DOOM II APK (FULL GAME)

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Sep 12, 2026
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1.0.13
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Description

DOOM II drops the marine onto a wrecked Earth and hands him the Super Shotgun. Returning Android players and newcomers raised on the 2016 reboot get the full 30-level campaign plus both branch maps. The fastest survival gain comes from demon infighting, since damage they deal each other costs you no shells.

How to Play DOOM II on Android Phones

DOOM II plays as a first-person shooter across 30 sealed levels, where the marine finds coloured keycards, opens the matching doors and reaches the exit switch. Bethesda Softworks put the mobile version on Google Play in July 2019 as a paid app, with Nerve Software handling the port.

Nothing here gates progress behind timers or energy. You buy the app once, and the whole campaign opens immediately.

The tone stays deliberately blunt. Demon hordes fill each room, ammo sits on the floor, and the exit switch waits behind a locked door. However, the level layouts twist far more than the first release did, so route memory matters as much as aim.

The Core Loop of Keycards, Exits and Demon Hordes

Every level follows the same skeleton. You start with a pistol or whatever you carried in, sweep rooms for weapons and ammo, and hunt the keycards that unlock the path forward. Red, blue and yellow appear as both cards and skull keys, and a door accepts only its own colour.

The exit switch ends the level the moment you touch it. Because of that, clearing every demon is optional rather than required. Most rooms hide a stash of shells or a health pickup behind a wall panel, so the fastest route is rarely the richest one.

Hell on Earth as a Setting and a Story Premise

Hell on Earth picks up after the marine escapes the Mars facilities and lands on a home planet already overrun. Cities, sewers and industrial blocks fill the early maps. Later the geometry twists into raw hell architecture with blood floors and bone walls.

The story arrives through level design rather than cutscenes. Text screens appear between chapters, and the rest lands through what you walk into. For example, the shift from wrecked streets to hell brick tells you the invasion has a source, and that source is the Icon of Sin.

Android Version vs the PC and Console Version

Here is the detail most articles skip entirely. In 2024 a combined edition of both classic titles arrived on PC and consoles running a new engine, adding online play, a built-in browser for community content and 16-player matches. That edition never reached Google Play or the App Store.

The Android app therefore still runs the older Unity-based build. You get widescreen rendering and downloadable add-on episodes from a later update, plus local play only. Touch aiming also removes the fine mouse precision that PC players rely on, so close-range weapons carry more weight on a phone.

How This Shooter Compares To Other Android FPS Apps

Two real Android alternatives sit next to this one on Google Play. Delta Touch costs $2.99, has passed 55,000 installs and holds a 4.8 average rating, but it needs you to supply your own game data files before it runs anything. DOOM, the 1993 original, sits on the same store as a separate paid app.

The trade is straightforward. Delta Touch gives deeper control customisation and community level support, while this official release gives you a working game the second it installs. First-timers should take the official app. Players who already own game files and want granular control options get more from Delta Touch.

DOOM II Gameplay Mechanics and Touch Controls

Touch controls place a virtual stick on the left half of the screen and the fire, use and weapon-swap buttons on the right. Dragging anywhere on the right side turns the view.

There is no free vertical aim. Instead, shots auto-align vertically with whatever sits in front of you, which sounds limiting and actually saves you constantly on a phone.

Gamepad support works over Bluetooth, and a controller changes the feel completely. Still, the touch layout handles the campaign fine once you widen the movement stick. Each level closes on a tally screen that grades your run, and that screen quietly drives most replay value in this first-person shooter.

Moving and Firing With Touch Controls

Strafing does more work here than forward movement. Sliding the left stick sideways while holding fire keeps you circling a target, and most demon projectiles travel slowly enough to miss a moving player. Therefore, standing still is the single most reliable way to die.

Button placement matters more than sensitivity. Move the fire button away from the screen edge so your thumb does not slip off mid-fight. Also raise the turn sensitivity slightly, because slow turning gets you killed in the ambush rooms that open behind you.

Hunting Keycards, Skull Keys and Hidden Doors

Keycards show up in the status bar as small coloured tabs, and skull keys count as the same colour. Some maps hand you all three, while others need only one. Checking the status bar before backtracking saves a lot of wasted walking.

Hidden doors sit behind wall sections with a slightly different texture, and many need a switch pressed elsewhere first. Push against suspicious walls as you pass them. For example, a wall panel with a lighter border usually opens onto shells, a soul sphere or a shortcut past a locked section.

Reading the End-of-Level Tally and Par Time

The tally screen reports three percentages: kills, items and secrets. Next to them sits a par time, the target completion time set by the designers. Beating par is a genuine skill test on some maps and trivial on others.

Those numbers turn a linear campaign into a scoring game. Chasing 100 percent secrets pushes you into rooms you would otherwise walk past. Consequently, players who track the tally see roughly twice as much of each map as players who sprint for the exit.

How to Unlock the Super Shotgun and Every Weapon

The Super Shotgun is not an unlock at all. It sits on the floor as a normal pickup, first appearing early in the campaign, and it fires 20 pellets per shot against the standard shotgun’s 7. That single pickup reshapes every fight that follows it.

Nine weapons exist in total. Fist, chainsaw, pistol, shotgun, Super Shotgun, chaingun, rocket launcher, plasma rifle and the BFG9000 all return or debut here.

Ammo splits into bullets, shells, rockets and cells. Each weapon draws from exactly one pool, so weapon choice is really ammo budgeting. The double-barrel eats two shells per pull, which sounds expensive until you count how many demons drop in one trigger squeeze.

Where the Super Shotgun First Appears

You find the two-barrel weapon early, usually inside the opening city maps, often tucked behind a side room rather than on the main path. Grabbing it immediately changes your damage output for the rest of the run.

Its spread is wide and its reload is slow. Because the pellets scatter hard past medium range, the weapon rewards players who close distance rather than back away. A Hell Knight that takes four shots at range often takes two in its face.

The Chainsaw and the Berserk Pack as Melee Options

The chainsaw costs no ammo and locks weaker demons in place while it grinds them down. Imps and former humans die to it without you spending a single shell. However, it fails badly against anything that shoots back at speed.

The berserk pack is the better melee answer. Picking it up floods the screen red, refills health to 100 and multiplies punch damage for the rest of the level. Suddenly your bare fist drops a Hell Knight in a handful of hits, which is a genuine shell saver on ammo-starved maps.

Feeding the Plasma Rifle and BFG9000

Both energy weapons draw from cell packs, and cells are the scarcest resource in the game. The plasma rifle shreds crowds at a punishing cost, while the BFG9000 clears entire rooms with one charged blast.

Treat cells as boss currency. Save them for the Arch-Vile ambushes, cyberdemon encounters and the final map rather than burning them on imps. Players who empty their cells on MAP12 arrive at the last fight with nothing but shells and regret.

How to Reach the MAP31 and MAP32 Secret Levels

MAP31 and MAP32 sit outside the numbered campaign path, and no normal exit leads to them. MAP31 opens through a hidden exit switch on MAP15, while MAP32 opens only from a second hidden exit inside MAP31 itself. Miss the first switch and both maps stay locked for that run.

These two branch maps are the closest thing here to a collectible chapter. They carry different music, different enemies and a joke that lands only if you played id Software’s earlier work.

Skipping them costs nothing mechanically. Still, the secret levels hold some of the most memorable rooms in the whole package, and both count toward a complete run.

The Hidden Exit Inside MAP15

MAP15 hides its secret exit in a raised area reached by a lift, well away from the standard exit switch. You need to spot the alternate route while the map is still hostile, which is why so many first runs miss it entirely.

The switch looks identical to a normal exit switch. Once you press it, the game sends you to MAP31 instead of MAP16, and you rejoin the main path afterwards. Therefore, checking the automap for unvisited high ground on MAP15 is worth the extra two minutes.

What Waits Inside the Wolfenstein Tribute Map

MAP31 rebuilds a Wolfenstein 3D layout inside this engine, complete with grey brick, blue uniforms and Wolfenstein SS soldiers that appear nowhere else in the campaign. The music swaps to a rearranged track from that older game.

Combat here feels flat and fast. Corridors run at right angles, enemies pour out in lines, and the chaingun does most of the work. Hidden inside this map sits the second secret switch, which is the only route to the final branch map.

The Super Secret Map and Its Cyberdemon

MAP32 carries a par time of just 30 seconds, which tells you exactly how small it is. A pillared hall opens in front of you, and Wolfenstein SS soldiers appear on Hurt Me Plenty and above.

Then the far door opens and a cyberdemon walks through it. You can sprint past everything and hit the exit, or fight the boss with whatever you brought. Bringing rockets or cells into this map turns a panic run into a short, satisfying kill.

How the 20 Bonus Levels and Add-On Episodes Work

The 20 bonus levels ship inside the re-release as a separate menu entry, not as extra maps bolted onto the campaign. Community designers built them, the developers supervised the selection, and they load independently of your MAP01 progress.

That separation confuses a lot of buyers. Finishing MAP30 does not roll you into them, and starting them does not erase your campaign save.

A later update also opened the door to downloadable add-on episodes inside the same menu. Add in local 4-player co-op and local 4-player deathmatch, and one $4.99 purchase covers far more content than the store page suggests.

The 20 Bonus Levels and Why They Hit Harder

These maps assume you already finished the campaign. Ammo sits scarcer, room shapes get meaner, and several open with an immediate ambush rather than an empty corridor. Arriving with pistol-start habits gets punished quickly.

Treat them as a second difficulty tier rather than bonus filler. Play them after MAP30, and drop one difficulty setting below whatever you finished the campaign on. That single adjustment turns a frustrating set into the best value in the package.

Free Add-On Episodes in the Main Menu

The add-on section pulls extra episodes down over the network at no extra cost. Contents shift over time as the publisher adds and rotates entries, so the list you see today may differ from a screenshot taken two years ago.

Downloading one is worth doing before a flight or a commute. Each episode brings its own map set and, in several cases, its own soundtrack. Because the app stores them locally, they play offline exactly like the base campaign.

Local 4-Player Co-Op and Deathmatch

Local play supports four participants on the same network, in either co-op through the campaign or deathmatch against each other. Online matchmaking does not exist in this version.

Co-op changes the maps more than you would expect. Demon counts rise, respawned players restart weaponless, and shell competition gets genuinely tense. Deathmatch, by contrast, turns the double-barrel into the dominant pick, since corridors put everyone at knife range anyway.

All New DOOM II Demons and How to Counter Them

Eight demon types debut in this sequel, and each one answers a specific weakness in the original bestiary. The Chaingunner punishes open ground, the Revenant punishes distance, the Pain Elemental punishes slow kills, and the Arch-Vile punishes everything.

Hit points tell you the priority order. The Arch-Vile carries 700, the Mancubus 600 and the Revenant 300.

Old favourites still appear alongside them. Imps, pinkies, cacodemons, barons and cyberdemons all return, which means fights now mix ranged, melee and support demons in the same room. Learning which one to shoot first matters more than raw aim on touch controls.

The Revenant and the Chaingunner

Revenants fire homing rockets that curve toward you, and they punch hard in melee. Their 300 hit points make them a two-shot kill for the double-barrel at close range. Keep moving sideways, since a straight retreat lets the missile catch up.

Chaingunners are worse than their small frame suggests. They shred health from across a room and often sit in groups on ledges. Kill them first, always, and use cover the moment you hear the fire sound start.

The Mancubus and the Arachnotron

The Mancubus lobs paired fireballs in a fixed spread, leaving a gap directly between the two projectiles. Standing in that gap is the whole trick. With 600 hit points it takes several shells, so pick a spot where you can strafe without hitting a wall.

Arachnotrons stream plasma in a fast, flat line and love open arenas. They also infight beautifully. If one sits behind a group of imps, a stray plasma bolt will start a fight you did not have to pay for.

Why the Arch-Vile Always Dies First

The Arch-Vile is the most dangerous demon in the game and carries 700 hit points. It sets you on fire through a targeting beam that ignores distance, and worse, it resurrects fallen demons around it. Leave one alive and the room you just cleared refills.

Its attack needs line of sight for the full duration. Consequently, ducking behind a pillar mid-cast cancels the damage entirely. Rockets, plasma or a point-blank double-barrel volley all work, but the rule stays the same regardless of weapon. It dies before anything else in the room.

How to Beat the Icon of Sin Boss Fight

The Icon of Sin fight happens on MAP30, the final map, against a giant demonic face built into the far wall. Its forehead splits open to reveal a small exposed brain, and only a rocket landing in that opening ends the fight.

The wall itself does not shoot you. Instead it spawns cubes that fly across the arena and hatch into full demons wherever they land.

That spawn stream is the actual boss. Every second you spend climbing or aiming adds another Revenant or Arch-Vile to the floor behind you. Speed beats caution here, which makes this the one fight where hoarding rockets pays off directly.

Climbing the Stepped Platforms

A teleporter drops you at the base of a series of rising platforms that face the wall. You need the highest one to line up a rocket with the opening, and the climb takes several teleport hops.

Grab the weapons and power-ups at the start before you begin. Also move immediately, because demons hatching behind you will crowd the platform bases within seconds. A radiation suit or invulnerability sphere, if the map hands you one, is best spent on the climb rather than saved.

Timing Rockets Into the Exposed Brain

The forehead cycles open and closed. Firing while it is closed wastes the rocket and the two seconds you spent aiming, so wait for the gap to appear before pulling the trigger.

Vertical aim assist works in your favour here. Line up horizontally from the top platform and fire, and the rocket will find the opening. Three well-placed hits typically finish it, though the exact count varies with difficulty setting.

Controlling the Spawn Cubes

Cubes travel in an arc and land at semi-random points across the arena. You cannot stop them, but you can control what happens next by staying elevated and away from the landing zones.

Fighting the spawned demons is a losing trade. Every kill takes shells you need for nothing, since the fight ends the instant the brain dies. Therefore, ignore the floor entirely, keep climbing, and accept that a Revenant will be chewing on you when the ending triggers.

Advanced Tactics Most Android DOOM II Players Miss

Demon infighting starts the moment one demon’s attack strikes another demon. The injured one turns on whoever hit it and stops caring about you completely. Nothing in the game teaches this, and it is the single largest free damage source available.

Touch controls make these tricks more valuable than they are on a keyboard. Precision aiming is harder on a phone, so tactics that convert positioning into damage carry extra weight.

Three techniques change the game most. Provoking infights, weaponising the berserk pack and running strafe circles all cost zero ammo, and all three work from MAP01 onward.

Making Demons Fight Each Other

Position yourself so a slow projectile passes through you and lands on something behind. Step aside as a Mancubus fireball or an Arachnotron plasma bolt travels, and the demon behind takes the hit instead. The two then attack each other until one dies.

Big fights end this way constantly. A cyberdemon rocket that clips a group of barons removes half a room without costing you anything. Similarly, cacodemons hovering behind imps will start swinging the moment one stray hit connects.

Punching Hell Knights With the Berserk Pack

The berserk pack’s damage multiplier lasts the entire level, not a few seconds. Most players grab it for the health refill and then forget the fist entirely.

Switch back to the fist deliberately on ammo-poor maps. A powered punch drops a Hell Knight in a few hits and kills imps instantly. As a result, you can walk into the next keycard room with a full shell reserve instead of an empty one.

Strafe Circles That Beat Homing Rockets

Revenant missiles track you, but they turn slowly. Running a wide circle around the Revenant forces the missile into a curve it cannot complete, and it slams into a wall or another demon.

Straight-line retreat does the opposite. The missile stays locked and closes the gap, so backing down a corridor is the worst possible response. Circle instead, keep the demon roughly to your side, and fire during the turn.

Best DOOM II Tips and Tricks for Beginners

Shell economy decides most early deaths, because the double-barrel spends two shells per shot and shells are the most contested pickup in the campaign. Firing it down a long corridor scatters most of those 20 pellets into empty air.

New players lose runs to three specific habits. Wasting shells at range, ignoring the secrets percentage, and starting on a difficulty setting that punishes touch controls.

Fixing all three takes about ten minutes of deliberate play. Each one connects to a different system, so the gains stack rather than overlap.

Save Shells for Close Range, Not Corridors

Distance destroys the two-barrel weapon’s value. Past medium range the spread widens until only a few pellets land, and you have spent double ammo for a fraction of the damage.

Carry the chaingun for long sightlines and swap in close. Against a Chaingunner across an open room, bullets do the job for a quarter of the cost. Then close the gap for anything with real hit points, and let the spread do what it was built for.

Use the Automap to Chase the Secrets Percentage

The automap draws every room you have entered and leaves unvisited areas blank. Comparing that blank space against your secrets percentage on the tally screen tells you roughly where you failed to look.

Open it before pressing the exit switch, every level. Blank pockets next to visited corridors almost always mean a wall panel you walked past. This habit is also how most players find the MAP15 route to the branch maps on their first attempt.

Pick Hurt Me Plenty Before Touching Ultra-Violence

Five difficulty settings ship with the game: I’m Too Young to Die, Hey Not Too Rough, Hurt Me Plenty, Ultra-Violence and Nightmare. They change demon counts and damage, not just health values, so the jump between them is larger than the names suggest.

Hurt Me Plenty is the intended baseline and the right first choice on a touchscreen. Ultra-Violence adds enough extra demons that ammo runs genuinely short, which is a fair test with a mouse and a brutal one with a thumb. Nightmare respawns dead demons, so treat it as a challenge run rather than a first playthrough.

Frequently Asked Questions About DOOM II

Is DOOM II available on Android and iOS?

Yes. DOOM II sits on both Google Play and the App Store as a paid app, published by Bethesda Softworks and priced at $4.99 at launch. One purchase covers everything with no ads and no in-app spending. The port came from Nerve Software and released in July 2019.

How long does the campaign take to finish?

A full run of the 30-map campaign takes roughly 9 to 12 hours at a normal difficulty setting. Thorough players who sweep every room average around 20 to 30 minutes per map, which suits commute-sized sessions well. The bonus set adds several more hours on top.

Does the game support controllers and local multiplayer?

Bluetooth gamepads work, and many players prefer them for the boss maps. Local play supports four participants on the same network in co-op or deathmatch, though online matchmaking is absent. Progress saves locally on the device, so a controller and a phone stand turn it into a small console setup.

Who Should Buy DOOM II on Android Today

This one suits players who want a complete, offline, premium shooter with no timers or spending prompts, and it suits returning fans hardest of all. Newcomers should start on Hurt Me Plenty and treat the first ten maps as their training ground. I ran the campaign on a phone with the movement stick widened, and the double-barrel plus infighting combination carried me further than any weapon upgrade ever could. Buy it if you want thirty-plus hours of tight level design for the price of a coffee. At $4.99 with 20 bonus levels attached, this remains one of the best value purchases on Google Play.

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Minor updates for compatibility with modern Android