycards and Par Times Work

Progress runs through four episodes of nine levels each, giving 36 maps in total, and each episode ends with a boss fight before the next one unlocks in the menu. Episodes can be played in any order. Weapons and health reset at the start of each one.

Each level ends at an exit switch. Reaching it triggers a tally screen that scores three separate things and compares your time against a par time set by the developers.

Colour-matched keys gate the route through most maps. Two families exist, and mixing them up costs beginners a lot of wasted walking. Knee-Deep in the Dead teaches this system gently, while Inferno assumes you already have it down.

Four Episodes and 36 Levels of Structure

Every episode holds eight regular maps plus one secret map, which is where the nine-level count comes from. Knee-Deep in the Dead covers the Phobos base, The Shores of Hell moves to Deimos, and Inferno drops into Hell. Thy Flesh Consumed sits fourth and hits hardest.

Difficulty climbs inside each episode rather than across the whole game. Map one of any episode is always gentle, and map eight is always a boss. New players who feel stuck should therefore try a different episode’s opening maps instead of grinding the same wall.

Keycards, Skull Keys and Colour Coded Doors

Three keycards exist in blue, yellow and red, and three skull keys use the same three colours. A blue door opens for a blue key of either type, depending on what that specific map placed. The status bar at the bottom shows which keys you hold.

Doors say what they need when you try them. A message flashes across the top of the screen naming the colour required. Read it, then work backwards through the rooms you have not yet visited.

Secret Levels and Hidden Exits in Each Episode

Every episode hides one extra map, reached through a hidden exit rather than the normal one. In Knee-Deep in the Dead the hidden exit sits inside a specific room in map three. Take it and you land on the secret map instead of map four.

Secret exits look like normal exit switches, just tucked behind a wall panel or a lift that only opens once. Missing them costs nothing in story terms. Completionists, however, need all four to see every map in the game.

Kills, Items and Secrets on the End of Level Tally

The tally screen scores kills, items and secrets as three separate percentages, then shows your completion time next to a par time. Hitting 100 percent on all three in a single run is genuinely hard. Level designers placed several secrets specifically to punish players who rush the exit.

Par times reward the opposite approach. Beating one usually means skipping optional rooms entirely. Because the two goals pull against each other, most players pick one target per run rather than chasing both.

All Five Difficulty Settings and What They Change

Skill choice changes damage maths, not just demon counts. The five difficulty settings run from I’m Too Young to Die through Hey Not Too Rough, Hurt Me Plenty, Ultra-Violence and Nightmare!. Each one alters how many demons spawn and where they stand.

Two settings do something extra beyond enemy placement. The lowest halves incoming damage and doubles ammo pickups. The highest brings dead demons back to life.

Players choose the setting at the start of every episode, and Level Select lets you change it without restarting the campaign. Most beginners on a phone start too high, then blame the touch controls for deaths that the menu could have prevented.

I’m Too Young to Die Halves Damage and Doubles Ammo

This setting does two things competing articles rarely mention. Damage taken drops by half, and every ammo pickup gives double its normal amount. Enemy numbers fall as well, and tougher demon variants get swapped out of many rooms.

For touchscreen play, that combination matters enormously. Slow aiming stops being fatal when a Baron’s fireball takes half its usual bite. Anyone struggling with the controls should start here rather than fighting the interface on a harder setting.

Hurt Me Plenty and Ultra-Violence for Real Pressure

Hurt Me Plenty is the intended default and the setting most walkthrough writers assume. Damage runs at normal values, ammo drops at normal amounts, and the demon mix matches the designers’ baseline. A run through all four episodes here takes roughly 8 to 12 hours at a relaxed pace.

Ultra-Violence uses the hard enemy set and places Cyberdemons in tight spaces where dodging barely works. It is the classic choice for experienced players. On a phone, though, it turns ammo management into the main challenge rather than aiming.

Why Nightmare Brings Every Demon Back

Nightmare! respawns dead demons after a short delay, so clearing a room buys time rather than safety. Monsters also move and attack faster. The game even asks for confirmation before it starts, which tells you plenty.

Nobody should treat this as a normal progression step. Speed becomes the only viable tactic, since standing and fighting means fighting forever. Save it for a second or third run when routes are already memorised.

Common Mistakes That Ruin Runs on a Phone Screen

Most phone deaths come from open rooms, not from tough demons. Wide spaces let three or four enemies surround the marine at once, and the fixed onscreen buttons make fast turning awkward. Doorways and corners solve this by limiting how many demons reach you at a time.

Ammo waste is the second killer. Cells and rockets run short in the back half of every episode, and players who spend them early arrive at boss rooms holding a shotgun.

Ignored pickups form the third problem. The Berserk pack and the chainsaw both sit in plain sight in several maps, and new players walk past them constantly.

Fighting Barons of Hell in Open Rooms

Barons of Hell soak enormous damage and throw green fireballs in a straight line. Fighting one in the middle of a room gives it clean shots from every angle. Pull back into a corridor instead and the projectiles hit the walls.

Two Barons appear together at the end of Knee-Deep in the Dead. Circling around a pillar makes them block each other’s shots. Patience wins that fight far more reliably than firepower does.

Burning Rockets and Cells Before Inferno

Rockets and cells are the scarcest ammo in the game, and early maps hand out very few of either. Players who use rockets on Imps reach the episode boss with nothing left. Shells cover almost everything in the first two episodes.

A simple rule fixes this. Reserve rockets for Pinky Demons in open ground, and reserve cells for Barons and the Cyberdemon. Everything else dies to the shotgun and chaingun with enough patience.

Skipping the Berserk Pack and the Chainsaw

The Berserk pack restores health to 100 and turns the marine’s fists into a one-hit weapon for the rest of the level. Most players grab it, punch nothing and forget it exists. Used properly, it clears rooms of Imps without spending a single shell.

The chainsaw works similarly against weaker demons. Hold it against a Zombieman or an Imp and the attack locks them in place. Ammo saved this way pays off two maps later, especially on higher difficulty settings.

Best DOOM 1 Tips and Tricks for Beginners

Circle strafing keeps the marine alive longer than any weapon choice does. Moving sideways around a demon while facing it dodges nearly every projectile in the game, because Imp fireballs and Cacodemon shots travel slowly enough to sidestep. This single habit carries a DOOM 1 walkthrough further than perfect aim ever will.

Two other habits separate players who finish episodes from players who quit in episode two. One is listening. The other is saving at the right moment.

None of these tips involve menus or settings. All three come from how this specific engine handles projectiles, sound and level layout.

Circle Strafing Around Cacodemons and Imps

Cacodemons float and fire slow lightning balls, which makes them the perfect training target for strafing. Keep sliding sideways with your left thumb while the right thumb holds aim, and their shots pass behind you. Fire between steps rather than standing still to shoot.

Imps behave the same way on the ground. Their fireballs arc slowly enough that constant lateral movement dodges most of them. Against a group, however, circle in one direction only, since changing direction walks you straight into the second Imp’s shot.

Using Demon Sound Cues Through Closed Doors

Every demon type makes a distinct idle noise, and sound carries through closed doors in this engine. A Pinky Demon’s snort and a Baron’s growl are easy to tell apart after an hour of play. Listening before opening a door tells you what waits behind it.

Sound also reveals when a fight has started without you. Demons wake when they hear gunfire, so a shotgun blast in one room pulls enemies from the next. Experienced players use this deliberately to draw groups into a corridor.

Saving Before Every Keycard Door

Keycard doors almost always open into an ambush, since level designers used them as trigger points. Pausing and hitting Quick Save before opening one costs two seconds. Dying without that save costs the whole map.

Save again immediately after clearing the ambush room. Because the phone version stores a single quick save slot, overwriting it at good moments matters. Anyone chasing a 100 percent secret run should save before every unfamiliar lift as well.

Frequently Asked Questions About DOOM 1

Is DOOM 1 free on Android?

No. DOOM 1 costs $4.99 on Google Play as a one-time purchase, with no in-app purchases and no advertising. The download runs around 385 MB and needs Android 8.0 or newer. A publisher account login is no longer required, so the app opens straight into the menu offline.

How long does it take to finish all four episodes?

Roughly 8 to 12 hours covers all four episodes at a normal pace on the middle skill setting. Individual maps average about four to ten minutes each, which suits short sessions on a commute. Runs on the hardest setting take considerably longer because dead demons return.

Are there extra levels beyond the main campaign?

Yes. The Add-Ons menu keeps growing, and it accepts community-built level packs, so new sets can appear without any extra cost. Screens running at 90Hz or 120Hz make repeat runs noticeably smoother. Par times and 100 percent secret hunts also give the campaign long replay value.

Who Should Buy DOOM 1 on Android Today

This port suits two groups: players who grew up with the shooter and want it in a pocket, and newcomers curious about where the whole genre started. Buy it if you own a controller, or if you accept a short adjustment period with the onscreen buttons. In my own runs the first episode felt clumsy for about twenty minutes, then the movement clicked and Ultra-Violence stopped feeling unfair. Skip it only if precise aiming is non-negotiable for you. For five dollars with no ads and a free level library that outgrew the original campaign, this remains the best official way to play the 1993 first-person shooter on a phone.

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What's new

Minor updates for compatibility with modern Android