Lost in Infinity's grasp, the Doom Slayer must break an endless cycle of death and rebirth. Classic Doom transformed into a roguelike along with upgrades, stats and random surprises!

Post news Report RSS Doom Infinite - new version 0.978.2

New version of Doom Infinite brings bugfixes, performance improvements and new content to play with!

Posted by on

DOOM INFINITE DEMO v. 0.978.2

Doom Infinite is a single-player Doom-based FPS roguelike mod for GZDoom 4.8.2 or newer.

Requires Doom2.wad to run (DOOM II ON STEAM)

Doom Infinite is back - smoother, stronger and even harder than before! With over 160+ changes to the core systems it's even hard to describe what's new and improved.

New run challenges await you!


You can choose from 20 unique Run Challenges in an attempt to unlock new content and finally prove to yourself just how badass your slaying skills are. Beware - none of them are easy. Wait, what did you think the word "challenging" meant?

Red hot action, non stop!


Version highlights:

  • Run Challenges - 20 new hard run mutators with unique rewards
  • 30 new passive upgrades
  • metric ton of bugfixes
  • stability improvements
  • performance improvements
  • balance tweaks
  • internal system updates aimed at productivity and automation (integration with Excel spreadsheet data)
  • new bonus rooms
  • new Limbo content
  • new NPC system
  • improved touch input (Delta Touch tested)

We took our sweet time with this one, didn't we? Well, that's because aside from the tangible changes in this version there's a lot rewrites and under-the-hood updates that will help us implement new advanced content faster and better. Remember that this is still a demo version with its basic Classic Mode as the core! Pretty soon we are going to expand into the epic, dark adventure of the timewarped Slayer and his endless struggle.

Survive the chaos!


Thank you all for your support, patience and feedback! We will continue to struggle on and work hard on the best roguelike experience we can give you! You can track the progress or report any bugs via its Discord server and support it on Patreon.

Post comment Comments
berrу
berrу - - 113 comments

let's goooo!

Reply Good karma Bad karma+1 vote
Guest
Guest - - 690,384 comments

really good mod

Reply Good karma Bad karma+1 vote
Guest
Guest - - 690,384 comments

Lovin this mod. shaping up to be Mod of the Year for me.

Reply Good karma Bad karma+1 vote
rye74
rye74 - - 32 comments

Lovin this mod. shaping up to be Mod of the Year for me.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 690,384 comments

Good Mod

Reply Good karma Bad karma+1 vote
mikesilvatrindade
mikesilvatrindade - - 2 comments

difficultoldstuff

This game is awsome! ive being playing the original dooms for years and this mod feels like the way the game should have been from the start. however theres several things i would like to see changed and optimised. heres a (long) list, hope you see this difficultoldstuff.

-Ammo type explanation at the guide screen. What the hell is mauler ammo? and tracer? vulcan and infernal are easy to understand however ammo types, alt fires and every other gun properties should be explained. currently only quirks are explained at guide screen.

-Curse level is unbalanced imo, if i manage to get nice weapons and artifacts, i wanna get fun killing demons, however the games encourages to complete levels as fast as possible. curse level should be linked to enemies killed, not ingame time. sometimes i finish level 1 at 4 curse levels, just because i couldnt complete the level quickly.

-some levels have random curses like dwarfism or paralysis. is chance based? at least give in game info about that.

-mod packs are so rare. what a tease having a good mechanic to almost never using it. either lower modpack number requirement, or make them more frequent

-it would be nice to have a way to drop weapons and artifacts.
about artifacts, ive picked up some that completely ruin my run, for instance the one that drops constantly Hp level for levaing puddle of damaging blood. that artifact is unfair and unbalanced. the behelit reference artifact also made me lose half a dozen artifacts. at least explain or give more hints about artifact usage.
about being able droping weapons, swaping weapons is very hard. since theres more than one weapon per hotkey, im not able to switch fast and reliably enough. if i could drop unwanted weapons i would only cycle weapons i want

-special runes to unlock limbo doors are super rare, at at list it should be rewards for completing certain level tresholds like one rune per 5 levels, or at least making the more common. i only found one in many hours of gameplay

-revy could be unlocked from the start? make the items more expensive or scale eith curse level, but it would be a fine adition to limbo

-limbo generated levels are disapointing and the layout is confusing. i just use the ones that costs 50 souls per run to see if have a easy to complete chest. if are too much hassle i leave without even trying to complete, not to risk the run. i get the high risk/reward, but after many disapointing artifacts, i realy dont try anymore.

-activated artifacts are not fun. usualy when i get one activated artifact instead of a passive one i get frustrated. at least make chests choose between an activated and a passive one. sometimes chests have two passive artifacts to choose from, at least make two passives or one passive and one activated to choose from.

-this goes without saying, more levels to play. cycling the same ones get boring, but i get it, since it still on demo version.

either way this game is awsome as it is, and it would be nice to have it more balanced. i would pay top money for it. congratulations dev, this hame is a gem.
im looking foward to see it developed.

Reply Good karma Bad karma+2 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: