In development since 2010, the 18th Cacoward winner and Moddb 2012 MOTY Editors Choice of Creativity Award Brütal Doom takes Doom into a whole new level. It makes the game much more violent than before. There's much more blood, plus it adds unique gibs, death animations, dismemberments, headshots, executions, fire and explosion particles, flares, shadows over all objects, and much more.
The whole world becomes more real and interactive.You can kick severed limbs and heads (and sometimes, use it to activate some traps in the map earlier, or even kick them against enemies to do some damage), you can shoot enemies' heads to deal more damage (and cause more gruesome deaths) you can destroy most things in the the scenario (trees, lamps, hanging bodies, etc), you can paint the floor, the walls, and even the ceiling with blood, you can push the explosive barrels to make traps, or grab them and use like an explosive weapon, you can silently take down enemies from behind and perform stealth kills, the chainsaw actually cuts the enemies in two. When you find the berserk pack and get super strength, you can perform cinematic executions and RIP AND TEAR your foes with your bare hands. Some enemies will scream in anguish and try to crawl away when near death, and they can be used as human shields, and much, much more

Everything in Brutal Doom is extremely intense. Everything sounds louder, looks bigger, moves faster, and hits harder. You can even fell the impact of explosions. Enemies are harder and smarter, and weapons and explosions are loud as fuck. Your weapons have been upgraded to a deadly arsenal, completely throwing the vanilla Doom's "progressive weapon system" through the window. Every weapon is powerful and have it's pros and cons, and a weapon will never be outclassed when you find a new weapon.You have new abilities too. With any weapon selected, you can press Q (default bind) to kick enemies at close range and send them away. Press F (default bind) to taunt enemy players, and Z or X (default binds) to wave to other players in cooperative modes.
Brütal Doom will make the good an old Doom have a new and fresh look. It will give you a reason to play all the Ultimate Doom, Doom 2, and Final Doom levels again. This mod also works with almost every megawad and map pack around. Take a breath, and prepare to RIP AND TEAR HUGE GUTS!!!!!

Also Check the Official Facebook page:
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Before making any questions related to the mod, or problems to make it work, please read the FAQ.

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38 comments by Sergeant_Mark_IV on Jan 24th, 2015

User Posted Image

Check out this new video showcasing the latest advancements on gameplay and gore effects, and also, the return of the shotgun's wooden grip.

This video is running a modified version of FreeDoom that will be featured on the "Starter Pack" when BDv20 gets released.

I have completed almost everything required to record the official trailer and decide the release date. Expect big news soon.

BDv20 is also going to be 100% compatible with wads that uses custom graphics such as FreeDoom and Back to Saturn X.

User Posted Image
How many new death animations are enough? I say it's not enough yet.

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Simple Hud V1

Simple Hud V1

Feb 5, 2015 HUDs 26 comments

MAKE SURE TO SET THE FOLLOWING OPTIONS: - Screen Size is set to 11. - Alternative HUD is set to OFF.

DoomGuy Pain Sound Effects

DoomGuy Pain Sound Effects

Jan 26, 2015 Players Audio 3 comments

6 New Pain Sound effects I made for DooMGuy when Injured. Open for modders use, just give credits.

Ultimate Doom I and II Metal Rededited

Ultimate Doom I and II Metal Rededited

Jan 17, 2015 Music 9 comments

Metal music by elguitarTom, xelteckon, XGamingPhunX - OCRemix Team (Either or) From YouTube. Metal music also by Andrey Avkhimovich From ITunes..

Half -Assed More Ammo

Half -Assed More Ammo

Jan 16, 2015 Prefabs 19 comments

Tired of running out of ammo? Wish you could carry more then the same old ammount? Try Half-Assed More Ammo. (Load before or after Brutal Doom) (Fixed...

Brutal Doom MLG Pro VERSION 3

Brutal Doom MLG Pro VERSION 3

Jan 15, 2015 Effects GFX 42 comments

AIM FOR THE HEAD!!! Get psyched for a dank adventure! All of the Zombieman has turned into MLG Pros and are 360 noscoping you. Use your M200 Intervention...

PSX Doom fully compatability

PSX Doom fully compatability

Jan 6, 2015 Singleplayer Map 29 comments

I took some time out of one of my days to patch up all that might conflict with brutal doom (terrain like water, etc. will not absorb blood, instead will...

Post comment Comments  (40 - 50 of 3,310)
The-Bright-Side Mar 23 2015, 9:47pm says:

Hey Sarge! AWESOME work on the latest v20 test version. I'm very very impressed and love it a lot.

None of the additions you're making are in any way detrimental to gameplay - instead, they all greatly add to it.

It works very well with the "Nice Wall Blood" add-on and Voxelbro's voxels (plus the Brutal DOOM patch for them), all of which I love.

Played it in co-op with my girlfriend using the latest GZDoom dev build. My notes so far:

The chainsaw's idle sound isn't continuous, it stops every second or so.

While dual-wielding the rifle (slot 2), when pressing R to reload while the rifles are full, the sprite on the right briefly gets a shadow.

The sound when falling into water is a bit too loud and strong (e.g. in DOOM II, MAP02) - sounds like a very large and heavy object falling into water, not a guy.

The ammo belt dangling in front of the shotgun uncomfortably reminds me of a scrotum. o_O But I see others here like it, and I wouldn't mind playing with or without it. :-)

Not all corpses seem very destructible. Some are, some aren't (e.g. the ragdoll-dead zombies and imps are not?). Dead cacodemons or pinky demons aren't destructible either. Is this intended?

There's a strange clicking sound when you're standing in water.

Burning fire sound seems to be inconsistently implemented - I hear it when burning enemies (after they die), but not when approaching torches or such.

I killed two mancubus, and they had new death animations (awesome!): one burned to death, the other fell over backwards. Unfortunately, I couldn't saw the weapon off either of them. Is that intended?

Also, are you planning more running/burning animations? I love the ones for the zombies.

So much from me for now - I'll probably have more soon! Thanks for all the great work, Sarge, and I hope this helps a little.

+1 vote     reply to comment
DoomKrakken Mar 26 2015, 9:06pm replied:

DUDE, you have a girlfriend who plays Brutal Doom?!


+1 vote     reply to comment
The-Bright-Side Mar 27 2015, 8:54am replied:

I know, right?!

+1 vote     reply to comment
Quaker540 Mar 27 2015, 6:52am replied:

My girlfriend will never, NEVER gonna try Brutal Doom.

0 votes     reply to comment
mastermaniac Mar 23 2015, 7:23pm says:

New rifle and shotgun sights are incredible. The animated sling on the shotgun is fantastic. The quasi-3d corpses that slump against walls are great in and of themselves, but I really stared in awe when a dead imp that was leaning against a door fell over when the door opened. Is there anything you *don't* think of, Sarge? Holy hell.

The stealth mechanic that some claimed was "unnecessary" actually proves to enhance the game in an unintended (or intended?) way: it has the side effect of making enemies appear to be much smarter than before. Rather than going into an alert state and letting themselves be herded into a hallway for single-file slaughter, they're occasionally wont to hang back and wait for you to take the fight to them. It's one of those rare cases of artificial brilliance, and it's just plain excellent. Really adds to the game.

Love how friggin' smooth the animations are becoming, both in terms of weapons and enemies. They just look plain better all the time. And now we have bloody footprints which make the battlefields look like even more of a disaster. Awesome. Sad to say that no modern game even comes close to this level of carnage, because modern devs are a bunch of touchy-feely sissies.

Amazing work thus far. v20 is definitely coming along brilliantly, and I can't wait for a stable final. This latest test version is a bit too crash prone for my liking, but coming from a glitchophobe like me, that's probably not saying much.

+1 vote     reply to comment
Calvinic Mar 23 2015, 6:54pm says:

In response to Sarge on my thoughts of the March Test release:

Because you know, Doomguy has no problems with running at unrealistically high speeds whilst carrying a ****-ton of weapons and equipment. That doesn't slow him down in the slightest. But yet, god forbid, when he goes to kick something. He becomes slow as all hell. Must be that pestering "realism" finally kicking on, eh?

I suppose it doesn't matter if you don't change it. I can go in and fix it myself.

-4 votes     reply to comment
Sergeant_Mark_IV Creator
Sergeant_Mark_IV Mar 23 2015, 8:23pm replied:

Lack of realism becomes a problem when it makes something that can be exploited to ruin the gameplay.

+4 votes   reply to comment
mastermaniac Mar 23 2015, 7:01pm replied:

The kick is not "slow as all hell." Sarge is right: it was way, way too spammable before. I see absolutely no problem with the kick in its current form whatsoever. Plus, it even animates better.

The crap people get all bent out of shape about, sheesh.

+1 vote     reply to comment
Quaker540 Mar 25 2015, 2:38am replied:

I hope we can atleast have the old sprites, the new ones aren't that good.

+2 votes     reply to comment
Quaker540 Mar 24 2015, 4:23pm replied:

"The crap people get all bent out of shape about, sheesh."

What's wrong with posting opinions?

0 votes     reply to comment
mastermaniac Mar 24 2015, 6:52pm replied:

"The crap people get all bent out of shape about, sheesh."

Nothing. You see, the above is *my* opinion - that it's silly to get "all bent out of shape about" this. What's wrong with *my* opinion?

-2 votes     reply to comment
Quaker540 Mar 26 2015, 2:03am replied:

I don't get it, thanks to my terrible English. Sorry man! :/

0 votes     reply to comment
Calvinic Mar 23 2015, 8:19pm replied:

To each his own. But I still stand by my verdict on the matter.

-1 votes     reply to comment
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Release Date
Released Feb 26, 2012
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1013 votes submitted.

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Highest Rated (110 agree) 10/10

Brütal Doom clearly deserves a 10, for several reasons: First, it has been developed almost single handedly by a goodwill individual, who clearly has shown the outmost dedication and perseverance through 2 years of continued development, besides from being always open-minded and patient, hearing suggestions and criticism and enduring ludicrous amounts of flame-wars on some of the forums where the project was being discussed. Such professionalism must be taken in note. Second: the level of compromise…

Jun 9 2012, 11:57am by Manny_F.

Lowest Rated (2 agree) 1/10

A god-awful one-shot gimmick. Overhyped and overpraised. Bother yourself with higher quality mods like DoomRLA, Russian Overkill, and more. Not worth any MOTY.

Dec 20 2014, 12:24am by SArais

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