The id Software director says the DOOM: The Dark Ages expansion is built around a combat loop that is nothing like the base game. Hugo Martin says DOOM is coming back soon, and he frames the DLC as “basically a sequel”.
DOOM: The Dark Ages has been out since May 2025. Players got to see the Slayer return in what plays like a prequel to the 2016 reboot, but the community has spent months refreshing for real DLC news. It is a razor-sharp shooter even if it does not automatically top the mythic status of DOOM Eternal, and id Software clearly still owes fans the expansion it has started teasing in recent days.
The DOOM: The Dark Ages DLC Will Feel Like a Sequel
During a Slayers Club Live session, game director Hugo Martin laid out a few points about the add-on that instantly set expectations sky-high. “It’s huge.” “It’s genuinely massive.” “I know it’s been a while since the base game shipped and you’ve been waiting, but I’m telling you this DLC is enormous.” “It basically feels like a sequel.” “That’s the vibe – it’s gigantic.” Martin said, before stressing that the size is not the only thing that changes.
What really grabbed people, though, is his claim that the DLC’s combat loop will not resemble the base game at all. “There’s nothing else like it.” “What I’ve played in the DLC feels completely different.” he added (via GamesRadar). The only specific mechanical hint so far is a new spear tied to some kind of mobility trick – possibly a dash, a long jump, or even a teleport-style move. The base release already experimented with parry-friendly melee tools, including a shield that can be hurled straight at enemies.
Any fresh gameplay polish would be welcome, and more time spent digging into DOOM lore would not hurt either. What is still missing is a firm release date. Martin said the trailer is still “quite a way off”, which leaves open the possibility that the expansion will not land in 2026. In the meantime, id Software pushed update 2.3 for DOOM: The Dark Ages a few months ago, reworking its most chaotic arena mode. The Ripper shifted from a wave-driven setup to a configurable, round-based format.
Source: 3DJuegos



